Some years have passed since the events of Ready Player One. Wade is the richest man in the world, but he is not doing well. After the High Five gained control of Gregarious Simulation Systems, Wade found a new message from Halliday, revealing the existence of a neural interface system allowing the user to experience the Oasis simulation “directly” in the brain, without the need for visual, aural, and haptic devices. This changed the world, again, but also led to Samantha breaking up with Wade. She thought it was a terrible idea to implement. He is now a recluse, spending all his time in his enormous mansion, and twelve hours a day logged into the Oasis via his neural interface rig.
At this point, Wade’s problems amount to no more than the self-inflicted emotional suffering of a billionaire who made poor personal life choices. However, a new threat looms. An AI left behind by Halliday appears, threatening the Oasis and everyone logged in to it.
I must confess to being ready for disappointment with this book. How could Mr. Cline possible put the protagonist in straits that felt authentically dire when all his dreams were fulfilled at the end of the first book? I should not have worried. It all comes crashing down, and just when you think matters can’t get worse, they do. What follows is another treasure hunt with high stakes, but the emotional underpinnings are quite different from the egg hunt in the first book. It also reveals some dark secrets from the past.
Zack Lightman is a typical teenager living in a small town in Oregon. He is about to graduate high school. He works part time in a vintage video game shop. He plays the hit space combat game “Armada” quite a bit, with a player ranking of sixth worldwide. He also plays the companion ground combat game Terra Firma, but is nowhere near as good as his friends. The whole world seems to be playing these games. Then one, day, an Earth Defense Alliance shuttle looking just like in the games turns up at Zack’s school to pick him up for duty. Apparently the alien invaders are real and the games are a training simulation.
Like in his debut novel Ready Player One, Mr. Cline plays heavily on nostalgia and homages to the pop culture of the eighties. The story itself is heavily influenced by The Last Starfighter, which is also is referenced in the text. However in this novel the element feels somewhat forced.
The book is a fun romp and a lighthearted read. However it feels rushed and unfinished. The reader is left with the impression that there is so much left to say about these characters, but the story moves on rails, far too rapidly tracking towards what is a predictable conclusion despite the too obvious twist.
The year is 2044. Human civilization is hanging on by a thread. Recession, energy crisis, disillusionment, unemployment, starvation and poverty have reigned for decades. The only escape most people have is in a massive interactive simulation, the OASIS. The OASIS is also where most people work, a virtual universe with everything from shopping malls to space monsters. Thirteen year old Wade has grown up in a slum and has nothing to show for himself but being a geeky kid with some computer skills when OASIS co-founder and creator James Halliday dies, leaving his entire multi-billion dollar fortune and control of his company to the winner of an elaborate and mysterious quest throughout the OASIS. During the next five years, Wade becomes one of millions of “gunters”, short for “egg hunters”, trying to crack the quest and win the prize, fittingly an “Easter Egg”. This mostly involves ridiculously extensive research into the pop culture of the nineteen-eighties, Halliday’s favorite decade, to the point that Wade can recite every line of dialogue of every popular movie of the day, sing along to every hit song, and win at every old arcade game. He also knows the most obscure details of Halliday’s life. Then one day, Wade makes a breakthrough.
Ready Player One is a fast-paced, exciting, page-turning thrill-ride which proudly displays its early Cyberpunk roots. As Wade progresses on his quest, he encounters both allies and rivals. In particular, a large and ruthless multinational corporation is aiming to take control of the OASIS by running an entire division of gunters and battling for the prize. The majority of the action takes places in the OASIS, providing a stark contrast to the bleak and impoverished world outside. In the real world, people are jobless and homeless, and even debt slavery is often a better option than freedom since at least it provides room and board. In the virtual world, the poor but skilled can be wizards and warriors, paladins for justice or evil villains. The virtual world affects the real one in worrying ways, however, and domination of the real one is very much tied to winning the battle for the virtual one. For our recluse hero, this is a shocking and painful realization. He is mighty in the OASIS, but really only a geeky and powerless kid in the real world. The transformation of Wade’s real self to match the heroism of his avatar is the true underlying quest in the book.
It is clear Mr. Cline did a lot of research on eighties pop culture himself. The entire novel is one big orgy of fanservice, specifically aimed at those fans who grew up in the eighties. As an avid consumer myself of John Hughes movies, old computer games and era music, it pushed all the right buttons. The question this: can a person who is not at least casually versed in eighties pop culture truly appreciate it? I would say yes. Even without understanding the myriad pop culture references, it is a great adventure novel, and an excellent metaphor for our despondent times. Just be prepared for the massive geek-outs.