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 the 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 the 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?
***
Isn't the world weird?
After decades of dismissal, what was once the preserve of known nerds is now everyone's favourite field. Video games are a cornerstone of contemporary culture. There are characters from comic books wherever you look. The fundamental stuff of science fiction and fantasy has been embraced in a big way by the mainstream, and though there are those who still question the merits of the speculative, even these outliers have had a hard time denying the cultural cache it has accrued in recent years.
Fair to say, then, that geek has never been more chic—a zeroing of the zeitgeist Ernest Cline capitalised on to heartfelt effect in his first novel following the cult film Fanboys. A celebration of all things 80s bolstered by a cannily-characterised protagonist who came of age over its uproarious course, Ready Player One was smart, but it also had a heart.
Armada starts strong, by scratching a great many of the same itches Cline's debut did. It too worships at the altar of this new, nerd-friendly nostalgia. It combines space-based spectacle with a series of intimate interruptions. It's frequently funny and remarkably referential. But there's a but.
After decades of dismissal, what was once the preserve of known nerds is now everyone's favourite field. Video games are a cornerstone of contemporary culture. There are characters from comic books wherever you look. The fundamental stuff of science fiction and fantasy has been embraced in a big way by the mainstream, and though there are those who still question the merits of the speculative, even these outliers have had a hard time denying the cultural cache it has accrued in recent years.
Fair to say, then, that geek has never been more chic—a zeroing of the zeitgeist Ernest Cline capitalised on to heartfelt effect in his first novel following the cult film Fanboys. A celebration of all things 80s bolstered by a cannily-characterised protagonist who came of age over its uproarious course, Ready Player One was smart, but it also had a heart.
Armada starts strong, by scratching a great many of the same itches Cline's debut did. It too worships at the altar of this new, nerd-friendly nostalgia. It combines space-based spectacle with a series of intimate interruptions. It's frequently funny and remarkably referential. But there's a but.