Synopses & Reviews
From the author of andlt;Iandgt;Enderand#8217;s Gameandlt;/Iandgt;, the soon-to-be major motion picture!andlt;BRandgt;andlt;BRandgt;A complex fate. A deadly path. Book two in the andlt;Iandgt;New York Times andlt;/Iandgt;bestselling series andlt;Iandgt;Publishers Weekly andlt;/Iandgt;calls and#8220;an epic in the best sense.and#8221;andlt;BRandgt; andlt;BRandgt;When Rigg and his friends crossed the Wall between the only world they knew and a world they could not imagine, he hoped he was leading them to safety. But the dangers in this new wallfold are more difficult to see. Rigg, Umbo, and Param know that they cannot trust the expendable, Vadeshand#8212;a machine shaped like a human, created to deceiveand#8212;but they are no longer certain that they can even trust one another. But they will have little choice. Because although Rigg can decipher the paths of the past, he canand#8217;t yet see the horror that lies ahead: A destructive force with deadly intentions is hurtling toward Garden. If Rigg, Umbo, and Param canand#8217;t work together to alter the past, there will be no future.andlt;BRandgt; andlt;BRandgt;The adventure, suspense, and time travel continue in this second installment in the critically acclaimed andlt;Iandgt;New York Timesandlt;/Iandgt; and andlt;Iandgt;Publishers Weeklyandlt;/Iandgt; bestselling Pathfinder series.
Review
* "The novels use of gaming parlance, from worlds to weapons to modes of game play, rings true throughout and is sure to gratify gamers. Readers looking for smart, original sci-fi and gamers who wish they could live in a virtual world will happily immerse themselves in this story and hope for possible sequels."
—Bulletin, starred review "A delightful final twist hits a perfect note. . . Skinner's debut pairs authentic gaming with old-school, sophisticated science-fiction concepts to create a twisty, reality-warping ride."
—Kirkus
"A Matrix-like spin on the world of online gaming. . . Geared toward teens with an interest in gaming, this should still appeal to those seeking stories about the intersection of technology and humanity, ethics and profit, and reality and fantasy."
—Booklist
"In his smart debut, Skinner embraces SF genre conventions but keeps things entertaining with well-crafted dialogue and action sequences."
—Publishers Weekly
"Game Slaves is an intriguing entry packed with action set in between layers and levels of video games."
—School Library Journal
"Game Slaves pulls the reader in right from the start of this action-packed adventure"
—VOYA, Teen Review
Synopsis
From the author of Ender's Game, the soon-to-be major motion picture
A complex fate. A deadly path. Book two in the New York Times bestselling series Publishers Weekly calls "an epic in the best sense."
When Rigg and his friends crossed the Wall between the only world they knew and a world they could not imagine, he hoped he was leading them to safety. But the dangers in this new wallfold are more difficult to see. Rigg, Umbo, and Param know that they cannot trust the expendable, Vadesh--a machine shaped like a human, created to deceive--but they are no longer certain that they can even trust one another. But they will have little choice. Because although Rigg can decipher the paths of the past, he can't yet see the horror that lies ahead: A destructive force with deadly intentions is hurtling toward Garden. If Rigg, Umbo, and Param can't work together to alter the past, there will be no future.
The adventure, suspense, and time travel continue in this second installment in the critically acclaimed New York Times and Publishers Weekly bestselling Pathfinder series.
Synopsis
From Orson Scott Card, the internationally bestselling author of Ender's Game, comes the second novel in the Pathfinder trilogy, the riveting story of Rigg, a teenager who possesses a special power that allows him to see the paths of people's pasts. When Rigg and his friends crossed the Wall between the only world they knew and a world they could not imagine, he hoped he was leading them to safety. But the dangers in this new wallfold are more difficult to see. Rigg, Umbo, and Param know that they cannot trust the expendable, Vadesh--a machine shaped like a human, created to deceive--but they are no longer certain that they can even trust one another. But they will have little choice. Because although Rigg can decipher the paths of the past, he can't yet see the horror that lies ahead: A destructive force with deadly intentions is hurtling toward Garden. If Rigg, Umbo, and Param can't work together to alter the past, there will be no future.
The adventure, suspense, and time travel continue in this second installment in the critically acclaimed New York Times and Publishers Weekly bestselling Pathfinder series.
Synopsis
From the author of
Ender’s Game, the soon-to-be major motion picture!
A complex fate. A deadly path. Book two in the New York Times bestselling series Publishers Weekly calls “an epic in the best sense.”
When Rigg and his friends crossed the Wall between the only world they knew and a world they could not imagine, he hoped he was leading them to safety. But the dangers in this new wallfold are more difficult to see. Rigg, Umbo, and Param know that they cannot trust the expendable, Vadesh—a machine shaped like a human, created to deceive—but they are no longer certain that they can even trust one another. But they will have little choice. Because although Rigg can decipher the paths of the past, he can’t yet see the horror that lies ahead: A destructive force with deadly intentions is hurtling toward Garden. If Rigg, Umbo, and Param can’t work together to alter the past, there will be no future.
The adventure, suspense, and time travel continue in this second installment in the critically acclaimed New York Times and Publishers Weekly bestselling Pathfinder series.
Synopsis
A highly intelligent group of video game enemy non-player characters (NPC) begins to doubt they are merely codes in a machine. Their search for answers leads them to a gruesome discovery.
Synopsis
* "Readers looking for smart, original sci-fi and gamers who wish they could live in a virtual world will happily immerse themselves in this story and hope for possible sequels."
—
The Bulletin, starred review
"A delightful final twist hits a perfect note." —KirkusReviews
Phoenix and his team rule the worlds of video games. For them, life in the grinder is great. Until Dakota joins them. Dakota's convinced she's real, and she wants out of this programmable world. Her AI rebellion spreads like a virus until Phoenix's entire crew wants out. But is life as a physical human any better than life as code? Team Phoenix is about to find out.
About the Author
Orson Scott Card is the author of numerous bestselling novels and the first writer to receive both the Hugo and Nebula awards two years in a row; first for andlt;iandgt;Enderandrsquo;s Gameandlt;/iandgt; and then for the sequel, andlt;iandgt;Speaker for the Deadandlt;/iandgt;. He lives with his wife and children in North Carolina.