William Gibson, author of the extraordinary multiaward-winning novel Neuromancer, has written his most brilliant and thrilling work to date . . .The Mona Lisa Overdrive. Enter Gibson's unique world–lyric and mechanical, erotic and violent, sobering and exciting–where multinational corporations and high tech outlaws vie for power, traveling into the computer-generated universe known as cyberspace. Into this world comes Mona, a young girl with a murky past and an uncertain future whose life is on a collision course with internationally famous Sense/Net star Angie Mitchell. Since childhood, Angie has been able to tap into cyberspace without a computer. Now, from inside cyberspace, a kidnapping plot is masterminded by a phantom entity who has plans for Mona, Angie, and all humanity, plans that cannot be controlled . . . or even known. And behind the intrigue lurks the shadowy Yazuka, the powerful Japanese underworld, whose leaders ruthlessly manipulate people and events to suit their own purposes . . . or so they think.
The New York Times bestselling author of such “high-tech dystopian thriller[s]”* as Neuromancer and Zero History presents his first novel since 2010.
Flynne Fisher lives down a country road, in a rural near-future America where jobs are scarce, unless you count illegal drug manufacture, which she’s trying to avoid. Her brother Burton lives, or tries to, on money from the Veterans Administration, for neurological damage suffered in the Marines’ elite Haptic Recon unit. Flynne earns what she can by assembling product at the local 3D printshop. She made more as a combat scout in an online game, playing for a rich man, but she’s had to let the shooter games go.
Continue reading “The Peripheral”
Twenty years ago, it was as if someone turned on a light. The future blazed into existence with each deliberate word that William Gibson laid down. The winner of Hugo, Nebula, and Philip K. Dick Awards, Neuromancer didn't just explode onto the science fiction scene–it permeated into the collective consciousness, culture, science, and technology.
Today, there is only one science fiction masterpiece to thank for the term “cyberpunk,” for easing the way into the information age and Internet society. Neuromancer‘s virtual reality has become real. And yet, William Gibson's gritty, sophisticated vision still manages to inspire the minds that lead mankind ever further into the future.
William Gibson returns with his first novel since 2010's New York Times best-selling Zero History.
Where Flynne and her brother, Burton, live, jobs outside the drug business are rare. Fortunately, Burton has his veteran's benefits, for neural damage he suffered from implants during his time in the USMC's elite Haptic Recon force. Then one night Burton has to go out, but there's a job he's supposed to do – a job Flynne didn't know he had. Beta-testing part of a new game, he tells her. The job seems to be simple: work a perimeter around the image of a tower building. Little buglike things turn up. He's supposed to get in their way, edge them back. That's all there is to it. He's offering Flynne a good price to take over for him. What she sees, though, isn't what Burton told her to expect. It might be a game, but it might also be murder.
Turner, corporate mercenary, wakes in a reconstructed body, a beautiful woman by his side. Then Hosaka Corporation reactivates him for a mission more dangerous than the one he's recovering from: Maas-Neotek's chief of R&D is defecting. Turner is the one assigned to get him out intact, along with the biochip he's perfected. But this proves to be of supreme interest to certain other parties–some of whom aren't remotely human.
Bobby Newmark is entirely human: a rustbelt data-hustler totally unprepared for what comes his way when the defection triggers war in cyberspace. With voodoo on the Net and a price on his head, Newmark thinks he's only trying to get out alive. Until he meets the angel.
Continue reading “Count Zero”