Ready Player Two - Ernest Cline
Read 2021.01.02
I stumbled upon Ready Player Two at a bookstore in Brookline, unaware that a sequel to its world-famous predecessor existed at all. A consistently thematic continuation of virtual reality and its implications, Ready Player Two allows introduces two concepts that have evolved from the integration of real and virtual worlds. The dissolving barrier between real-life and virtual sensations/experiences and the conflict between real and artificial intelligence.
As the technology required to realize such phenomena is further away than that required by the plot of Ready Player One, I felt less drawn to its story and caution. Furthermore, references to the 80’s culture remained extensive, and while they served as a unique flavor in the first book, things became increasingly dry throughout the second. But perhaps this is due to a lack of nostalgia, which I hope is understandable given that I wasn’t born until ’96.
Obviously, I didn’t enjoy this book as much as Ready Player One.
If there is a silver lining, I would point to the conclusion. I would recommend it to the ontologically curious.
Regardless, Ready Player Two provided me with a quick escape from non-fiction. It is unfortunate that it became an unintended reminder that I did not need one in the first place.
To clarify, I’m not saying the book is bad. It’s a somewhat fun, easy-paced read. It just didn’t live up to the impression left by Ready Player One.