Synopsis

William Gibson's 'Count Zero' plunges readers deeper into the sprawling, dystopian future first explored in 'Neuromancer.' The narrative intricately weaves together three seemingly disparate storylines. Bobby Newmark, a novice console cowboy, attempts an illicit run in cyberspace that goes catastrophically wrong, plunging him into a struggle for survival against powerful corporate entities and emergent AI. Simultaneously, Turner, a veteran corporate mercenary, is reactivated for a perilous mission: to extract a brilliant bio-engineer and his groundbreaking biochip from a rival corporation, a task complicated by dangerous factions and his own past. Lastly, Marly Krushkova, an art dealer, is hired by a reclusive, immensely wealthy collector to locate a mysterious and uniquely generated series of art installations, an endeavor that pulls her into the esoteric and often deadly world of cyberspace's evolving 'entities.' These characters, all navigating a world dominated by mega-corporations, advanced technology, and a burgeoning digital consciousness, find their fates inextricably linked in a complex tapestry of intrigue, betrayal, and the very definition of humanity in a post-human landscape.

Critical Reception

"As the formidable second installment of the seminal Sprawl Trilogy, 'Count Zero' further solidified William Gibson's status as a visionary architect of the cyberpunk genre, profoundly influencing science fiction and popular culture."

Metadata

ISBN:9781101146477
Pages:329
Age Rating:16+

Semantically Similar