Ready player one (Science-fiction)
by Ernest Cline
- First published 2000
- 640 pages
- French
In the year 2045, reality is a grim existence. The only escape for most of humanity is the OASIS, an expansive virtual reality universe where you can be anything you want. For Wade Watts, an orphaned teenager living in a poverty-stricken vertical trailer park, the OASIS is his entire life. He, like countless others, has devoted his existence to studying the obsessions of the OASIS's deceased creator, James Halliday - a genius fixated on the pop culture of the 1980s. Halliday has left behind the ultimate prize: his immense fortune and total control of the OASIS will go to the first person to find a hidden Easter egg within the game.
For five years, the contest has been stagnant, with millions of players, known as "gunters," failing to decipher the first clue. When Wade unexpectedly stumbles upon the initial puzzle, he is thrust into a desperate race against time. His discovery places him at the center of a conflict with a ruthless corporate entity that will do anything to seize control of the OASIS for profit, blurring the lines between the virtual game and the real world. To survive, Wade must not only win the game but also confront the harsh realities he has tried so hard to escape.
For five years, the contest has been stagnant, with millions of players, known as "gunters," failing to decipher the first clue. When Wade unexpectedly stumbles upon the initial puzzle, he is thrust into a desperate race against time. His discovery places him at the center of a conflict with a ruthless corporate entity that will do anything to seize control of the OASIS for profit, blurring the lines between the virtual game and the real world. To survive, Wade must not only win the game but also confront the harsh realities he has tried so hard to escape.
What readers say
4.22
1.3M ratings across the web 8 in 10 readers loved it, 1 didn't like it
Reviews for this book frequently highlight its imaginative and immersive world-building, particularly the sprawling virtual reality known as the OASIS, which many found to be a clever and plausible future setting. Readers often praised the book's fast-paced narrative, describing it as an exciting, riveting, and fun adventure that kept them engaged. For those with a strong connection to 1980s pop culture, the abundant references to video games, movies, and music were a significant source of enjoyment and nostalgia, creating a sense of personal connection and delight. Some also appreciated the protagonist's relatable journey and the book's exploration of escapism and online community.
Conversely, a substantial number of reviewers found the book to be shallow and lacking in literary depth. A common criticism was the excessive and often gratuitous use of 1980s pop culture references, which many felt served little narrative purpose beyond name-dropping and could come across as condescending or "wanky." The writing style was frequently described as flat, and the plot as simplistic or predictable, relying too heavily on convenient plot devices or "Deus ex machina" moments. Character development was another point of contention, with the protagonist often seen as an unrealistic wish-fulfillment figure and other characters, particularly female ones, as underdeveloped or existing solely as love interests. Some also found the dystopian elements of the real world poorly conceived or inconsistent.
Overall, the book is a highly divisive read. While it delivers an entertaining and nostalgic experience for many who appreciate its virtual reality setting and extensive 1980s pop culture references, it often falls short for those seeking deeper character development, a more complex plot, or profound social commentary. It is likely to be thoroughly enjoyed by readers who prioritize a fun, escapist adventure and a strong sense of nostalgia, particularly gamers and enthusiasts of 1980s media, but may disappoint those looking for a more nuanced, thought-provoking, or literarily sophisticated science fiction novel.
Conversely, a substantial number of reviewers found the book to be shallow and lacking in literary depth. A common criticism was the excessive and often gratuitous use of 1980s pop culture references, which many felt served little narrative purpose beyond name-dropping and could come across as condescending or "wanky." The writing style was frequently described as flat, and the plot as simplistic or predictable, relying too heavily on convenient plot devices or "Deus ex machina" moments. Character development was another point of contention, with the protagonist often seen as an unrealistic wish-fulfillment figure and other characters, particularly female ones, as underdeveloped or existing solely as love interests. Some also found the dystopian elements of the real world poorly conceived or inconsistent.
Overall, the book is a highly divisive read. While it delivers an entertaining and nostalgic experience for many who appreciate its virtual reality setting and extensive 1980s pop culture references, it often falls short for those seeking deeper character development, a more complex plot, or profound social commentary. It is likely to be thoroughly enjoyed by readers who prioritize a fun, escapist adventure and a strong sense of nostalgia, particularly gamers and enthusiasts of 1980s media, but may disappoint those looking for a more nuanced, thought-provoking, or literarily sophisticated science fiction novel.
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Details & editions
- This edition
- Pocket, 2019
- ISBN
- 9782266299398
- Language
- French
Original edition Ready Player One Originally published in 2000 · English · Books on Tape, Inc.









