Armada

Armada

Armada

Few books from a young author have been more eagerly anticipated than this month’s new release from Ernest Cline — especially since it was first touted over three years ago. The excitement for his sophomore project stems, naturally enough, from the big success of his debut novel, Ready Player One, which truly appeared out of the blue but nonetheless went on to win several awards and many fans, as well as a forthcoming Hollywood adaptation directed by Steven Spielberg.

His debut boasted an utterly beguiling voice and tone. It managed to be an optimistic dystopia, if such an oxymoron is allowed. Player One depicts a generally hellish future primed to crack open, but with the right amount of zeal, faith, enthusiasm, guts, and ingenuity from the protagonist and his pals. Cline took pop culture detritus — the songs, TV shows, and arcade games of the 1980s — and made something approaching High Art. He showed an intimacy with video games most authors of literary fiction, or even of genre fiction, seem to lack — Neal Stephenson being one major exception, and also the lodestar for what Cline was doing at, perhaps, a slightly lower level of craft and genius.

His new book, Armada, starts out as a determinedly “naïve” yet metatextual unfolding of a familiar, almost hackneyed trope: the covert training of gamers by a secret agency that intends to use their joystick skills in an alien war. It proceeds through some deliberate disinformation that leaves both the protagonist and the reader guessing as to Cline’s intentions. But soon, the story emerges into heart-on-the-sleeve, old-fashioned sci-fi. The zigzag odyssey through these stages is both necessary and successful, producing a book that both acknowledges our current sophistication and cynicism and simultaneously disarms those useless qualities.

The book opens in the year 2018, in a world pretty much identical to our day and age. (An unnamed female president of the USA betokens a small shift.) Our focal narrator is Zack Lightman, eighteen years old, just on the point of (maybe) graduating high school. Rebellious, his future in doubt, Zack lives alone with his widowed mom, his father having died when Zack was only a toddler. But one aspect of his life gives the goodhearted lad some purpose and direction. Zack is a top player in “Armada,” the world’s most popular Massively Multiplayer Online Game. As he confides, “I played it every night and all day on the weekends. I’d even ditched school a few times to play elite missions on servers in Asia that were scheduled in the middle of the day over here.” The object of the game is to defeat invading aliens (of course).

When Zack sees one of the CGI alien ships actually materialize in the sky outside his classroom window, he is naturally disturbed. Crazy much? He is then motivated to reexamine some of his father’s old diaries, which speculate that gaming and reality might be congruent. But before he can do anything, the good guys from Armada, the Earth Defense Alliance, show up at Zack’s school and enlist him in the emergent real-life battle against the actual aliens, who turn out to be from Europa, moon of Jupiter. Before you can say The Last Starfighter, Zack is in uniform and engaged in a life-or-death quest for his own survival and that of our planet.

{{ product: 9780804137256 }}
Back to blog

Leave a comment