Four hundred years from now mankind is strung out across a region of interstellar space inherited from an ancient civilization discovered on Mars. The colonies are linked together by the occasional sublight colony ship voyages and hyperspatial data-casting. Human consciousness is digitally freighted between the stars and downloaded into bodies as a matter of course.
But some things never change. So when ex-envoy, now-convict Takeshi Kovacs has his consciousness and skills downloaded into the body of a nicotine-addicted ex-thug and presented with a catch-22 offer, he really shouldn’t be surprised. Contracted by a billionaire to discover who murdered his last body, Kovacs is drawn into a terrifying conspiracy that stretches across known space and to the very top of society.
This is high action, ideas driven noir SF of the highest order. Morgan has already established himself as an SF author of global significance.
Takeshi Kovacs has come home. Home to Harlan's World. An ocean planet with only 5 percent of its landmass poking above the dangerous and unpredictable seas. Try and get above the weather in anything more sophisticated than a helicopter and the Martian orbital platforms will burn you out of the sky.
And death doesn't just wait for you in the seas and the skies. On land, from the tropical beaches and swamps of Kossuth to the icy, machine-infested wastes of New Hokkaido the hard won gains of the Quellist revolution have been lost. The First Families, the corporations and the Yakuza have a stranglehold on everything.
Embarked on a journey of implacable retribution for a lost love, Kovacs is blown off course and into a maelstrom of political intrigue and technological mystery as the ghosts of Harlan's World and his own violent past rise to claim their due. Quellcrist Falconer is back from the dead, they say and hunting her down for the First Families is a savage young Envoy called Kovacs who's been in storage.
A high-tech thriller for the wireless age that explores the unthinkable consequences of a computer program running without human control—a daemon—designed to dismantle society and bring about a new world order
Technology controls almost everything in our modern-day world, from remote entry on our cars to access to our homes, from the flight controls of our airplanes to the movements of the entire world economy. Thousands of autonomous computer programs, or daemons, make our networked world possible, running constantly in the background of our lives, trafficking e-mail, transferring money, and monitoring power grids. For the most part, daemons are benign, but the same can't always be said for the people who design them.
Matthew Sobol was a legendary computer game designer—the architect behind half-a-dozen popular online games. His premature death depressed both gamers and his company's stock price. But Sobol's fans aren't the only ones to note his passing. When his obituary is posted online, a previously dormant daemon activates, initiating a chain of events intended to unravel the fabric of our hyper-efficient, interconnected world. With Sobol's secrets buried along with him, and as new layers of his daemon are unleashed at every turn, it's up to an unlikely alliance to decipher his intricate plans and wrest the world from the grasp of a nameless, faceless enemy—or learn to live in a society in which we are no longer in control. . . .
Computer technology expert Daniel Suarez blends haunting high-tech realism with gripping suspense in an authentic, complex thriller in the tradition of Michael Crichton, Neal Stephenson, and William Gibson.
Four decades ago, Richard Forthrast, the black sheep of an Iowa family, fled to a wild and lonely mountainous corner of British Columbia to avoid the draft. Smuggling backpack loads of high-grade marijuana across the border into Northern Idaho, he quickly amassed an enormous and illegal fortune. With plenty of time and money to burn, he became addicted to an online fantasy game in which opposing factions battle for power and treasure in a vast cyber realm. Like many serious gamers, he began routinely purchasing virtual gold pieces and other desirables from Chinese gold farmers—young professional players in Asia who accumulated virtual weapons and armor to sell to busy American and European buyers.
For Richard, the game was the perfect opportunity to launder his aging hundred dollar bills and begin his own high-tech start up—a venture that has morphed into a Fortune 500 computer gaming group, Corporation 9592, with its own super successful online role-playing game, T’Rain. But the line between fantasy and reality becomes dangerously blurred when a young gold farmer accidently triggers a virtual war for dominance—and Richard is caught at the center.
In this edgy, 21st century tale, Neal Stephenson, one of the most ambitious and prophetic writers of our time, returns to the terrain of his cyberpunk masterpieces Snow Crash and Cryptonomicon, leading readers through the looking glass and into the dark heart of imagination.
The future isn’t what it used to be since Richard K. Morgan arrived on the scene. He unleashed Takeshi Kovacs–private eye, soldier of fortune, and all-purpose antihero–into the body-swapping, hard-boiled, urban jungle of tomorrow in Altered Carbon, Broken Angels, and Woken Furies, winning the Philip K. Dick Award in the process. In Market Forces, he launched corporate gladiator Chris Faulkner into the brave new business of war-for-profit. Now, in Thirteen, Morgan radically reshapes and recharges science fiction yet again, with a new and unforgettable hero in Carl Marsalis: hybrid, hired gun, and a man without a country . . . or a planet.
Marsalis is one of a new breed. Literally. Genetically engineered by the U.S. government to embody the naked aggression and primal survival skills that centuries of civilization have erased from humankind, Thirteens were intended to be the ultimate military fighting force. The project was scuttled, however, when a fearful public branded the supersoldiers dangerous mutants, dooming the Thirteens to forced exile on Earth’s distant, desolate Mars colony. But Marsalis found a way to slip back–and into a lucrative living as a bounty hunter and hit man before a police sting landed him in prison–a fate worse than Mars, and much more dangerous.
Luckily, his “enhanced” life also seems to be a charmed one. A new chance at freedom beckons, courtesy of the government. All Marsalis has to do is use his superior skills to bring in another fugitive. But this one is no common criminal. He’s another Thirteen–one who’s already shanghaied a space shuttle, butchered its crew, and left a trail of bodies in his wake on a bloody cross-country spree. And like his pursuer, he was bred to fight to the death. Still, there’s no question Marsalis will take the job. Though it will draw him deep into violence, treachery, corruption, and painful confrontation with himself, anything is better than remaining a prisoner. The real question is: can he remain sane–and alive–long enough to succeed?
Jean le Flambeur gets up in the morning and has to kill himself before his other self can kill him first. Just another day in the Dilemma Prison. Rescued by the mysterious Mieli and her flirtatious spacecraft, Jean is taken to the Oubliette, the Moving City of Mars, where time is a currency, memories are treasures, and a moon-turned-singularity lights the night. Meanwhile, investigator Isidore Beautrelet, called in to investigate the murder of a chocolatier, finds himself on the trail of an arch-criminal, a man named le Flambeur...
Indeed, in his many lives, the entity called Jean le Flambeur has been a thief, a confidence artist, a posthuman mind-burgler, and more. His origins are shrouded in mystery, but his deeds are known throughout the Heterarchy, from breaking into the vast Zeusbrains of the Inner System to stealing rare Earth antiques from the aristocrats of Mars. In his last exploit, he managed the supreme feat of hiding the truth about himself from the one person in the solar system hardest to hide from: himself. Now he has the chance to regain himself in all his power—in exchange for finishing the one heist he never quite managed.
The Quantum Thief is a breathtaking joyride through the solar system several centuries hence, a world of marching cities, ubiquitous public-key encryption, people who communicate via shared memory, and a race of hyper-advanced humans who originated as an MMORPG guild. But for all its wonders, The Quantum Thief is also a story powered by very human motives of betrayal, jealousy, and revenge.
In reality, Hiro Protagonist delivers pizza for Uncle Enzo's CosoNostra Pizza Inc., but in the Metaverse he's a warrior prince. Plunging headlong into the enigma of a new computer virus that's striking down hackers everywhere, he races along the neon-lit streets on a search-and-destroy mission for the shadowy virtual villain threatening to bring about infocalypse. Snow Crash is a mind-altering romp through a future America so bizarre, so outrageous… you'll recognize it immediately.
The Diamond Age: Or, a Young Lady's Illustrated Primer is a postcyberpunk novel by Neal Stephenson. It is to some extent a science fiction coming-of-age story, focused on a young girl named Nell, and set in a future world in which nanotechnology affects all aspects of life. The novel deals with themes of education, social class, ethnicity, and the nature of artificial intelligence.
The Earth is changing. The alien invasion brought social upheaval, advanced technology, and an armada of peacekeeping robots. But Alan, a college student pursuing a now-useless degree, cares little about all of this. He has only one thing on his mind: the Game.
A fully immersive virtual reality, the Game appears to be a major part of the invading civilization. Alan can't wait to play, recklessly diving into the digital universe. Soon though, Alan realizes the Game is anything but simple, and the stakes are higher than he ever imagined.
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