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By day Dagmar Shaw orchestrates vast games with millions of players spanning continents. By night, she tries to forget the sound of a city collapsing in flames around her. She tries to forget the faces of her friends as they died in front of her. She tries to forget the blood on her own hands. But then an old friend approaches Dagmar with a project. The project he pitches is so insane and so ambitious, she can't possibly say no. But this new venture will lead her from the world of alternate-reality gaming to one even more complex. A world in which the players are soldiers and spies and the name of the game is survival.
9 stories, including Surfacing, Video Star, No Spot of Ground, Flatline, Side Effects, Witness, Wolf Time, The Bob Dylan Solution, and Dinosaurs.
Dagmar Shaw got out of the game... and into the movies.Sean is a washed-up child actor reduced to the lowest dregs of reality television to keep himself afloat. His life was a downward spiral of alcoholism, regret, and failure... until he met Dagmar.Except Sean has secrets, dark even for the Hollywood treadmill of abuse, addiction, and rehab. And Dagmar is a cipher. There are dark rumors about her past, the places she's been, the things she was involved in. People tend to die around her and now, she wants Sean for something. A movie, she says, but with her history, who's to say what her real game is?
Cowboy is no Rambo; he is a thoughtful, intelligent hero. He and Sarah are two of the many good things about HARDWIRED. Another is the world they inhabit-an incredibly detailed future of personality transfers, bizarre drugs, cybernetic implants, and complex political and economic power maneuvers. Williams tells their story with a propulsive yet almost elegant prose. HARDWIRED is always on the move. Yet its greatest strengths are the mythic overtones of Cowboy's story and the intricate power plays that pervade the novel. For at its cold, brutal heart HARDWIRED is about power-and about what happens to enduring American myths when events conspire to render them obsolete.
[from inside flaps] "When mankind's every need is serviced by artificial intelligence, and death itself is only a minor inconvenience, what does it mean to be human? The answer lies hidden, deep within the Implied Spaces. Aristide, a semi-retired computer scientist turned swordsman, is a scholar of the implied spaces, seeking meaning amid the accidents of architecture in a universe where reality itself has been sculpted and designed by superhuman machine intelligence. While exploring the pre-technological world Midgarth, one of four dozen pocket universes created within a series of vast, orbital matrioshka computer arrays, Aristide uncovers a fiendish plot threatening to set off a nightmare scenario, perhaps even bringing about the ultimate Existential Crisis: the end of civilization itself. Traveling the pocket universes with his wormhole-edged sword Tecmesssa in hand and talking cat Bitsy, avatar of the planet-sized computer Endora, at his side, Aristide must find a way to save the multiverse from subversion, sabotage, and certain destruction."
It was the U.S. Army Corps of Engineers who finally made the Swampeast habitable. Just south of Cape Girardeau the levee line began, to continue 2,200 miles to the Gulf of Mexico. The levees kept the floodwaters out. During the decades of prosperity, the farmers had forgotten the conditions under which they had prospered were artificial. Southeastern Missouri was as artificial as the Washington Monument, the St. Louis Gateway Arch, or the space shuttle, and like these, existed as a monument to the ingenuity of humankind. The land there had been manufactured. But that which is artificial occupies a precarious position in the world of nature. Its existence depends upon the maintenance of the conditions under which it was designed. The Mississippi River's levee system was built with the understanding that two things would remain constant: The flood waters would not rise much higher than they had in the past, and the land on which the levees were built would not move of its own accord. The first of these constants was violated regularly. The result was a greater commitment to reinforced levees. The second constant, the requirement that the earth not move, had not been tested. Though such a test, as history showed, was inevitable.
The time of reckoning is close at hand. Events in the New York Times bestselling Star Wars The New Jedi Order series take a decisive turn, as the heroes of the New Republic prepare for their most volatile clash yet with the enemy--from without and within.In the war against the ruthless Yuuzhan Vong, the fall of Coruscant leaves the New Republic divided by internal strife, and on the verge of bowing to conquest. But those who steadfastly refuse to consider surrender--Luke Skywalker, Han Solo, Leia Organa Solo, and their children and comrades-in-arms--are determined to seize victory against overwhelming odds. And now, finally, there are signs that the tide may be turning in the New Republic's favor.After capturing crucial Yuuzhan Vong intelligence, Jedi fighter-pilot Jaina Solo prepares to lead a daring surprise strike against an enemy flagship. Meanwhile, Jaina's brother Jacen--liberated from the hands of the enemy and newly schooled in an even greater mastery of the Force by the Jedi Knight Vergere--is eagerly poised to bring his unique skills to bear against the invaders. And on Mon Calamari, the New Republic's provisional capital, the retired, ailing hero Admiral Ackbar has conceived a major tactical plan that could spell the beginning of a swift end for the Yuuzhan Vong.Yet even as opposing squadrons face off in the depths of space, intrigue runs rampant: in the heated political race for Chief of State . . . in the shadows where Yuuzhan Vong spies plot assassinations . . . and in the inscrutable creature Vergere, a Jedi Knight whose allegiance is impossible to predict. And as Luke Skywalker sets about reestablishing the Jedi Council, the growing faction opposed to the ways of the Force unveil a terrifying weapon designed to annihilate the Yuuzhan Vong species. But in doing so, they may be dooming the New Republic to becoming the very thing it has sworn to fight against--and unleashing the power of the dark side.Features a bonus section following the novel that includes a primer on the Star Wars expanded universe, and over half a dozen excerpts from some of the most popular Star Wars books of the last thirty years!
Kyp's plan calls for a lightning-fast strike, backed with overwhelming force, to destroy the Brigade's offensive capabilities and teach prospective traitors that betrayal carries a heavy price. But young Jacen Solo, still bearing the scars of his imprisonment by the Yuuzhan Vong, has a better idea: a daring raid into the heart of Ylesia's capital, with the objective of capturing the Brigade's top leaders-including the newly sworn-in President, Thrackan Sal-Solo, cousin to Jacen and his twin, Jaina. But unknown to the Jedi and the New Republic forces, Supreme Overlord Shimrra of the Yuuzhan Vong has dispatched reinforcements to the Ylesia system. Instead of a swift surgical strike, Jaina, Jacen, Kyp, and their comrades are about to find themselves locked in a desperate battle for survival, with the odds stacked against them and time running out...
THIS IS NOT A GAME is a novel built around the coolest phenomenon in the world. That phenomenon is known as the Alternate Reality Game, or ARG. It's big, and it's getting bigger. It's immersive and massively interactive, and it's spreading through the Internet at the speed of light. To the player, the Alternate Reality Game has no boundaries. You can be standing in a parking lot, or a shopping center. A pay phone near you will ring, and on the other end will be someone demanding information. You'd better have the information handy. ARGs combine video, text adventure, radio plays, audio, animation, improvisational theater, graphics, and story into an immersive experience. Now, one of science fiction's most acclaimed writers, Walter Jon Williams, brings this extraordinary phenomenon to life in a pulse-pounding thriller. This is not a game. This is a novel that will blow your mind.
In this all-new collection of original novellas, four award-winning masters of alternate history turn back time, twisting the facts with four brilliant excursions into what might have been by traversing Worlds That Weren't. Under the influence of the philosopher Sokrates, the Athenian general Alkibiades leads his soldiers to victory over the Spartans in New York Times bestselling author Harry Turtledove's "The Daimon." Set in the same universe as The Peshawar Lancers, "Shikari in Galveston" by national bestselling author S. M. Stirling features an Angrezi aristocrat's hunting expedition into the wilds of Texas-and his growing admiration for the natives who dwell there. In 1453, a rather different Turkish Empire raised the flag of Astarte's Bloody Crescent over Constantinople. Four years later, European mercenaries find themselves stranded on the coast of North Africa-with an embarrassing corpse-in "The Logistics of Carthage" by Mary Gentle. In Walter Jon Williams's "The Last Ride of German Freddie," a mysterious Old World figure stalks Tombstone, Arizona, as a cardsharp, trading philosophy -and lead-with the likes of Wyatt Earp and Doc Holliday. The past isn't what it used to be....
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