Once upon a time, there were four of them. And though each was good at a number of things, all of them were very good at games...
Dagmar is a game designer trapped in Jakarta in the middle of a revolution. The city is tearing itself apart around her and she needs to get out.
Her boss Charlie has his own problems -- 4.3 billion of them, to be precise, hidden in an off-shore account.
Austin is the businessman -- the VC. He's the one with the plan and the one to keep the geeks in line.
BJ was there from the start, but while Charlie's star rose, BJ sank into the depths of customer service. He pads his hours at the call-center slaying on-line orcs, stealing your loot, and selling it on the internet.
But when one of them is gunned down in a parking lot, the survivors become players in a very different kind of game. Caught between the dangerous worlds of the Russian Mafia and international finance, Dagmar must draw on all her resources -- not least millions of online gamers-- to track down the killer. In this near-future thriller, Walter Jon Williams weaves a pulse-pounding tale of intrigue, murder, and games where you don't get an extra life.
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Walter Jon Williams has been nominated repeatedly for every major SF award, including Hugo and Nebula Award nominations for his novel City on Fire. His most recent books are The Sundering, The Praxis, Destiny's Way, and The Rift. Mr. Williams lives near Albuquerque, New Mexico, with his wife.From Publishers Weekly:
Starred Review. Williams (The Rift) weaves intriguing questions about games, gamers and their relationships with real life into this well-paced near-future thriller. Game designer Dagmar specializes in creating alternate reality games that muddle the line between fantasy and reality. Trapped in riot-torn Jakarta, she reaches out to the gamer community for help. Once back in Los Angeles, Dagmar is caught up in a web of murders and financial manipulation that she begins to blend into her latest game, using the community of players to solve clues and sift through large amounts of data. The line between real life and the game blurs as the action builds to a satisfying and thoughtful conclusion. Though the technology talk occasionally becomes intrusive, it's convincingly written; the characters are realistic and absorbing, and the story deeply compelling. (Mar.)
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