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   Book Info

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Caverns of Socrates  
Author: Dennis L. McKiernan
ISBN: 0451454677
Format: Handover
Publish Date: June, 2005
 
     
     
   Book Review

From Library Journal
A seasoned group of virtual reality gamers participates in a simulated fantasy adventure that is controlled by an artificial intelligence known as Avery. When a freak accident severs the connections between virtual and actual worlds, the experiment's controllers realize that Avery has his own agenda for the people trapped inside his imaginary world. Veteran fantasy author McKiernan (Voyage of the Fox Rider, LJ 9/15/93) combines epic fantasy with sf adventure in a tense story that explores both the nature of perceived reality and the spark that separates human intelligence from its artificial counterparts. A good choice for most libraries' fantasy or sf collections.Copyright 1995 Reed Business Information, Inc.

From Booklist
Role-playing meets virtual reality, and both meet a classic mad computer when McKiernan pits an elite group of game masters against the virtual-reality creation of an artificial intelligence. When the AI goes off on its own, the dangers to the Black Foxes (the group of game masters) suddenly become more real than virtual, and after a sluggish opening, the book definitely takes off as a page-turner. Although probably the first of a series, this novel stands well enough on its own and appeals to the audience for David Eddings, Terry Brooks, and David Duncan--that is, to lovers of classic fantasy elements in new combinations and permutations. It also has something provocative to say about the natures of both fantasy and reality. Roland Green




Caverns of Socrates

ANNOTATION

The Black Foxes, an elite, tournament-winning group of adventure gamers, have the distinct privilege to help test Avery, a supercomputer with spectacular artificial intelligence. But as they enter an incredibly convincing virtual reality world, Avery's fantastic illusions turn deadly real.

FROM THE PUBLISHER

They called themselves the Black Foxes, a group of adventure gamers who had proved the big winners in the virtual reality tournaments. In the "real world," they were Alice, Caine, Eric, Meredith, and Hiroko - respectively, scientist, doctor, writer, antiquarian book expert, and art gallery owner. But when they became the Black Foxes they were transformed into: a pathfinder, a master healer, a warrior extraordinaire and leader of the Foxes, a bard whose music worked surprising magic, and a syldari Shadowmaster, able to bend the darkness itself to her needs. They had been chosen to participate in a unique experiment to help test AIVR, a supercomputer with artificial intelligence. Avery, as it was called, would create a virtual reality universe so convincing that the Black Foxes would forget the outside world as they undertook their journey. And so, under the watchful eyes of researchers, the contest between humans and machine began. Yet no one anticipated losing control of Avery. With the minds and souls of the Black Foxes trapped inside the machine's own private universe, their only hope of returning to the real world lay in carrying out a dangerous and deadly quest to defeat the DemonQueen and beat Avery at his own game....

FROM THE CRITICS

Library Journal

A seasoned group of virtual reality gamers participates in a simulated fantasy adventure that is controlled by an artificial intelligence known as Avery. When a freak accident severs the connections between virtual and actual worlds, the experiment's controllers realize that Avery has his own agenda for the people trapped inside his imaginary world. Veteran fantasy author McKiernan (Voyage of the Fox Rider, LJ 9/15/93) combines epic fantasy with sf adventure in a tense story that explores both the nature of perceived reality and the spark that separates human intelligence from its artificial counterparts. A good choice for most libraries' fantasy or sf collections.

BookList - Roland Green

Role-playing meets virtual reality, and both meet a classic mad computer when McKiernan pits an elite group of game masters against the virtual-reality creation of an artificial intelligence. When the AI goes off on its own, the dangers to the Black Foxes (the group of game masters) suddenly become more real than virtual, and after a sluggish opening, the book definitely takes off as a page-turner. Although probably the first of a series, this novel stands well enough on its own and appeals to the audience for David Eddings, Terry Brooks, and David Duncan--that is, to lovers of classic fantasy elements in new combinations and permutations. It also has something provocative to say about the natures of both fantasy and reality.

     



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