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William Gibson, the acclaimed New York Times bestselling author of Neuromancer and Agency, presents a captivating sci-fi thriller that delves into a terrifying vision of the future.
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Flynne Fisher, a young woman living in a rural American town where jobs are scarce, earns a living by assembling products at the local 3D printshop. Her brother Burton, a veteran suffering from neurological damage, relies on the Veterans Administration's financial support. Flynne had previously earned more money as a combat scout in an online game, playing for a wealthy individual, but she has since had to abandon the shooter games.
Decades later, on the far side of a slow-motion apocalypse, Wilf Netherton resides in London. For the haves, life is relatively good, and the have-nots have largely disappeared. Wilf, a high-powered publicist and celebrity-minder, considers himself a romantic misfit in a society where exploring the past has become a mere hobby.
Unbeknownst to Flynne, her brother Burton has been secretly working online, providing security for a game prototype, a virtual world that bears a vague resemblance to London, but with a much stranger twist. He has enlisted Flynne to take over some of his shifts, assuring her that the game is not a shooter.
However, the crimes Flynne witnesses in this virtual world are far from benign. As Flynne and Wilf's paths converge, Flynne's world will be utterly and irrevocably altered, while Wilf's decadent and powerful society will learn that some individuals from the past can be formidable adversaries.
This thrilling narrative seamlessly blends the present and the future, challenging the readers' perspectives and offering a thought-provoking exploration of the consequences of technological advancement and societal change. Gibson's masterful storytelling transports the audience into a captivating and unsettling vision of the times to come, where the lines between reality and virtual reality become increasingly blurred.
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