The Matrix is a world within the world, a global consensus- hallucination, the representation of every byte of data in cyberspace . . .
Case had been the sharpest data-thief in the business, until vengeful former employers crippled his nervous system. But now a new and very mysterious employer recruits him for a last-chance run. The target: an unthinkably powerful artificial intelligence orbiting Earth in service of the sinister Tessier-Ashpool business clan. With a dead man riding shotgun and Molly, mirror-eyed street-samurai, to watch his back, Case embarks on an adventure that ups the ante on an entire genre of fiction.
Hotwired to the leading edges of art and technology, Neuromancer ranks with 1984 and Brave New World as one of the century's most potent visions of the future.
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A corporate mercenary wakes in a reconstructed body, a beautiful woman by his side. Then Hosaka Corporation reactivates him, for a mission more dangerous than the one he’s recovering from: to get a defecting chief of R&D—and the biochip he’s perfected—out intact. But this proves to be of supreme interest to certain other parties—some of whom aren’t remotely human...
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Cayce Pollard is an expensive, spookily intuitive market-research consultant. In London on a job, she is offered a secret assignment: to investigate some intriguing snippets of video that have been appearing on the Internet. An entire subculture of people is obsessed with these bits of footage, and anybody who can create that kind of brand loyalty would be a gold mine for Cayce's client. But when her borrowed apartment is burgled and her computer hacked, she realizes there's more to this project than she had expected.
Still, Cayce is her father's daughter, and the danger makes her stubborn. Win Pollard, ex-security expert, probably ex-CIA, took a taxi in the direction of the World Trade Center on September 11 one year ago, and is presumed dead. Win taught Cayce a bit about the way agents work. She is still numb at his loss, and, as much for him as for any other reason, she refuses to give up this newly weird job, which will take her to Tokyo and on to Russia. With help and betrayal from equally unlikely quarters, Cayce will follow the trail of the mysterious film to its source, and in the process will learn something about her father's life and death.
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William Gibson, author of the extraordinary multiaward-winning novel Neuromancer, has written his most brilliant and thrilling work to date . . .The Mona Lisa Overdrive. Enter Gibson's unique world--lyric and mechanical, erotic and violent, sobering and exciting--where multinational corporations and high tech outlaws vie for power, traveling into the computer-generated universe known as cyberspace. Into this world comes Mona, a young girl with a murky past and an uncertain future whose life is on a collision course with internationally famous Sense/Net star Angie Mitchell. Since childhood, Angie has been able to tap into cyberspace without a computer. Now, from inside cyberspace, a kidnapping plot is masterminded by a phantom entity who has plans for Mona, Angie, and all humanity, plans that cannot be controlled . . . or even known. And behind the intrigue lurks the shadowy Yazuka, the powerful Japanese underworld, whose leaders ruthlessly manipulate people and events to suit their own purposes . . . or so they think.
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London, after the money-shock.
Semi-famous former hit-singer Hollis Henry is running on empty. Short of funds. Short of a new project. Short of whatever it was that made her life tick, she agrees - reluctantly - to work again for sinister Belgian businessman Hubertus Bigend, proprietor of the mysterious ad agency Blue Ant.
Bigend, an excavator of the world's hidden architectures, explains that he needs a freelancer, a wildcard. There's a secret, obscurely fashionable denim called 'The Gabriel Hounds', which is revered by an exclusive, well-connected elite. He needs Hollis to hunt down the person behind the Hounds.
Ex-junkie Milgrim's also on the payroll. Bigend appreciates Milgrim's knowledge of the street and his linguistic skills so much that he's paid for his costly rehab, and now he has him on a project working on something involving military designs. Milgrim doesn't know why - and Bigend isn't saying. But then Milgrim's also not telling Bigend about the US agent on his trail.
Soon it's clear to Hollis and Milgrim that Bigend and Blue Ant are in trouble. Deep trouble. Powerful and threatening groups want Blue Ant to back off. And anyone considered a footsoldier for Bigend, or even just in the way, is liable to find themselves caught in the crossfire.
Set among London's dark and tangled streets, Zero History is a brilliant thriller about the hidden webs and patterns that underlie the new century.
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Tito is in his early twenties. Born in Cuba, he speaks fluent Russian, lives in one room in a NoLita warehouse, and does delicate jobs involving information transfer.
Hollis Henry is an investigative journalist, on assignment from a magazine called Node. Node doesn't exist yet, which is fine; she's used to that. But it seems to be actively blocking the kind of buzz that magazines normally cultivate before they start up. Really actively blocking it. It's odd, even a little scary, if Hollis lets herself think about it much. Which she doesn't; she can't afford to.
Milgrim is a junkie. A high-end junkie, hooked on prescription antianxiety drugs. Milgrim figures he wouldn't survive twenty-four hours if Brown, the mystery man who saved him from a misunderstanding with his dealer, ever stopped supplying those little bubble packs. What exactly Brown is up to Milgrim can't say, but it seems to be military in nature. At least, Milgrim's very nuanced Russian would seem to be a big part of it, as would breaking into locked rooms.
Bobby Chombo is a "producer," and an enigma. In his day job, Bobby is a troubleshooter for manufacturers of military navigation equipment. He refuses to sleep in the same place twice. He meets no one. Hollis Henry has been told to find him.
Skinner's Room is a short story by William Gibson originally composed for Visionary San Francisco, a 1990 museum exhibition exploring the future of San Francisco. It features the first appearance in Gibson's fiction of "the Bridge", which Gibson revisited as the setting of his acclaimed Bridge trilogy of novels. In the story, the Bridge is overrun by squatters, among them Skinner, who occupies a shack atop a bridgetower. An altered version of the story was published in Omni magazine and subsequently anthologized. "Skinner's Room" was nominated for the 1992 Locus Award for Best Short Story.
1855: The Industrial Revolution is in full and inexorable swing, powered by steam-driven cybernetic Engines. Charles Babbage perfects his Analytical Engine and the computer age arrives a century ahead of its time. And three extraordinary characters race toward a rendezvous with history—and the future: Sybil Gerard—a fallen woman, politician’s tart, daughter of a Luddite agitatorEdward “Leviathan” Mallory—explorer and paleontologistLaurence Oliphant—diplomat, mystic, and spy.
Their adventure begins with the discovery of a box of punched Engine cards of unknown origin and purpose. Cards someone wants badly enough to kill for….
Part detective story, part historical thriller, The Difference Engine is the collaborative masterpiece by two of the most acclaimed science fiction authors writing today. Provocative, compelling, intensely imagined, it is a startling extension of Gibson’s and Sterling’s unique visions—and the beginning of movement we know today as “steampunk!”
From the Paperback edition.
The Peripheral by William Gibson is a thrilling new novel about two intertwined futures, from the bestselling author of Neuromancer
Flynne Fisher lives down a country road, in a rural near-future America where jobs are scarce, unless you count illegal drug manufacture, which she's keen to avoid. Her brother Burton lives, or tries to, on money from the Veterans Association, in compensation for neurological damage suffered in a Marines elite unit. Flynne earns what she can by assembling product at the local 3D printshop. She used to make more as a combat scout in an online game, playing for a rich man, but she's had to let the shooter games go.
Wilf Netherton lives in London, seventy-some years later, on the far side of decades of slow-motion apocalypse. Things are pretty good now, for the haves, and there aren't many have-nots left. Wilf, a high-powered publicist and celebrity-minder, fancies himself as a romantic misfit in a society where reaching into the past is just another hobby.
Burton's been moonlighting online, secretly working security in some game prototype, a virtual world that looks vaguely like London, but a lot weirder. He's got his sister taking over shifts, promised her the game's not a shooter. Still, the crime Flynne witnesses there is plenty bad.
Flynne and Wilf are about to meet one another. Her world will be altered utterly, irrevocably, and Wilf's, for all its decadence and power, will learn that some of these third-world types from the past can be badass.
Now in trade paperback from the author of Neuromancer comes a story that takes readers to 21st century Tokyo after the millennial quake, where something violently new is about to erupt.
"ONE OF THE MOST VISIONARY, ORIGINAL, AND QUIETLY INFLUENTIAL WRITERS CURRENTLY WORKING"* returns with a sharply imagined sequel to the New York Times bestselling novel The Peripheral. William Gibson has trained his gifted eye on the future for decades, ever since coining the term "cyberspace" and then popularizing it in his classic speculative novel Neuromancer in the early 1980s. Cory Doctorow raved that The Peripheral is "spectacular, a piece of trenchant, far-future speculation that features all the eyeball kicks of Neuromancer." Now Gibson is back with Agency—a science fiction thriller heavily influenced by our most current events. Verity Jane, gifted app whisperer, takes a job as the beta tester for a new product: a digital assistant, accessed through a pair of ordinary-looking glasses. "Eunice," the disarmingly human AI in the glasses, manifests a face, a fragmentary past, and a canny grasp of combat...
Berry Rydell, an ex-cop, signs on with IntenSecure Armed Response in Los Angeles. He finds himself on a collision course that results in a desperate romance, and a journey into the ecstasy and dread that mirror each other at the heart of the postmodern experience.
Johnny is a courier. He carries other people's memories, millions of them, downloaded into his brain... Working out of Beijing, he is hired to carry a package to the States. The hundreds of gigabytes stashed in his head are far beyond his capacity, but as long as he gets downloaded quickly they won't do him any permanent harm...
But headaches are the least of Johnny's problems. The Americans aren't the only ones who want the data. The Yakuza are after Johnny too. Not all of him, though. All they need is his cryogenically frozen head...
In Johnny Mnemonic, the science-fiction guru of our age brings his acid-drenched tale of the near future to the screen for the first time. Containing William Gibson's original short story, his full script and exclusive stills from the film, this classic of the cyberpunk era expresses the unique vision of the author who was the first to see his way into tomorrow...
Although Colin Laney (from Gibson's earlier novel Idoru) lives in a cardboard box, he has the power to change the world. Thanks to an experimental drug that he received during his youth, Colin can see "nodal points" in the vast streams of data that make up the worldwide computer network. Nodal points are rare but significant events in history that forever change society, even though they might not be recognizable as such when they occur. Colin isn't quite sure what's going to happen when society reaches this latest nodal point, but he knows it's going to be big. And he knows it's going to occur on the Bay Bridge in San Francisco, which has been home to a sort of SoHo-esque shantytown since an earthquake rendered it structurally unsound to carry traffic.
Although All Tomorrow's Parties includes characters from two of Gibson's earlier novels, it's not a direct sequel to either. It's a stand-alone book.--Craig E. Engler
Ten tales, from the computer-enhanced hustlers of Johnny Mnemonic to the technofetishist blues of Burning Chrome.
Johnny Mnemonic (1981)
The Gernsback Continuum (1981)
Fragments of a Hologram Rose (1977)
The Belonging Kind (1981) with John Shirley
Red Star, Winter Orbit (1983) with Bruce Sterling
New Rose Hotel (1984)
The Winter Market (1985)
Dogfight (1985) with Michael Swanwick
Burning Chrome (1982)