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Immersing himself in a mid-21st-century technological virtual utopia to escape an ugly real world of famine, poverty and disease, Wade Watts joins an increasingly violent effort to solve a series of puzzles by the virtual world's super-wealthy creator, who has promised that the winner will be his heir. (This book was previously listed in Forecast.)
From the author of Ready Player One, a rollicking alien invasion thriller that embraces and subverts science-fiction conventions as only Ernest Cline could. Zack Lightman has never much cared for reality. He vastly prefers the countless science-fiction movies, books, and videogames he's spent his life consuming. And too often, he catches himself wishing that some fantastic, impossible, world-altering event could arrive to whisk him off on a grand spacefaring adventure. So when he sees the flying saucer, he's sure his years of escapism have finally tipped over into madness. Especially because the alien ship he's staring at is straight out of his favorite videogame, a flight simulator callled Armada--in which gamers just happen to be protecting Earth from alien invaders. As impossible as it seems, what Zack's seeing is all too real. And it's just the first in a blur of revlations that will force him to question everything he thought he knew about Earth's history, its future, even his own life--and to play the hero for real, with humanity's life in the balance. But even through the terror and exhilaration, he can't help thinking: Doesn't something about this scenario feel a little bit like...well...fiction? At once reinventing and paying homage to science-fiction classics as only Ernest Cline can, Armada is a rollicking, surprising thriller, a coming-of-age adventure, and an alien invasion tale like nothing you've ever read before.
_____________________ AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday's contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday's vaults, waiting for his heir to find it, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous - and addictive - than even Wade dreamed possible. With it comes a new riddle, and a new quest: a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who'll kill millions to get what he wants. Wade's life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again. _____________________ Praise for Ready Player One: 'Enchanting . . . Willy Wonka meets The Matrix.' USA Today 'An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.' CNN 'Delightful . . . the grown-up's Harry Potter.' HuffPost 'As one adventure leads expertly to the next, time simply evaporates.' Entertainment Weekly 'Gorgeously geeky, superbly entertaining, [and] spectacularly successful.' Daily Mail 'A smart, funny thriller that both celebrates and critiques online culture.' San Francisco Chronicle 'A geek fantasia, '80s culture memoir and commentary on the future of online behavior all at once.' Austin American-Statesman
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.
Discover the captivating art of Steven Spielberg’s Ready Player One. Our dystopian world lies on the brink of chaos and collapse, but the people have found their salvation in the OASIS, an expansive virtual reality universe created by the brilliant and eccentric James Halliday. When Halliday dies, he leaves his immense fortune in the form of a digital Easter egg hidden somewhere in the OASIS, sparking a contest that grips the entire world. Wade Watts, an unlikely young hero, decides to join the contest and embarks on a reality-bending treasure hunt through a fantastical world of action, danger, and mystery. Directed by Steven Spielberg and based on author Ernest Cline’s internationally best-selling book, Ready Player One is a hugely imaginative sci-fi adventure set in a rich virtual world. The Art of Ready Player One explores the creation of the incredible design work for this much-anticipated film, showcasing a wealth of concept art, sketches, storyboards, and other stunning visuals. The book also features exclusive interviews and commentary from the creative team, forming the perfect companion to one of the most exciting films of 2018.
Familiar and resonant, Cline's collection takes readers into a private landscape of science fiction, pop culture, and pornography. Ernest Cline is a geek, novelist, poet, and screenwriter based in Austin, Texas. In addition to winning poetry slams, Cline is known for screenwriting "Fanboys," released in 2009. He also recently sold the film rights to his latest book, "Armada."
Discover #1 New York Times-bestselling Patrick Rothfuss’ epic fantasy series, The Kingkiller Chronicle. “I just love the world of Patrick Rothfuss.” —Lin-Manuel Miranda • “He’s bloody good, this Rothfuss guy.” —George R. R. Martin • “Rothfuss has real talent.” —Terry Brooks DAY TWO: THE WISE MAN’S FEAR “There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man.” My name is Kvothe. You may have heard of me. So begins a tale told from his own point of view—a story unequaled in fantasy literature. Now in The Wise Man’s Fear, Day Two of The Kingkiller Chronicle, Kvothe takes his first steps on the path of the hero and learns how difficult life can be when a man becomes a legend in his own time. Praise for The Kingkiller Chronicle: “The best epic fantasy I read last year.... He’s bloody good, this Rothfuss guy.” —George R. R. Martin, New York Times-bestselling author of A Song of Ice and Fire “Rothfuss has real talent, and his tale of Kvothe is deep and intricate and wondrous.” —Terry Brooks, New York Times-bestselling author of Shannara "It is a rare and great pleasure to find a fantasist writing...with true music in the words." —Ursula K. Le Guin, award-winning author of Earthsea "The characters are real and the magic is true.” —Robin Hobb, New York Times-bestselling author of Assassin’s Apprentice "Masterful.... There is a beauty to Pat's writing that defies description." —Brandon Sanderson, New York Times-bestselling author of Mistborn
A lone astronaut must save the earth from disaster in this incredible new science-based thriller from the #1 New York Times bestselling author of The Martian. Ryland Grace is the sole survivor on a desperate, last-chance mission--and if he fails, humanity and the earth itself will perish. Except that right now, he doesn't know that. He can't even remember his own name, let alone the nature of his assignment or how to complete it. All he knows is that he's been asleep for a very, very long time. And he's just been awakened to find himself millions of miles from home, with nothing but two corpses for company. His crewmates dead, his memories fuzzily returning, he realizes that an impossible task now confronts him. Alone on this tiny ship that's been cobbled together by every government and space agency on the planet and hurled into the depths of space, it's up to him to conquer an extinction-level threat to our species. And thanks to an unexpected ally, he just might have a chance. Part scientific mystery, part dazzling interstellar journey, Project Hail Mary is a tale of discovery, speculation, and survival to rival The Martian--while taking us to places it never dreamed of going.
The new novel in the beloved New York Times bestselling Longmire series. One of the most viewed paintings in American history, Custer's Last Fight, copied and distributed by Anheuser-Busch at a rate of over two million copies a year, was destroyed in a fire at the 7th Cavalry Headquarters in Fort Bliss, Texas, in 1946. Or was it? When Charley Lee Stillwater dies of an apparent heart attack at the Wyoming Home for Soldiers & Sailors, Walt Longmire is called in to try and make sense of a piece of a painting and a Florsheim shoebox containing a million dollars, sending the good sheriff on the trail of a dangerous art heist.