Ratings272
Average rating3.3
Zack Lightman has spent his life dreaming. Dreaming that the real world could be a little more like the countless science-fiction books, movies, and videogames he's spent his life consuming. Dreaming that one day some fantastic, world-altering event will shatter the monotony of his humdrum existence and whisk him off on some grand space-faring adventure.
But hey, there's nothing wrong with a little escapism, right? After all, Zack tells himself, he knows the difference between fantasy and reality. He knows that here in the real world, aimless teenage gamers with anger issues don't get chosen to save the universe.
And then he sees the flying saucer.
Even stranger, the alien ship he's staring at is straight out of the videogame he plays every night, a hugely popular online flight simulator called *Armada*--in which gamers just happen to be protecting Earth from alien invaders.
No, Zack hasn't lost his mind. As impossible as it seems, what he's seeing is all too real. And his skills--as well as those of millions of gamers across the world--are going to be needed to save Earth from what's about to befall it.
It's Zack's chance, at last, to play the hero. But even through the terror and exhilaration, he can't help thinking back to all those science-fiction stories he grew up with, and wondering: Doesn't something about this scenario seem a little...familiar?
At once gleefully embracing and brilliantly subverting science-fiction conventions as only Ernest Cline could, *Armada* is a rollicking, surprising thriller, a classic coming-of-age adventure, and an alien invasion tale like nothing you've ever read before--one whose every page is infused with the pop-culture savvy that has helped make *Ready Player One* a phenomenon.
This description comes from the 2015 Crown Publishers edition.
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>“That's one of our nicknames for a Disrupter now,” Shin said, nodding at the spinning black dodecahedron on the screen. “A Black Betty. Or a ‘ten-sider.'“
A dodecahedron has TWELVE SIDES.
Given how much I loved Ready Player One, I had extremely high hopes coming into this read. I appreciate that E.C. was trying to stick to a similar theme, but the entire plot seemed so over the top, and far fetched, that I just never could get into it. I'd probably give it a 2.5 if Goodreads would let me.
The first time Cline used my nostalgia for exposition, Ready Player One, it was novel. It worked. But retreading the same technique of storytelling via mining geeky references just feels masturbatory in Armada.
I had fun reading this book, but it ultimately wasn't as satisfying for me as Ready Player One.
A lot of the geeky references that I thought worked in RPO felt far more forced here and just the main thrust of the story was less inventive.