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1 Hawthorne Science Fiction and Fantasy- A to Z

Spook Country

by

Spook Country Cover

ISBN13: 9780425221419
ISBN10: 0425221415
Condition: Standard
All Product Details

Only 1 left in stock at $4.95!

 

Awards

Finalist for the 2008 Locus Award for SF Novel

Staff Pick

Spook Country is Gibson at the top of his game, with gorgeous detail, page-turning suspense, and fascinating characters. If you've never read this author in the past because his work was categorized as science fiction, pick up this book, which is all too eerily close to home.
Recommended by Jill Owens, Powells.com

Synopses & Reviews

Publisher Comments:

The New York Times bestseller from "one of the most astute and entertaining commentators on our astonishing, chaotic present" (Washington Post Book World).

Hollis Henry is a journalist on investigative assignment for a magazine called Node, which doesn't exist yet. Bobby Chombo is a producer working on cutting-edge art installations. In his day job, Bobby is a trouble-shooter for military navigation equipment. He refuses to sleep in the same place twice. He meets no one.

Hollis Henry has been told to find him.

Review:

"Set in the same high-tech present day as Pattern Recognition, Gibson's fine ninth novel offers startling insights into our paranoid and often fragmented, postmodern world. When a mysterious, not yet actual magazine, Node, hires former indie rocker–turned–journalist Hollis Henry to do a story on a new art form that exists only in virtual reality, Hollis finds herself investigating something considerably more dangerous. An operative named Brown, who may or may not work for the U.S. government, is tracking a young, Russian-speaking Cuban-Chinese criminal named Tito. Brown's goal is to follow Tito to yet another operative known only as the old man. Meanwhile, a mysterious cargo container with CIA connections repeatedly appears and disappears on the worldwide Global Positioning network, never quite coming to port. At the heart of the dark goings-on is Bobby Chombo, a talented but unbalanced specialist in Global Positioning software who refuses to sleep in the same spot two nights running. Compelling characters and crisp action sequences, plus the author's trademark metaphoric language, help make this one of Gibson's best. 8-city author tour. (Aug.)" Publishers Weekly (Starred Review) (Copyright Reed Business Information, Inc.)

Review:

"William Gibson has spent the bulk of his career creating vivid, intensely detailed fictional futures that reflect, with uncanny precision, the rapidly shifting realities of contemporary life. This tendency was evident in his first novel, 'Neuromancer,' which works both as an ingeniously constructed cyber thriller and as a meditation on the impact of information technology on every aspect of human... Washington Post Book Review (read the entire Washington Post review)

Review:

"Part thriller, part spy novel, part speculative fiction, Gibson's provocative work is like nothing you have ever read before. Highly recommended." Library Journal

Review:

"[T]he pleasure of Gibson's prose would be enough inducement for most of us to immerse ourselves in this book the way Tito longs to immerse himself in the rich warmth of a bowl of duck soup." Seattle Times

Review:

"Spook Country is beautiful, clever, timely and dead-on ironic." Oregonian

Review:

"[A] puzzle palace of bewitching proportions and stubborn echoes." Los Angeles Times

Review:

"Spook Country is a thriller discernible only by its thin vapor trails; determining the precise paths followed by its various threads is probably impossible and most assuredly beside the point." San Diego Union-Tribune

Review:

"Readable and mildly engaging, but not the kind of cutting-edge work we expect from Gibson." Kirkus Reviews

Synopsis:

The latest New York Times bestseller by the author of Pattern Recognition offers the story of an investigative journalist who is assigned the task of finding a spook — an intelligence agent who refuses to sleep in the same place twice.

Synopsis:

The New York Times bestselling author of such “high-tech dystopian thriller[s]”* 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 shes trying to avoid. Her brother Burton lives, or tries to, on money from the Veterans Administration, for neurological damage suffered in the Marines 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 shes 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 arent 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. 

Burtons been moonlighting online, secretly working security in some game prototype, a virtual world that looks vaguely like London, but a lot weirder. Hes got Flynne taking over shifts, promised her the games 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 Wilfs, for all its decadence and power, will learn that some of these third-world types from the past can be badass.

*New York Magazine 

Synopsis:

William Gibson returns with his first novel since 2010s New York Times–bestselling Zero History.

Where Flynne and her brother, Burton, live, jobs outside the drug business are rare. Fortunately, Burton has his veterans benefits, for neural damage he suffered from implants during his time in the USMCs elite Haptic Recon force. Then one night Burton has to go out, but theres a job hes supposed to do—a job Flynne didnt know he had. Beta-testing part of a new game, he tells her. The job seems to be simple: work a perimeter around the image of a tower building. Little buglike things turn up. Hes supposed to get in their way, edge them back. Thats all there is to it. Hes offering Flynne a good price to take over for him. What she sees, though, isnt what Burton told her to expect. It might be a game, but it might also be murder.

About the Author

William Gibson is credited with having coined the term "cyberspace," and having envisioned both the Internet and virtual reality before either existed.

What Our Readers Are Saying

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Average customer rating based on 2 comments:

Philip Bowser, September 1, 2011 (view all comments by Philip Bowser)
Set in a post-September 11 time period, this novel does a great job of setting an anxious mood. Everybody is suspicious of everyone else. Many are spying on each other or wondering who is spying upon them. Other than that, there are relatively few bursts of action and even fewer well-turned phrases (which is what originally attracted me to Gibson's work.) If you can endure the quivering mood long enough, you will be rewarded a couple of times.
Was this comment helpful? | Yes | No
(2 of 4 readers found this comment helpful)
Mark Durst, January 1, 2011 (view all comments by Mark Durst)
Superbly creepy beginning, with expert plotting taking one through to the satisfying, though surprisingly quiet, finale. Excellent character studies, lively, detailed images of American urban scenes, and fascinating just-around-the-corner tech. Gibson's commentary on our current social trends gets steadily better as it hits closer to home.
Was this comment helpful? | Yes | No
(4 of 8 readers found this comment helpful)
View all 2 comments

Product Details

ISBN:
9780425221419
Author:
Gibson, William
Publisher:
Berkley Publishing Group
Subject:
Romance - Historical
Subject:
Science Fiction - High Tech
Subject:
Political
Subject:
Espionage/Intrigue
Subject:
Science / High Tech
Subject:
Journalists
Subject:
Suspense fiction
Subject:
Popular Fiction-Technothrillers
Subject:
Popular Culture
Subject:
Science / General
Copyright:
Edition Number:
Reprint ed.
Edition Description:
Paperback / softback
Publication Date:
June 2008
Binding:
TRADE PAPER
Grade Level:
from 12
Language:
English
Pages:
528
Dimensions:
9 x 6 in 1 lb
Age Level:
from 18

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Related Subjects

Fiction and Poetry » Literature » A to Z
Fiction and Poetry » Popular Fiction » Contemporary Thrillers
Fiction and Poetry » Popular Fiction » Technothrillers
Fiction and Poetry » Science Fiction and Fantasy » A to Z
Fiction and Poetry » Science Fiction and Fantasy » Adventure
Fiction and Poetry » Science Fiction and Fantasy » Cyberpunk
Fiction and Poetry » Science Fiction and Fantasy » Sale Books
Hobbies, Crafts, and Leisure » Role Playing Games » D20

Spook Country Used Trade Paper
0 stars - 0 reviews
$4.95 In Stock
Product details 528 pages Berkley Publishing Group - English 9780425221419 Reviews:
"Staff Pick" by ,

Spook Country is Gibson at the top of his game, with gorgeous detail, page-turning suspense, and fascinating characters. If you've never read this author in the past because his work was categorized as science fiction, pick up this book, which is all too eerily close to home.

"Publishers Weekly Review" by , "Set in the same high-tech present day as Pattern Recognition, Gibson's fine ninth novel offers startling insights into our paranoid and often fragmented, postmodern world. When a mysterious, not yet actual magazine, Node, hires former indie rocker–turned–journalist Hollis Henry to do a story on a new art form that exists only in virtual reality, Hollis finds herself investigating something considerably more dangerous. An operative named Brown, who may or may not work for the U.S. government, is tracking a young, Russian-speaking Cuban-Chinese criminal named Tito. Brown's goal is to follow Tito to yet another operative known only as the old man. Meanwhile, a mysterious cargo container with CIA connections repeatedly appears and disappears on the worldwide Global Positioning network, never quite coming to port. At the heart of the dark goings-on is Bobby Chombo, a talented but unbalanced specialist in Global Positioning software who refuses to sleep in the same spot two nights running. Compelling characters and crisp action sequences, plus the author's trademark metaphoric language, help make this one of Gibson's best. 8-city author tour. (Aug.)" Publishers Weekly (Starred Review) (Copyright Reed Business Information, Inc.)
"Review" by , "Part thriller, part spy novel, part speculative fiction, Gibson's provocative work is like nothing you have ever read before. Highly recommended."
"Review" by , "[T]he pleasure of Gibson's prose would be enough inducement for most of us to immerse ourselves in this book the way Tito longs to immerse himself in the rich warmth of a bowl of duck soup."
"Review" by , "Spook Country is beautiful, clever, timely and dead-on ironic."
"Review" by , "[A] puzzle palace of bewitching proportions and stubborn echoes."
"Review" by , "Spook Country is a thriller discernible only by its thin vapor trails; determining the precise paths followed by its various threads is probably impossible and most assuredly beside the point."
"Review" by , "Readable and mildly engaging, but not the kind of cutting-edge work we expect from Gibson."
"Synopsis" by , The latest New York Times bestseller by the author of Pattern Recognition offers the story of an investigative journalist who is assigned the task of finding a spook — an intelligence agent who refuses to sleep in the same place twice.
"Synopsis" by ,
The New York Times bestselling author of such “high-tech dystopian thriller[s]”* 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 shes trying to avoid. Her brother Burton lives, or tries to, on money from the Veterans Administration, for neurological damage suffered in the Marines 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 shes 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 arent 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. 

Burtons been moonlighting online, secretly working security in some game prototype, a virtual world that looks vaguely like London, but a lot weirder. Hes got Flynne taking over shifts, promised her the games 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 Wilfs, for all its decadence and power, will learn that some of these third-world types from the past can be badass.

*New York Magazine 

"Synopsis" by ,
William Gibson returns with his first novel since 2010s New York Times–bestselling Zero History.

Where Flynne and her brother, Burton, live, jobs outside the drug business are rare. Fortunately, Burton has his veterans benefits, for neural damage he suffered from implants during his time in the USMCs elite Haptic Recon force. Then one night Burton has to go out, but theres a job hes supposed to do—a job Flynne didnt know he had. Beta-testing part of a new game, he tells her. The job seems to be simple: work a perimeter around the image of a tower building. Little buglike things turn up. Hes supposed to get in their way, edge them back. Thats all there is to it. Hes offering Flynne a good price to take over for him. What she sees, though, isnt what Burton told her to expect. It might be a game, but it might also be murder.

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