Ready Player Two
by Ernest Cline
science fiction
young adult
copyright 2020
started reading in November 2021
rated 6/10: read to pass the time
This book takes up the story soon after Ready Player One. The hero now rules, owns and has super-powers in the virtual world. He has also become a creep. He is cut off from and disagreeing with his key friends from One. All rather unpleasant.
The virtual world is now full sensory immersion. Players are full-Matrix cut off from the real world. They are unconscious, unaware and unprotected. The hero sees no problem with this.
Perhaps there *is* no problem with this. How do players pay? The book does not mention. Once they run out of subscription fees, perhaps they are forced back into the real world.
The book is also full of the game-boy references which were fun in One and are now somewhat ridiculous. It's all in the mind -- or the machine -- but it may as well be wish-fulfilment magic.
At page 81 I stopped reading. There was nothing that made me want to follow the full story.
I hope that the hero returns to being human. I may, sometime in the future, try to read further.
For now, however, enough.
And the rating of six is generous. It would be five, readable if there's nothing else, except that I hope for improvement. After all, book One was quite good... I know that the author can do it.
Dr Nick Lethbridge / Consulting Dexitroboper
... Agamedes Consulting / Problems ? Solved
===No matter how much you push the envelope, it will still be stationery
===
Dying for you to read my blog, at https://notdotdeaddotyet.blogspot.com/ :-)
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