This is the second book in Williams' stories of Dagmar Shaw, game designer.
I've got to admit to a love of game designer protagonists, for sure, as that's where my own career started... Dagmar Shaw designs experiences known as Augmented Reality Games (ARGs), where the "game" contacts players through real-world systems (like email and phones, realistic looking websites, and even things like billboards for those in the know).
Williams conjectures that such a game will cause a kind of "group mind" to form, as people gather online to discuss methods of solving the various puzzles a game presents them with.
The first book of this series, "This is Not a Game," had this group mind work to solve a real murder mystery (without them even knowing that's what they were doing); in this sequel, the group mind has been transformed into anti-junta reactionaries in Turkey, being organized using the same technology, into an effective force for change.
So that's the general background. The book itself follows Dagmar through her adventures in this environment, with plenty of twists and turns.
Williams does a great job with his presentation, for sure. This is the second of his novels that's been hard to put down and quick to read. I'm really loving Dagmar as a character, and am actually eagerly looking forward to reading the third book in this series.
I should mention that while this is the second book of the series, reading the first is certainly not necessary to enjoy this one. Events are referred to, but not in any great depth, and the books both stand on their own just fine.
5 of 5 stars.
I've got to admit to a love of game designer protagonists, for sure, as that's where my own career started... Dagmar Shaw designs experiences known as Augmented Reality Games (ARGs), where the "game" contacts players through real-world systems (like email and phones, realistic looking websites, and even things like billboards for those in the know).
Williams conjectures that such a game will cause a kind of "group mind" to form, as people gather online to discuss methods of solving the various puzzles a game presents them with.
The first book of this series, "This is Not a Game," had this group mind work to solve a real murder mystery (without them even knowing that's what they were doing); in this sequel, the group mind has been transformed into anti-junta reactionaries in Turkey, being organized using the same technology, into an effective force for change.
So that's the general background. The book itself follows Dagmar through her adventures in this environment, with plenty of twists and turns.
Williams does a great job with his presentation, for sure. This is the second of his novels that's been hard to put down and quick to read. I'm really loving Dagmar as a character, and am actually eagerly looking forward to reading the third book in this series.
I should mention that while this is the second book of the series, reading the first is certainly not necessary to enjoy this one. Events are referred to, but not in any great depth, and the books both stand on their own just fine.
5 of 5 stars.
Dagmar Shaw is back.
This sequel to This Is Not a Game has Dagmar and her team from Great Big Idea playing a very high stakes game - the fate of a nation, life and death. And it all sounds eerily familiar to folks who have watched the news since January 2011 (Arab Spring anyone?).
Walter Jon Williams has cooked up an interesting story about Dagmar's moving from fictional alternate reality games (ARGs) to pulling the strings of a revolution in Turkey. There, the stakes get higher and the penalties more dangerous as she and her team work to over throw a military government.
Did I like it? Yes. It wasn't as striking and novel as This Is Not a Game, but Dagmar is back and action, running ARGs and putting tasks to the group mind all over again. And saving the world. Can't forget that. Unlike This Is Not a Game, it has more elements of espionage and intrigue, all but eliminating the gaming piece. Its also technologically plausible as well.
I give it four stars, but I wonder if Williams has ridden this horse as far as it can go.
Suggested for: Fans of technothrillers and near future novels like Halting State, Daemon, Freedom and This Is Not a Game. Also for fans of Walter Jon Williams.
This sequel to This Is Not a Game has Dagmar and her team from Great Big Idea playing a very high stakes game - the fate of a nation, life and death. And it all sounds eerily familiar to folks who have watched the news since January 2011 (Arab Spring anyone?).
Walter Jon Williams has cooked up an interesting story about Dagmar's moving from fictional alternate reality games (ARGs) to pulling the strings of a revolution in Turkey. There, the stakes get higher and the penalties more dangerous as she and her team work to over throw a military government.
Did I like it? Yes. It wasn't as striking and novel as This Is Not a Game, but Dagmar is back and action, running ARGs and putting tasks to the group mind all over again. And saving the world. Can't forget that. Unlike This Is Not a Game, it has more elements of espionage and intrigue, all but eliminating the gaming piece. Its also technologically plausible as well.
I give it four stars, but I wonder if Williams has ridden this horse as far as it can go.
Suggested for: Fans of technothrillers and near future novels like Halting State, Daemon, Freedom and This Is Not a Game. Also for fans of Walter Jon Williams.
I liked the first book of this series and I liked this one even more. Complicated scenarios and plenty of action in exotic locales. Reminds me of Neal Stephenson's Cryptonomicon. Highly recommend it.
I like Williams work, but felt this effort was mediocre; sorry.