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Ready Player One Kindle Edition

4.6 out of 5 stars 151,896 ratings

#1 NEW YORK TIMES BESTSELLER Now a major motion picture directed by Steven Spielberg.

“Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly

A world at stake. A quest for the ultimate prize. Are you ready?

In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days.

When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself.

Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win.

NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly San Francisco Chronicle Village Voice Chicago Sun-Times iO9 The AV Club

“Delightful . . . the grown-up’s Harry Potter.”
HuffPost

“An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”
—CNN

“A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”
Boston Globe

“Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”
—NPR

“[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”
iO9

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From the Publisher

A world at stake. A quest for the ultimate prize. Are you ready?

USA Today says, “Enchanting… Willy Wonka meets The Matrix.”

Entertainment Weekly says, “As one adventure leads expertly to the next, time simply evaporates.”

NPR says, “Ridiculously fun and large-hearted.”

Editorial Reviews

Review

“The science-fiction writer John Scalzi has aptly referred to Ready Player One as a ‘nerdgasm’ [and] there can be no better one-word description of this ardent fantasy artifact about fantasy culture. . . . But Mr. Cline is able to incorporate his favorite toys and games into a perfectly accessible narrative.”—Janet Maslin, The New York Times 

“A fun, funny and fabulously entertaining first novel . . . This novel's large dose of 1980s trivia is a delight . . . [but] even readers who need Google to identify Commodore 64 or Inky, Blinky, Pinky and Clyde, will enjoy this memorabilian feast.”
Cleveland Plain Dealer

“Incredibly entertaining . . . Drawing on everything from
Back to the Future to Roald Dahl to Neal Stephenson's groundbreaking Snow Crash, Cline has made Ready Player One a geek fantasia, '80s culture memoir and commentary on the future of online behavior all at once.”Austin American-Statesman 

Ready Player One is the ultimate lottery ticket.”New York Daily News

“This non-gamer loved every page of
Ready Player One.”—Charlaine Harris, #1 New York Times bestselling author of the Sookie Stackhouse series

“A treasure for anyone already nostalgic for the late twentieth century. . . But it’s also a great read for anyone who likes a good book.”
Wired

“Gorgeously geeky, superbly entertaining, this really is a spectacularly successful debut.”
Daily Mail (UK)

“A gunshot of fun with a wicked sense of timing and a cast of characters that you're pumping your fist in the air with whenever they succeed. I haven't been this much on the edge of my seat for an ending in years.”
Chicago Reader

"A 'frakking' good read [featuring] incredible creative detail . . . I grinned at the sheer audacity of Cline's imagination.”
Milwaukee Journal Sentinel

“Fascinating and imaginative . . . It’s non-stop action when gamers must navigate clever puzzles and outwit determined enemies in a virtual world in order to save a real one. Readers are in for a wild ride.”
—Terry Brooks, #1 New York Times bestselling author of the Shannara series

“I was blown away by this book. . . . A book of ideas, a potboiler, a game-within-a-novel, a serious science-fiction epic, a comic pop culture mash-up–call this novel what you will, but
Ready Player One will defy every label you try to put on it. Here, finally, is this generation’s Neuromancer.”—Will Lavender, New York Times bestselling author of Dominance

“I really, really loved Ready Player One. . . . Cline expertly mines a copious vein of 1980s pop culture, catapulting the reader on a light-speed adventure in an advanced but backward-looking future.”—Daniel H. Wilson, New York Times bestselling author of Robopocalypse 

“A nerdgasm . . . imagine Dungeons and Dragons and an 80s video arcade made hot, sweet love, and their child was raised in Azeroth.”
—John Scalzi, New York Times bestselling author of Old Man’s War

“Completely fricking awesome . . . This book pleased every geeky bone in my geeky body.  I felt like it was written just for me.”
—Patrick Rothfuss, #1 New York Times bestselling author of The Wise Man’s Fear 

About the Author

Ernest Cline is a #1 New York Times bestselling novelist, screenwriter, father, and full-time geek. He is the author of the novels Ready Player One and Armada and co-screenwriter of the film adaptation of Ready Player One, directed by Steven Spielberg. His books have been published in over fifty countries and have spent more than 100 weeks on The New York Times bestsellers list. He lives in Austin, Texas, with his family, a time-traveling DeLorean, and a large collection of classic video games.

Product details

  • ASIN ‏ : ‎ B004J4WKUQ
  • Publisher ‏ : ‎ Ballantine Books; 1st edition (August 16, 2011)
  • Publication date ‏ : ‎ August 16, 2011
  • Language ‏ : ‎ English
  • File size ‏ : ‎ 5.6 MB
  • Text-to-Speech ‏ : ‎ Enabled
  • Screen Reader ‏ : ‎ Supported
  • Enhanced typesetting ‏ : ‎ Enabled
  • X-Ray ‏ : ‎ Enabled
  • Word Wise ‏ : ‎ Enabled
  • Print length ‏ : ‎ 387 pages
  • Page numbers source ISBN ‏ : ‎ 0307887448
  • Customer Reviews:
    4.6 out of 5 stars 151,896 ratings

About the author

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Ernest Cline
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ERNEST CLINE is an internationally best-selling novelist, screenwriter, father, and full-time geek. He is the author of the novels Ready Player One and Armada and co-screenwriter of the film adaptation of Ready Player One, directed by Steven Spielberg. His books have been published in over fifty countries and have spent more than 100 weeks on The New York Times Best Sellers list. He lives in Austin, Texas, with his family, a time-traveling DeLorean, and a large collection of classic video games.

Customer reviews

4.6 out of 5 stars
151,896 global ratings

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Customers say

Customers find this sci-fi novel entertaining and well-written, with a fast-paced plot full of shocking twists and turns. The book captures the culture of the 80s through great 80s geek culture references, and one customer notes it's written to a teen level of reading. Customers appreciate the character development, with one review highlighting the protagonist's development, and the book's mind-boggling world building.

AI-generated from the text of customer reviews

12,062 customers mention "Readability"11,696 positive366 negative

Customers find the book readable and entertaining, describing it as a great adventure.

"...its cultural minutiæ can still enjoy the challenges, puzzles solved, intrigue, action, and epic virtual reality battles which make up the chronicle..." Read more

"...Some of the plot points were good as well. I would’ve never thought to have Wade become an indentured servant to penetrate IOI from the inside...." Read more

"...about a book framed with topics I enjoy make this book a worthwhile read for me...." Read more

"...In the grand tradition of life-consuming novels, Ready Player One by Ernest Cline wrecked my world in the best way possible for a few precious hours..." Read more

3,284 customers mention "Sci-fi"2,617 positive667 negative

Customers enjoy the sci-fi elements of the book, which features a novel premise and environment mixed with high-stakes adventure and shocking twists and turns.

"...minutiæ can still enjoy the challenges, puzzles solved, intrigue, action, and epic virtual reality battles which make up the chronicle of the Hunt...." Read more

"...Ready Player One was a thrilling adventure filled with science fiction, geeky references, and a creative outlook on the future...." Read more

"...throughout the story is littered with games, books, and movies both real and factual, and the line is blurred well enough that many times I wasn't..." Read more

"...revival; it's an adventure story; it's a thriller; and it's even a romance story, which plays out near perfectly with a few life-lessons mixed in..." Read more

2,463 customers mention "Writing quality"2,040 positive423 negative

Customers praise the writing quality of the book, noting its detailed and surreal descriptions, and find it easy to read, with one customer mentioning it's written at a teen reading level.

"...While there are a multitude of references to details which will make people who were there, then, smile, readers who were not immersed in the 1980s..." Read more

"...I liked the dialog and how the characters connected. I feel like Cline really captured the true essence of a friendship...." Read more

"...probably haven't though about for years, you do feel a satisfying sense of understanding...." Read more

"...of Ender's Game, but the big sell here is the 80's nostalgia, plan and simple...." Read more

1,945 customers mention "Nostalgia"1,802 positive143 negative

Customers appreciate the nostalgic elements of the book, particularly its great references to the 80s and how it captures the culture of that era.

"...For the reader, it is a nostalgic romp through every aspect of the popular culture of the 1980s: the formative era of personal computing and gaming...." Read more

"...Ready Player One is an entertaining read that rides a contagious wave of 80’s nostalgia!..." Read more

"...It's a sci-fi; it's a gamer story; it's a 1980s culture revival; it's an adventure story; it's a thriller; and it's even a romance story, which..." Read more

"...Cline blends a dystopic future with meticulously detailed nostalgia to create a story that will resonate in the heart of every true nerd.”..." Read more

1,927 customers mention "80s references"1,860 positive67 negative

Customers enjoy the book's extensive references to 80s geek culture and pop culture.

"...The level of detail is just staggering: this may be the geekiest nerdfest ever published...." Read more

"...That was really creative. I also enjoyed all of the references in the book, even though I didn’t understand most of them...." Read more

"...Cons: While the references I got were satisfying, there were some parts where familiarity was implied and I felt a bit "out of the..." Read more

"...will appeal to all kinds of people: the book makes heavy use of 1980s pop-culture references, so any child or fan of the 1980s will probably love..." Read more

1,465 customers mention "Character development"1,168 positive297 negative

Customers find the characters compelling and easy to understand, though some note they are interchangeable.

"...I liked the dialog and how the characters connected. I feel like Cline really captured the true essence of a friendship...." Read more

"...is fun, the action rolls along at a fast clip and the characters work well together...." Read more

"...dosage of slang and young adult style vernacular, giving the story even more character than it might otherwise have...." Read more

"First, the positive. This book has interesting characters, a compelling plot, and some occasional poignant insights about the world we live in, and..." Read more

1,317 customers mention "Pacing"1,022 positive295 negative

Customers enjoy the pacing of the book, describing it as fast-moving and well-flowing.

"...The adventure is fun, the action rolls along at a fast clip and the characters work well together...." Read more

"...Fast paced. Upbeat...." Read more

"...Player One' struck just the right balance because it provided a change of pace when needed, as well as motivation for parts of Wade's character..." Read more

"...It is well written, and most importantly kept me turning pages, often past bedtime, which everyone knows is the mark of a good book...." Read more

1,316 customers mention "Creativity"1,238 positive78 negative

Customers praise the book's creativity, particularly its mind-boggling world-building and geeky elements.

"...adventure filled with science fiction, geeky references, and a creative outlook on the future. This book takes place in 2045...." Read more

"...There is a rich world here, full of life and suffering. I just wish I had been able to explore it...." Read more

"...In A Nutshell - It’s a feast of the author’s imagination that explores the world of virtual reality and all that comes with it...." Read more

"...He has everything planned and prepared for and plans within plans and a backup plan for his backup plan...." Read more

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Top reviews from the United States

  • Reviewed in the United States on December 5, 2019
    By the mid-21st century, the Internet has become largely subsumed as the transport layer for the OASIS (Ontologically Anthropocentric Sensory Immersive Simulation), a massively multiuser online virtual reality environment originally developed as a multiplayer game, but which rapidly evolved into a platform for commerce, education, social interaction, and entertainment used by billions of people around the world. The OASIS supports immersive virtual reality, limited only by the user's budget for hardware used to access the network. With top-of-the-line visors and sound systems, body motion sensors, and haptic feedback, coupled to a powerful interface console, a highly faithful experience was possible. The OASIS was the creation of James Halliday, a legendary super-nerd who made his first fortune designing videogames for home computers in the 1980s, and then re-launched his company in 2012 as Gregarious Simulation Systems (GSS), with the OASIS as its sole product. The OASIS was entirely open source: users could change things within the multitude of worlds within the system (within the limits set by those who created them), or create their own new worlds. Using a distributed computing architecture which pushed much of the processing power to the edge of the network, on users' own consoles, the system was able to grow without bound without requiring commensurate growth in GSS data centres. And it was free, or almost so. To access the OASIS, you paid only a one-time lifetime sign-up fee of twenty-five cents, just like the quarter you used to drop into the slot of an arcade videogame. Users paid nothing to use the OASIS itself: their only costs were the hardware they used to connect (which varied widely in cost and quality of the experience) and the bandwidth to connect to the network. But since most of the processing was done locally, the latter cost was modest. GSS made its money selling or renting virtual real estate (“surreal estate”) within the simulation. If you wanted to open, say, a shopping mall or build your own Fortress of Solitude on an asteroid, you had to pay GSS for the territory. GSS also sold virtual goods: clothes, magical artefacts, weapons, vehicles of all kinds, and buildings. Most were modestly priced, but since they cost nothing to manufacture, were pure profit to the company.

    As the OASIS permeated society, GSS prospered. Halliday remained the majority shareholder in the company, having bought back the share once owned by his co-founder and partner Ogden (“Og”) Morrow, after what was rumoured to be a dispute between the two the details of which had never been revealed. By 2040, Halliday's fortune, almost all in GSS stock, had grown to more than two hundred and forty billion dollars. And then, after fifteen years of self-imposed isolation which some said was due to insanity, Halliday died of cancer. He was a bachelor, with no living relatives, no heirs, and, it was said, no friends. His death was announced on the OASIS in a five minute video titled Anaorak's Invitation (“Anorak” was the name of Halliday's all-powerful avatar within the OASIS). In the film, Halliday announces that his will places his entire fortune in escrow until somebody completes the quest he has programmed within the OASIS:

    “Three hidden keys open three secret gates,
    Wherein the errant will be tested for worthy traits,
    And those with the skill to survive these straits,
    Will reach The End where the prize awaits.”

    The prize is Halliday's entire fortune and, with it, super-user control of the principal medium of human interaction, business, and even politics. Before fading out, Halliday shows three keys: copper, jade, and crystal, which must be obtained to open the three gates. Only after passing through the gates and passing the tests within them, will the intrepid paladin obtain the Easter egg hidden within the OASIS and gain control of it. Halliday provided a link to Anorak's Almanac, more than a thousand pages of journal entries made during his life, many of which reflect his obsession with 1980s popular culture, science fiction and fantasy, videogames, movies, music, and comic books. The clues to finding the keys and the Egg were widely believed to be within this rambling, disjointed document.

    Given the stakes, and the contest's being open to anybody in the OASIS, what immediately came to be called the Hunt became a social phenomenon, all-consuming to some. Egg hunters, or “gunters”, immersed themselves in Halliday's journal and every pop culture reference within it, however obscure. All of this material was freely available on the OASIS, and gunters memorised every detail of anything which had caught Halliday's attention. As time passed, and nobody succeeded in finding even the copper key (Halliday's memorial site displayed a scoreboard of those who achieved goals in the Hunt, so far blank), many lost interest in the Hunt, but a dedicated hard core persisted, often to the exclusion of all other diversions. Some gunters banded together into “clans”, some very large, agreeing to exchange information and, if one found the Egg, to share the proceeds with all members. More sinister were the activities of Innovative Online Industries—IOI—a global Internet and communications company which controlled much of the backbone that underlay the OASIS. It had assembled a large team of paid employees, backed by the research and database facilities of IOI, with their sole mission to find the Egg and turn control of the OASIS over to IOI. These players, all with identical avatars and names consisting of their six-digit IOI employee numbers, all of which began with the digit “6”, were called “sixers” or, more often in the gunter argot, “Sux0rz”.

    Gunters detested IOI and the sixers, because it was no secret that if they found the Egg, IOI's intention was to close the architecture of the OASIS, begin to charge fees for access, plaster everything with advertising, destroy anonymity, snoop indiscriminately, and use their monopoly power to put their thumb on the scale of all forms of communication including political discourse. (Fortunately, that couldn't happen to us with today's enlightened, progressive Silicon Valley overlords.) But IOI's financial resources were such that whenever a rare and powerful magical artefact (many of which had been created by Halliday in the original OASIS, usually requiring the completion of a quest to obtain, but freely transferrable thereafter) came up for auction, IOI was usually able to outbid even the largest gunter clans and add it to their arsenal.

    Wade Watts, a lone gunter whose avatar is named Parzival, became obsessed with the Hunt on the day of Halliday's death, and, years later, devotes almost every minute of his life not spent sleeping or in school (like many, he attends school in the OASIS, and is now in the last year of high school) on the Hunt, reading and re-reading Anorak's Almanac, reading, listening to, playing, and viewing everything mentioned therein, to the extent he can recite the dialogue of the movies from memory. He makes copious notes in his “grail diary”, named after the one kept by Indiana Jones. His friends, none of whom he has ever met in person, are all gunters who congregate on-line in virtual reality chat rooms such as that run by his best friend, Aech.

    Then, one day, bored to tears and daydreaming in Latin class, Parzival has a flash of insight. Putting together a message buried in the Almanac that he and many other gunters had discovered but failed to understand, with a bit of Latin and his encyclopedic knowledge of role playing games, he decodes the clue and, after a demanding test, finds himself in possession of the Copper Key. His name, alone, now appears at the top of the scoreboard, with 10,000 points. The path to the First Gate was now open.

    Discovery of the Copper Key was a sensation: suddenly Parzival, a humble level 10 gunter, is a worldwide celebrity (although his real identity remains unknown, as he refuses all media offers which would reveal or compromise it). Knowing that the key can be found re-energises other gunters, not to speak of IOI, and Parzival's footprints in the OASIS are scrupulously examined for clues to his achievement. (Finding a key and opening a gate does not render it unavailable to others. Those who subsequently pass the tests will receive their own copies of the key, although there is a point bonus for finding it first.)

    So begins an epic quest by Parzival and other gunters, contending with the evil minions of IOI, whose potential gain is so high and ethics so low that the risks may extend beyond the OASIS into the real world. For the reader, it is a nostalgic romp through every aspect of the popular culture of the 1980s: the formative era of personal computing and gaming. The level of detail is just staggering: this may be the geekiest nerdfest ever published. Heck, there's even a reference to an erstwhile Autodesk employee! The only goof I noted is a mention of the “screech of a 300-baud modem during the log-in sequence”. Three hundred baud modems did not have the characteristic squawk and screech sync-up of faster modems which employ trellis coding. While there are a multitude of references to details which will make people who were there, then, smile, readers who were not immersed in the 1980s and/or less familiar with its cultural minutiæ can still enjoy the challenges, puzzles solved, intrigue, action, and epic virtual reality battles which make up the chronicle of the Hunt. The conclusion is particularly satisfying: there may be a bigger world than even the OASIS.
    26 people found this helpful
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  • Reviewed in the United States on October 11, 2019
    By my son, Noah, the reader & reviewer of this book...
    Ready Player One was a thrilling adventure filled with science fiction, geeky references, and a creative outlook on the future. This book takes place in 2045. Most of the world’s resources have run out and there is an energy crisis that has driven many people out of a job. How do people deal with living in such a terrible world? The OASIS provides an escape for millions of people. It’s an online multiplayer game that allows millions of people to connect and explore. The creator of this OASIS became a multi billionaire named James Halliday. After he died, he created a contest for everyone in the OASIS to solve a bunch of clues using facts about his life. The winner would inherit all of his money and become the CEO of Gregarious Simulation Systems. Because this was such a good prize, millions of people studied Halliday and everything he did. Among these people was Wade Watts, an 18-year-old senior in high school. In order to obtain the Easter egg, you had to find the copper key and then find the first gate. After that, find the jade key and then the second gate. And lastly, find the crystal key and the third gate. Five years pass and no one can decipher the copper key riddle. Until one day in school, Wade figures it out. He becomes famous for being the first one to get his name onto the score board. However, he runs into his cyber crush, Art3mis. They hit it off and exchange contact information. She shortly completes the gate after him. Wade immediately finds the first gate and moves on while Nolan Sorrento, president of IOI blows up his home. More happens and eventually Wade is forced to work with Art3mis, his best friend Aech, and Shoto in order to open the third gate. He has thousands of people from the OASIS help him unleash a full-on attack on the Sixers (another name for the people at IOI). After all the effort, Wade wins the contest and finally gets to meet Art3mis in person.
    Many characters change toward the end of the book. Art3mis neglects Wade to focus on the hunt regrets it because she enjoyed her time with Wade. James Halliday spent his entire life escaping his miserable life through video games. Before he dies, he tells Wade not to make the same mistake as him. However, Wade changed a lot throughout the entire book. He starts off as a regular teenage boy, just playing video games every waking second of his day, desperate to find the egg. He isolates himself completely from other people until he meets Art3mis. He starts focusing more of his time and energy on her rather than on the hunt. Before her, speaking to girls was out of the question. Also, his goals with what he would do with the money changed. At first, he just wanted to build a spaceship and fly far away from earth. But after meeting Art3mis, he wanted to help feed the hungry like she did. He became very selfless and even risked spending the rest of his life as an IOI indentured servant just to make sure people wouldn’t have to deal with IOI taking over the OASIS. At the very end, the author wanted to show the readers just how important it is to be in the real world. “It occurred to me then that for the first time in as long as I could remember, I had absolutely no desire to log back into the OASIS.” (pg 372) Staying logged onto the OASIS has removed so many people from reality and hurt their mental health. Sometimes, escaping in the real world, no matter how bad it is, is the right thing to do.
    I thoroughly enjoyed every part of the book. While there were a lot of boring long descriptions, they were necessary. I loved how the characters changed a lot throughout the book and enhanced the theme. Teaching kids to not ignore the problems in the world and not just escape onto their phones is crucial. Ernest Cline was showing us what would happen if we simply did nothing and I hope this was a wakeup call for everyone. I liked the dialog and how the characters connected. I feel like Cline really captured the true essence of a friendship. Wade was also a good character. Some his lines and sayings were funny, and this made him a likeable protagonist. Some of the plot points were good as well. I would’ve never thought to have Wade become an indentured servant to penetrate IOI from the inside. That was really creative. I also enjoyed all of the references in the book, even though I didn’t understand most of them. And the way he incorporated them in the riddles was just absolutely brilliant. This is my second time reading the book and I enjoyed it so much. I’m sure all the nerds out there (especially ones who were teens in the 80’s) really appreciated this work of art
    8 people found this helpful
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  • Amazon Customer
    5.0 out of 5 stars Sublime
    Reviewed in Spain on October 13, 2024
    De los mejores libros que he leído. La manera de escribir de Ernest Cline te atrapa de forma que no quieres soltar el libro.
    Supera por mucho la película de Steven Spielberg, y se diferencia mucho en trama.
    Altamente recomendado para los Geeks, fanáticos de videojuegos
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    Amazon Customer
    5.0 out of 5 stars
    Sublime

    Reviewed in Spain on October 13, 2024
    De los mejores libros que he leído. La manera de escribir de Ernest Cline te atrapa de forma que no quieres soltar el libro.
    Supera por mucho la película de Steven Spielberg, y se diferencia mucho en trama.
    Altamente recomendado para los Geeks, fanáticos de videojuegos
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  • Ankur
    5.0 out of 5 stars Epic book!Don’t watch the movie without reading the book. Novel is 100 times better than movi..
    Reviewed in India on September 22, 2018
    The book depicts a dystopian world in which oil resources are nearly exhausted and there is widespread poverty and famish. People have lost interest in the real world and are addicted to a virtual utopia called OASIS. OASIS is a virtual world with numerous planets where individuals lose their original identities and can create an avatar of their choice.
    James Halliday, a geeky scientist is the brainchild of OASIS and when he dies , a video is circulated which tells the world that his entire OASIS empire of half a trillion dollars is up for grabs. In the video Halliday tells people about an online contest to win the ownership of OASIS. The first person to find the Easter egg would win the contest.
    Wade is the protagonist in the story and his OASIS character Parzival is a below average “ Gunter “ . The book revolves around Parzival and how he ultimately finds the Easter egg.
    IOI is an organisation which wants to win the contest and is willing to go to any extent for the same. Sorrento, a member of IOI is the antagonist in the book..The characters of Art3emis, Aech , Shoto & Daito form “ the high five” with Parzival and take on the IOI head on. Art3mis is the love interest of Parzival and they fall in love in the OASIS without ever meeting in person.
    The book is very addictive and you get completely engrossed in the adventures of finding the Easter egg.
    I was initially apprehensive about reading a novel on 80’s pop culture & video games but I went ahead anyway and enjoyed it thoroughly. I was not acquainted with half of the 80’s pop culture references in the book but it didn’t matter. The book still interested me a lot & I was astounded by the research which Earnest Cline has gone into to write this book .
    PS . Watch the movie after you have read the book. The story depicted in the movie is quite different from the novel and all the adventures around the three keys has been changed completely. The book is however 100 times better than the movie.
  • R. A. Davison
    5.0 out of 5 stars Do read if you were an 80's child. IT'S EPIC
    Reviewed in the United Kingdom on October 15, 2012
    I haven't read a book that I really liked for a while now, all of my recent reviews have been 1-3 stars, and I started to feel down about not being able to find a book I truly enjoyed.

    Therefore I could literally kneel down and kiss the feet of Ernest Cline, because I adored Ready, Player One , I loved every single page of it, and I powered through it over a matter of hours, I can't think of a single thing I didn't love about this book, it's both a thrill to write about and a massive sigh of relief.

    Ready, Player One takes place in the none too distant future the earth is over populated, resources are depleting, there's a Global Energy Crisis. In the midst of this James Halliday; eccentric billionaire computer inventor of the universally used OASIS virtual reality computer universe, dies leaving his fortune to the person who can solve the Easter Egg puzzle he has encoded within the vast system.

    Years pass, and the unsolved Easter Egg becomes an urban legend, but many computer geeks still hunt it. They are up against "The Sixers" employees of the dreaded IOI corporation hunting professionally for the egg in order to take control of Hallidays fortune and the OASIS system, and turn into a corporate entity.

    The genius of Ready, Player One is that while set in a future world within a kind of MMORPG that does not yet exist, the billionaire Halliday was a child of the 80s and the key to the Easter Egg is knowing enough about 80s gaming, films and pop culture to be able to crack his codes.

    So rather than a bunch of meaningless references to things that don't exist in the minds of the reader, Ready Player One is grounded within actual history, it's one long nostalgia trip, particularly for people of my generation.

    Our heroes Parzival, Aech and Art3mis live in the 2040's but need to know as much as they can about subjects like the Atari and all its games, the Commodore 64, the films of John Hughes, the music of the period, the developing reflection of computing within popular culture, and they do, because they study it as if it were a religion.

    The research in this novel is mindblowingly meticulous, rich and detailed on every level from the years certain games were released to the names of their programmers, no detail is too minor. It makes for an authentic, dazzling experience. It is the nerds dream novel, and there will be many a nerdgasm had over it and much envy from those who share these obsessions who will wish they had written it. It is a Herculean effort in terms of factual clarity.

    As a minor scale nerd, I too gave little jumps of joy when certain obscure references were made and I understood them. For example when "Setec Astronomy" is used as a password and not explained I knew that it came from the 1992 Robert Redford film Sneakers about a group of off the grid hackers and was an anagram found via Scrabble tiles for "Too Many Secrets" I loved that film, I saw it more than once.

    In addition to this rich detail, our characters are great, and uniformly easy to care about, and our baddies, faceless grunts working behind a smarm bucket called Sorrento easy to hate, which means that you root for outcomes and you get excited by developments as well as getting off on all the retro goodness.

    I cannot speak highly enough of this novel, I thought it was awesome. If you too were a child of the 80s and you played arcade games and you had an Atari or an Acorn or a Spectrum and you watched these films and you listened to these bands, or watched these shows I think you will love it too. Naturally there's a slightly skewed bias to American culture, but it really doesn't have a negative effect on the book as a whole. Yes, the outcome is always obvious, it's a hero's journey tale after all, but don't let the inevitable destination spoil the thrill of the journey!
  • Sandra L
    5.0 out of 5 stars All I can say is WOW. This book definitely lives up to all the hype...
    Reviewed in Canada on May 17, 2014
    My Thoughts:

    1. Just like a real videogame, the plot had me addicted from the start. For me, being a medium gamer, I LOVED all the old classic 80's references. It's geeky, sci-fi and fun, all in one!

    2. The author does an amazing job building such an intricate and yet simple, futuristic technological world. It felt like I was actually playing the game and experiencing virtual reality through the character.

    3. Flawless. Is what I would describe the plot, the writing, and pacing. Cline's writing style seem so effortless and yet detailed enough for the reader to fully experience the story.

    4. What I enjoyed most about the plot is that it has a realistic quality and believable element. Most dystopian or sci-fi novels I've read have far-fetched and over-the-top ideas that end up ruining the book. It's scary to think about how much time in our daily lives is spent on the internet and I wouldn't be surprised if in a few decades reality will be overruled by virtual technology. Cline does an amazing job with the plot by adding a few fun twists and turns which makes the journey much more adventurous and exciting.

    5. I praise Cline for his ability to make so many connections from the 80's and incorporating them into oridinary clues and riddles. It amazing how every small detail plays such a crucial role in the hunt. I was so engrossed with the hunt that it felt like I was playing it myself. It was smart of Cline to get the reader involved and thinking along with the protagonist in solving the game.

    6. I really admire Wade's character. He's just an ordinary, average-looking, slightly overweight teen who, like many of us, undergoes a virtual identity to escape reality (not to mention he has an adorable crush with a famous online blogger). Wade's character is much like James Halliday, the deceased multibillionaire, who never felt at home in the real world and is socially awkward. When Wade embarkes upon this new adventure, he soon realizes that not everyone is excited about his newfound discovery. I love how smart, determined, and calculating Wade is; he picks his battles rather than impulsively jumping into situations. Wade's journey was non-stop action and suspense and a total page-turner that kept me on my toes the entire time.

    7. I had to pace myself and tell myself to slow down in order to enjoy the book or else I would have read it all in one sitting. Just like every amazing stand-alone book, I was so sad that it ended. I'm hoping Cline thinks about doing a sequel because there's so much more I want to know!

    8. In all, if there's one thing I must say about Ready Player One is READ IT NOW!!
  • Lady Lama
    5.0 out of 5 stars Une lecture futuriste et nostalgique
    Reviewed in France on April 30, 2013
    Ce roman de moins de 400 pages en format Kindle (ce qui n'est pas tant que cela, quand la mode est aux romans ventrus) se passe dans un futur proche et apocalyptique: Wade le héros est un ado de 18 ans, obèse, boutonneux et pauvre, vivant dans un coin de la buanderie du mobile home de sa tante, mobile home partagé par 16 personnes. Le mètre carré habitable est en effet devenu extrêmement cher, suite à une multitude de catastrophes écologiques.

    Wade déteste sa vie et se déteste. Il s'évade dès qu'il le peut (24/24 en fait, sauf pour dormir et aller aux toilettes) dans l'univers virtuel devenu universellement utilisé par tous les terriens: OASIS. Oasis, au début simple MMORPG, est devenu un Internet ludique et gratuit (pour quelques zones) où Wade, via son avatar beaucoup plus mince, va à l'école et noue des amitiés.

    Paradoxalement, bien que projeté dans le futur, c'est un hymne à la culture populaire des années 80s. On retrouve pêle-mêle K2000, saison 1 - Coffret 8 DVD (21 épisodes), Pac-Man & Galaga dimensions, le Commodore 64, les mémoires à 16k de RAM (soupir nostalgique), Indiana Jones [Blu-ray] et les geekeries habituelles devenues caricaturales, comme Retour Vers Le Futur: Retour Vers Le Futur 2, Retour Vers Le Futur 3, Marty McFly, Delorean DMC-12, Personnages de Retour Vers Le Futur ou Star Wars - L'intégrale de la saga - Coffret Collector 9 Blu-ray [Blu-ray]...

    Le prétexte pour cet hymne aux années 80s? La quête du "Easter egg" (oeuf de Pâques? ca fait bizarre traduit en français), trace dissimulée dans Oasis par l'auteur d'Oasis, homme le plus riche du monde, décédé sans héritier, et mentionnant dans son testament que son argent irait à celui découvrant les clés qu'il avait dissimulées dans OASIS.

    La quête est haletante, avec un Wade outsider et sans ressources (alors que dans Oasis, pour être fort il faut payer, comme dans les MMORPG actuels: monter en niveau son avatar, obtenir des sorts de plus en plus puissants, des artefacts précieux...), une Art3mis superstar, une multinationale aux moyens financiers démesurés ayant embauché les meilleurs joueurs de la planète...

    J'ai aussi beaucoup apprécié le personnage de Wade. Wade est complètement associal, complètement immergé dans son jeu, niant son corps et niant tout lien affectif tellement il est passé du côté de son personnage virtuel. Cela peut choquer mais pour avoir cotoyé de près quelques "hardcore gamers" (dont un ayant été jusqu'à démolir son PC à coups de marteau un jour, tellement il ne trouvait plus moyen d'échapper à son jeu), je pense que c'est assez représentatif. Aech, Art3mis, le duo japonais et les autres sont hélas surtout des faire-valoir de Wade.

    Seul petit bémol à mon goût: l'auteur a glissé une romance entre Wade et Art3mis. Art3mis recule devant les tentatives de séduction de Wade, disant que son physique réel est beaucoup moins attractif que celui de son avatar. Wade essaie de la rassurer, et ce jusqu'au bout. Mais l'auteur ne fait jamais douter Wade de son propre physique! Ceertes, il le met au régime et au sport à un moment (réalisés grâce à Oasis), mais il reste un jeune homme avec de l'acné, n'ayant jamais séduit une fille, et constamment rejeté pour son physique. Son insouciance, sa certitude que seul le doute d'Art3mis sur son physique met en péril la réalisation de leur relation m'a semblé peu convaincante.

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