by William Gibson
The New York Times bestselling author of such â€œhigh-tech dystopian thriller[s]â€* as Neuromancer and Zero History presents his first novel since 2010.
Flynne Fisher lives down a country road, in a rural near-future America where jobs are scarce, unless you count illegal drug manufacture, which sheâ€™s trying to avoid. Her brother Burton lives, or tries to, on money from the Veterans Administration, for neurological damage suffered in the Marinesâ€™ elite Haptic Recon unit. Flynne earns what she can by assembling product at the local 3D printshop. She made more as a combat scout in an online game, playing for a rich man, but sheâ€™s had to let the shooter games go.
Wilf Netherton lives in London, seventy-some years later, on the far side of decades of slow-motion apocalypse. Things are pretty good now, for the haves, and there arenâ€™t many have-nots left. Wilf, a high-powered publicist and celebrity-minder, fancies himself a romantic misfit, in a society where reaching into the past is just another hobby.Â
Burtonâ€™s been moonlighting online, secretly working security in some game prototype, a virtual world that looks vaguely like London, but a lot weirder. Heâ€™s got Flynne taking over shifts, promised her the gameâ€™s not a shooter. Still, the crime she witnesses there is plenty bad.
Flynne and Wilf are about to meet one another. Her world will be altered utterly, irrevocably, and Wilfâ€™s, for all its decadence and power, will learn that some of these third-world types from the past can be badass.
*New York MagazineÂ