Ready Player Two is a warning about artificial intelligence. An AI could write a better book
There's a long-running line of children's books where you provide the kid's details – name, age, favourite hobbies – and they all get mail-merged into the narrative, making the youngster the central character in their own story and providing the illusion of personalisation at a low cost. Ready Player Two, the sequel to the hugely popular Ready Player One, offers a similar experience. Like its predecessor, it's a tedious slog through arcane pop culture references – The Silmarillion, the music of Prince, the movies of John Hughes – sprinkled in so lazily that you could replace them with your own favourites, or swap them right out and be left with a much shorter, and probably better book. The action picks up immediately after the events of Ready Player One, which is set in the near-future, in a world where vast swathes of the population spend most of their day living inside a virtual reality simulation called the OASIS, to escape from the poverty, crime and general awfulness of life on Earth. The protagonist, Wade Watts, is a nerdy teenager living in the'stacks' outside Oklahoma City – a shanty-town comprised of literal stacks of trailers and RVs – who devotes all of his time to an in-OASIS treasure hunt devised by billionaire James Halliday, the late co-creator of the simulation, as a Willy Wonka-esque means to find an heir to his fortune.
Nov-30-2020, 04:45:34 GMT
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