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Armada: A novel by the author of Ready Player One
Zack Lightman has never much cared for reality. He vastly prefers the countless science-fiction movies, books, and videogames he's spent his life consuming. And too often, he catches himself wishing that some fantastic, impossible, world-altering event could arrive to whisk him off on a grand spacefaring adventure.
So when he sees the flying saucer, he's sure his years of escapism have finally tipped over into madness.
Especially because the alien ship he's staring at is straight out of his favorite videogame, a flight simulator callled Armada--in which gamers just happen to be protecting Earth from alien invaders.
As impossible as it seems, what Zack's seeing is all too real. And it's just the first in a blur of revlations that will force him to question everything he thought he knew about Earth's history, its future, even his own life--and to play the hero for real, with humanity's life in the balance.
But even through the terror and exhilaration, he can't help thinking: Doesn't something about this scenario feel a little bit like...well...fiction?
At once reinventing and paying homage to science-fiction classics as only Ernest Cline can, Armada is a rollicking, surprising thriller, a coming-of-age adventure, and an alien invasion tale like nothing you've ever read before.
- LanguageEnglish
- PublisherBallantine Books
- Publication dateJuly 14, 2015
- File size10.2 MB
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From the Publisher
Editorial Reviews
Review
“An amazing novel [that] proves Cline has the ability to blend popular culture with exciting stories that appeal to everyone.”—Associated Press
“A fantastic second novel . . . fans of Ready Player One, it is time to rejoice.”—HuffPost
“A joyous, rollicking read . . . will garner Cline an even larger group of fans than the formidable crew he’s already assembled.”—Boing Boing
“A great romp . . . Cline (ever the fanboy) is both reverent of and referential to the books and movies and games of his childhood.”—Mother Jones
“Video games come to life in this witty, extraterrestrial thriller.”—New York Post
“Built like a summer blockbuster . . . Cline recombines the DNA of Ender’s Game, Star Wars, The Last Starfighter, and old-school arcade games like Asteroids into something that’s both familiar and unpredictable. It’s a mutant homage to sci-fi tropes past.”—Gawker
“Hugely entertaining…a paean to the videogames of a bygone era, and like Ready Player One it is a tremendous amount of fun for anyone who remembers that time and played those games.”—George R.R. Martin, New York Times bestselling author of Game of Thrones
“A novel so fun, you’ll want to reboot it and read it again . . . the best novel this gamer geek has read in a long, long time.”—Hugh Howey, New York Times bestselling author of Wool
“Those conspiracies you imagined when you were fourteen turn out to be true in this masterful tale of Earth’s desperate struggle against a powerful alien foe.”—Andy Weir, New York Times bestselling author of The Martian
“Armada proves Ernie Cline is the modern master of wish fulfillment literature—and of reminding us to be careful what we wish for.”—John Scalzi, New York Times bestselling author of Old Man’s War
“With another winningteen protagonist in Zach, Cline mines the nostalgia and geek spheres just as successfully as he did in his acclaimed debut, Ready Player One. The works that obviously influenced the story line, such as Orson Scott Card’s Ender’s Game and the films The Last Starfighter and Star Wars, feel like homages rather than borrowings- a rap artist sampling the best beats our there to create an irresistible jam.”—Library Journal (starred review)
“Cline once again brings crackling humor and fanboy knowledge to a zesty, crowd-pleasing, countdown-clock, save-the-planet tale featuring an unlikely hero, adrenaline-pumping action, gawky romance, and touching family moments. . . . Cline’s sly, mind-twisting premise and energetically depicted and electrifying high-tech battles make for smart, frenetic, and satisfying entertainment.”—Booklist (starred review)
About the Author
Excerpt. © Reprinted by permission. All rights reserved.
I was staring out the classroom window and daydreaming of adventure when I spotted the flying saucer.
I blinked and looked again--but it was still out there, a shiny chrome disc zigzagging around in the sky. My eyes struggled to track the object through a series of increasingly fast, impossibly sharp turns that would have juiced a human being, had there been any aboard. The disc streaked toward the distant horizon, then came to an instantaneous stop just above it. It hovered there motionless over the distant tree line for a few seconds, as if scanning the area beneath it with an invisible beam, before it abruptly launched itself skyward again, making another series of physics-defying changes to its course and speed.
I tried to keep my cool. I tried to remain skeptical. I reminded myself that I was a man of science, even if I did usually get a C in it.
I looked at it again. I still couldn’t tell what it was, but I knew what it wasn’t--it wasn’t a meteor. Or a weather balloon, or swamp gas, or ball lightning. No, the unidentified flying object I was staring at with my own two eyes was most definitely not of this earth.
My first thought was: Holy fucking shit.
Followed immediately by: I can’t believe it’s finally happening.
You see, ever since the first day of kindergarten, I had been hoping and waiting for some mind-blowingly fantastic, world-altering event to finally shatter the endless monotony of my public education. I had spent hundreds of hours gazing out at the calm, conquered suburban landscape surrounding my school, silently yearning for the outbreak of a zombie apocalypse, a freak accident that would give me super powers, or perhaps the sudden appearance of a band of time-traveling kleptomaniac dwarves.
I would estimate that approximately one-third of these dark daydreams of mine had involved the unexpected arrival of beings from another world.
Of course, I’d never believed it would really happen. Even if alien visitors did decide to drop by this utterly insignificant little blue-green planet, no self-respecting extraterrestrial would ever pick my hometown of Beaverton, Oregon--aka Yawnsville, USA--as their point of first contact. Not unless their plan was to destroy our civilization by wiping out our least interesting locales first. If there was a bright center to the universe, I was on the planet it was farthest from. Please pass the blue milk, Aunt Beru.
But now something miraculous was happening here--it was still happening, right now! There was a goddamn flying saucer out there. I was staring right at it.
And I was pretty sure it was getting closer.
I cast a furtive glance back over my shoulder at my two best friends, Cruz and Diehl, who were both seated behind me. But they were currently engaged in a whispered debate and neither of them was looking toward the windows. I considered trying to get their attention, but I was worried the object might vanish any second, and I didn’t want to miss my chance to see this for myself.
My gaze shot back outside, just in time to see another bright flash of silver as the craft streaked laterally across the landscape, then halted and hovered over an adjacent patch of terrain before zooming off again. Hover, move. Hover, move.
It was definitely getting closer. I could see its shape in more detail now. The saucer banked sideways for a few seconds, and I got my first clear glimpse of its top-down profile, and I saw that it wasn’t really a saucer at all. From this angle, I could see that its symmetrical hull resembled the blade of a two-headed battle-axe, and that a black, octagonal prism lay centered between its long, serrated wings, glinting in the morning sunlight like a dark jewel.
That was when I felt my brain begin to short-circuit, because there was no mistaking the craft’s distinctive design. After all, I’d seen it almost every night for the past few years, through a targeting reticle. I was looking at a Sobrukai Glaive, one of the fighter ships piloted by the alien bad guys in Armada, my favorite videogame.
Which was, of course, impossible. Like seeing a TIE Fighter or a Klingon Warbird cruising across the sky. The Sobrukai and their Glaive Fighters were fictional videogame creations. They didn’t exist in the real world--they couldn’t. In reality, videogames did not come to life and fictional spaceships did not buzz your hometown. Implausible shit like that only happened in cheesy ’80s movies, like TRON or WarGames or The Last Starfighter. The sorts of movies my late father had been nuts about.
The gleaming craft banked sideways again, and this time I got an even better look--there was no doubt about it. I was looking at a Glaive, right down to the distinctive claw-like grooves along its fuselage and the twin plasma cannons protruding from the front end like two fangs.
There was only one logical explanation for what I was seeing. I had to be hallucinating. And I knew what sort of people suffered from hallucinations in broad daylight without any help from drugs or alcohol. People who were cuckoo for Cocoa Puffs, that’s who. Cats with a serious marble deficiency.
I’d long wondered if my father had been one such person, because of what I’d read in one of his old journals. The things I’d seen there had given me the impression that he’d become somewhat delusional near the end of his life. That he may have even lost the ability to differentiate between videogames and reality--the very same problem I now seemed to be experiencing myself. Maybe it was just as I had always secretly feared: The apple had fallen right next to the Crazy Tree.
Had I been drugged? No, impossible. All I’d eaten that morning was a raw strawberry Pop-Tart I’d wolfed down in my car on the way to school--and the only thing crazier than hallucinating a fictional videogame spaceship would be to blame it on a frosted breakfast pastry. Especially if I knew my own DNA was a far more likely culprit.
This was my own fault, I realized. I could’ve taken precautions. But instead, I’d done the opposite. Like my old man, I’d spent my entire life overdosing on uncut escapism, willingly allowing fantasy to become my reality. And now, like my father before me, I was paying the price for my lack of vision. I was going off the rails on a crazy train. You could practically hear Ozzy screaming “All aboard!”
Don’t do this, I pleaded with myself. Don’t crack up now, when we’ve only got two months to go until graduation! This is the home stretch, Lightman! Keep it together!
Outside the window, the Glaive Fighter streaked laterally again. As it zoomed over a cluster of tall trees, I saw their branches rustle in its wake. Then it zipped through another cloud bank, moving so fast it punched a perfect circular hole through its center, dragging several long wisps of cloud vapor along with it as it tore out the other side.
A second later, the craft froze in midair one last time before it streaked straight upward in a silver blur, vanishing from sight as quickly as it had appeared.
I just sat there for a moment, unable to do more than stare at the empty patch of sky where it had been a second earlier. Then I glanced around at the other students seated nearby. No one else was looking in the direction of the windows. If that Glaive Fighter had really been out there, no one else had seen it.
I turned back and scanned the empty sky once again, praying for the strange silver craft to reappear. But it was long gone, and now here I was, forced to deal with the aftermath.
Seeing that Glaive Fighter, or imagining I’d seen it, had triggered a small rock slide in my mind that was already growing into a crushing avalanche of conflicting emotions and fragmented memories--all of them linked to my father, and that old journal I’d found among his things.
Actually, I wasn’t even sure it had been a journal. I’d never finished reading it. I’d been too disturbed by its contents, and what they’d seemed to imply about the author’s mental state. So I’d put the old notebook back where I found it and tried to forget that it even existed--and until a few seconds ago, I had succeeded.
But now I couldn’t seem to think about anything else.
I felt a sudden compulsion to run out of the school, drive home, and find it. It wouldn’t take long. My house was only a few minutes away.
I glanced over at the exit, and the man guarding it, Mr. Sayles, our elderly Integrated Mathematics II teacher. He had a silver buzz cut, thick horn-rimmed glasses, and wore the same monochromatic outfit he always did: black loafers, black slacks, a white short-sleeve dress shirt, and a black clip-on necktie. He’d been teaching at this high school for over forty-five years now, and the old yearbook photos in the library were proof that he’d been rocking this same retro ensemble the entire time. Mr. S was finally retiring this year, which was a good thing, because he appeared to have run out of shits to give sometime in the previous century. Today, he’d spent the first five minutes going over our homework assignment, then given us the rest of the period to work on it, while he shut off his hearing aid and did his crosswords. But he would still spot me if I tried to sneak out.
My eyes moved to the ancient clock embedded in the lime green brick wall above the obsolete chalkboard. With its usual lack of pity, it informed me there were still thirty-two minutes remaining until the bell.
There was no way I could take thirty-two more minutes of this. After what I’d just seen, I’d be lucky if I managed to keep my shit together for another thirty-two seconds.
Off to my left, Douglas Knotcher was currently engaged in his daily humiliation of Casey Cox, the shy, acne-plagued kid unfortunate enough to be seated in front of him. Knotcher usually limited himself to lobbing verbal insults at the poor guy, but today he’d decided to go old-school and lob spitballs at him instead. Knotcher had a stack of moist projectiles piled on his desk like cannonballs, and he was currently firing them at the back of Casey’s head, one after another. The back of the poor kid’s hair was already damp with spit from Knotcher’s previous attacks. A couple of Knotcher’s pals were watching from the back of the room, and they snickered each time he nailed Casey with another projectile, egging him on.
It drove me nuts when Knotcher bullied Casey like this--which, I suspected, was one of the reasons Knotcher enjoyed doing it so much. He knew I couldn’t do a damn thing about it.
I glanced at Mr. Sayles, but he was still lost in his crossword, clueless as always--a fact that Knotcher took advantage of on a daily basis. And on a daily basis, I had to resist the urge to knock his teeth down his throat.
Doug Knotcher and I had managed to avoid each other, for the most part, ever since “the Incident” back in junior high. Until this year, when a cruel act of fate had landed us both in the same math class. Seated in adjacent rows, no less. It was almost as if the universe wanted my last semester of high school to be as hellish as possible.
That would have also explained why my ex-girlfriend, Ellen Adams, was in this class, too. Three rows to my right and two rows back, sitting just beyond the reach of my peripheral vision.
Ellen was my first love, and we’d lost our virginity to each other. It had been nearly two years since she’d dumped me for some wrestler from a neighboring school, but every time I saw those freckles across the bridge of her nose--or caught sight of her tossing that curly red hair out of her eyes--I felt my heart breaking all over again. I usually spent the entire class period trying to forget she was in the room.
Being forced to sit between my mortal enemy and my ex-girlfriend every afternoon made seventh-period math feel like my own private Kobayashi Maru, a brutal no-win scenario designed to test my emotional fortitude.
Thankfully fate had balanced out the nightmare equation slightly by placing my two best friends in this class, too. If Cruz and Diehl hadn’t been assigned here, I probably would’ve snapped and started hallucinating shit midway through my first week.
I glanced back at them again. Diehl, who was tall and thin, and Cruz, who was short and stocky, both shared the same first name, Michael. Ever since grade school I had been calling them by their last names to avoid confusion. The Mikes were still engaged in the same whispered conversation they’d been having earlier, before I’d zoned out and started seeing things--a debate over the “coolest melee weapon in the history of cinema.” I tried to focus in on their voices again now.
“Sting wasn’t even really a sword,” Diehl was saying. “It was more like a glow-in-the-dark Hobbit butter knife, used to spread jam on scones and lembas bread and shit.”
Cruz rolled his eyes. “ ‘Your love of the halflings’ leaf has clearly slowed your mind,’ ” he quoted. “Sting was an Elvish blade, forged in Gondolin in the First Age! It could cut through almost anything! And its blade only glowed when it detected the presence of orcs or goblins nearby. What does Mjolnir detect? Fake accents and frosted hair?”
I wanted to tell them what I’d just seen, but best friends or not, there was no way in hell they’d believe me. They’d think of it as another symptom of their pal Zack’s psychological instability.
And maybe it was, too.
“Thor doesn’t need to detect his enemies so he can run off and hide in his little Hobbit hole!” Diehl whispered. “Mjolnir is powerful enough to destroy mountains, and it can also emit energy blasts, create force fields, and summon lightning. The hammer also always returns to Thor’s hand after he throws it, even if it has to tear through an entire planet to get back to him! And only Thor can wield it!” He leaned back.
“Dude, Mjolnir is a bullshit magical Swiss Army knife!” Cruz said. “Even worse than Green Lantern’s ring! They give that hammer a new power every other week, just to get Thor out of whatever asinine fix they’ve written him into.” He smirked. “By the way, lots of other people have wielded Mjolnir, including Wonder Woman in a crossover issue! Google it! Your whole argument is invalid, Diehl!”
Product details
- ASIN : B00TNDID0O
- Publisher : Ballantine Books
- Accessibility : Learn more
- Publication date : July 14, 2015
- Edition : Reprint
- Language : English
- File size : 10.2 MB
- Screen Reader : Supported
- Enhanced typesetting : Enabled
- X-Ray : Enabled
- Word Wise : Enabled
- Print length : 370 pages
- ISBN-13 : 978-0804137263
- Page Flip : Enabled
- Best Sellers Rank: #97,833 in Kindle Store (See Top 100 in Kindle Store)
- #135 in Alien Invasion Science Fiction
- #217 in Space Operas
- #234 in Science Fiction TV, Movie & Game Tie-In
- Customer Reviews:
About the author

ERNEST CLINE is an internationally best-selling novelist, screenwriter, father, and full-time geek. He is the author of the novels Ready Player One and Armada and co-screenwriter of the film adaptation of Ready Player One, directed by Steven Spielberg. His books have been published in over fifty countries and have spent more than 100 weeks on The New York Times Best Sellers list. He lives in Austin, Texas, with his family, a time-traveling DeLorean, and a large collection of classic video games.
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Not ready player one but a great read!
Top reviews from the United States
- 5 out of 5 stars
An easy enjoyable read
Reviewed in the United States on August 1, 2016I love Ernest Cline's books. I think many who are of the same generation relate to Ernest and his penchant for 80's nostalgia. Armada is the most current example of this after his breakout freshman novel (and soon to be in theaters movie) Ready Player One. Armada is reminiscent of movies like The Last Starfighter, and books like Ender's Game and Starship Troopers in tone and fantasy. A very enjoyable and quick read.
*Edit 9/30/16
Armada IS NOT Ready Player One. While this book has some of Ernest Cline's signature 80's nostalgia, this book explores different themes with a different fantasy quality than Ready Player One. Like Wade Watts in Ready Player One,
Zack Lightman is a product of his environment and has a choice to acquiesce to "fate", or take the opportunity presented to him to change it. Zack's story is in many ways more relatable than Wade's because it has less of the futuristic feel of Ready Play One. With Armada, Cline explores two desires that many humans secretly posses: the desire to escape a mundane life, be a hero for someone. Many in our modern society can sympathize with the wish that life could center around playing video games. In this story, we watch Zack grow up, be a hero and save humanity, and all because his obsessions related to connecting with/understanding the phantom that is his father-key to the story is his father's journal containing a timeline of alien themed video games, television, movies, books, and disturbing notations pertaining to a conspiracy theory.
Obvious themes of the book include humanity's interests in space exploration, aliens, how do humans handle a possible confrontation with intelligent alien lifeforms, and the growing pains of leaving childhood behind and becoming an adult. I also see Armada probing several universal themes: there are many "voices" that influence our beliefs, acknowledging our choice in accepting those beliefs as truth or discovering for ourselves our own truth (and the potential dangers that may bring into our lives), there are situations that may require sacrifice, and the impact of love and hope in our lives.
Additionally, I think Cline brilliantly holds up a mirror to our overwhelming xenophobia as a species, calls for an examination of consequences (potential and certain) from such a destructive fear based stance, and possess a significance that goes beyond scenarios of humanity being confronted with a more evolutionary advanced extraterrestrial species.
2 people found this helpfulSending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 4 out of 5 stars
A solid sophomore effort by the author
Reviewed in the United States on July 15, 2015I won't bother with a plot synopsis since others have given one. Basically, it's a "geek gamers can save the world" scenario, with a couple of fairly dark twists at the end. And there's clearly the option of a sequel if Mr. Cline wants to write one, which honestly might help because it would give him room to flesh out some of the characters a bit more, which they need.
Like many other reviewers, having been a huge fan of Ready Player One, I found myself slightly disappointed in Armada. It's not that it's a bad book, but it just lacks something that RPO had. I can't quite put my finger on it -- perhaps it was the charm of RPO -- but I was left feeling a bit flat. It's also quite different in tone from RPO, so don't expect the same type of scenario. Our hero is far more flawed than Wade or his friends, so that was a bit startling; it was hard at first to find myself as strongly behind him as I wanted to be simply because of a couple of his unlikeable traits. By the end I thought he'd improved quite a bit, fortunately, although more character development would have helped the book. It also felt considerably shorter than RPO; it had the same amount of plot but lacked the same quantity of character development. I don't know if that's the author's fault or the editor's, trying to keep the book to a specific length, but sometimes shorter isn't necessarily better if too much is left out.
Strengths: The SF references scattered throughout were a lot of fun (particularly as I'm far more familiar with them than I was with a lot of the references in RPO), and enjoyed them a lot; that's really Mr. Cline's forte. And he can write a very engaging plot, although this plot was a bit predictable. As a lifelong fan of SF, I must admit that I greatly enjoyed the wish fulfillment aspect of the whole story premise, too.
Weaknesses; While Armada started off faster than RPO, there was still too much time devoted to setup -- nearly the first half of the book -- and not enough to the denouement; the major action in the book happened in less than the final 20%, so it seemed a bit rushed. There was also one major plot hole that jumped out at me and left me rather annoyed -- but which unfortunately I can't reveal without spoilers, and if there's one thing I hate, it's reading spoilers in a review. Also, completely unrelated but a small thing that greatly aggravated me, what high school student in today's zero tolerance school climate in the USA would be able to carry a tire iron onto a school campus without being instantly expelled, gamer geek hero or not? Anyway, I suspect I noticed the plot holes more because I simply wasn't as engaged with the characters.
It's a good but very fast read.. I just hope he doesn't get so caught up in trying to exploit his knowledge of all things geekily trivial that he starts neglecting characterization and engages in too much plot predictability in future books, however; he'd be doing himself a real disservice.
I gave the book 4 stars because it just didn't quite live up to my hopes. Also, and I realize this is neither Amazon's nor Mr. Cline's decision, the price of the Kindle version was ridiculous, even for a new release by a popular author. Publishers, your authors are going to lose a lot of readers if you keep overpricing Kindle books to this extent!
7 people found this helpfulSending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 3 out of 5 stars
A Disappointing Follow-up
Reviewed in the United States on September 25, 2015Ready Player One was beyond fantastic; were it allowed, I would have given it 6 out of 5 stars. It is literally one of the most entertaining books I have ever written. It was intelligent, witty, funny, original, a geek-fest for gamers, 80s pop-culture nerds, and everyone alike. It was a re-imagining of Willy Wonka and the Chocolate Factory for the Digital Age. A masterpiece.
Armada ... is not a masterpiece. It is the passing essence of Ready Player One with no substance. It is oatmeal cooked in water, with no sweetener. It is disappointing.
Ostensibly, this book is a sort of gamer-nerd worship novel, where a life-long video gamer is called upon to help defend against an alien invasion, the likes of which mirrors a very popular (fictional) video game. However, contrary to certain advertisements and blurbs, the book rapidly becomes something else entirely, with none of the carefree, Matrix-like otherworldness of Ready Player One. And as the book proceeds, so does Cline's pace, but not in a good way; by the climax of the novel, the author is blasting through scenes so quickly as to leave visual descriptions and proper gravitas in the dust. Really, by the end, it feels like a by-the-numbers outline of a movie, with no characterizations, no sense of true drama, no real meat in it.
Making this book even less like the gem that is Ready Player One is that, while that book played the nerd- and geek- culture card perfectly in tune with the narrative, Armada tends to just machine-gun out pop-culture references at random, and often, one after the other, essentially eliminating any charm or wit it might have had. For example, in the first part of the book, Cline will often say such and such thing was like X; like Y. Literally, he'd put a semi-colon in, and make ANOTHER allusion not in sync with the first. Or, often, he would just fill paragraphs with lists of Star Wars, Star Trek, Battlestar Galatica, and Firefly mentions, one after the other. We get it, you really like those things, Cline, but there's a difference between dropping a sly nod to some pop-culture, or making a subtle homage, and just throwing everything you have at the wall to get as many nods from readers as possible.
Now, this book is not a COMPLETE disaster. Beyond all the allusions to pop-culture, Cline is still a relatively good writer. He's not bad, but the problem in this book is he's also not able to fill the story with any real character or sense of self. There's some chemistry between the protagonist and a romantic interest, but it's mostly by the numbers and plays to adolescent fantasies (and the female character, once introduced, is largely pushed aside). And while I don't want to get into the black-hole that is feminism, this book, predictably, largely plays to male interests, with few female characters of any real importance or character (no, merely HAVING characters that are said to be women does not count).
Ignoring the details, the book's concept is not BAD, it's just executed BADLY. There's some pretty good plot twists scattered throughout (ignoring the one about the protagonist's father, which could be seen from a country mile away). I do have to say that Cline does a clever bit of meta-narrative, shaping the alien's behavior to mirror the rather simplistic and unintelligent strategies of video-game enemies, and then having people call that out and ask why super-powerful aliens are behaving so dumbly. I found the ultimate reveal for this to be a mixed bag, but ultimately at least somewhat clever, and I have to give Cline credit for the idea, even if he didn't flesh it out all that well.
Overall, this is not an outright bad book ... if you're a gamer or a fan of classic sci-fi, you'll probably at least somewhat enjoy the many references, nods, and homages throughout this book, despite how unintelligent Cline is with most of it. And the central conflict and plot is intriguing, if not ultimately executed badly. Cline isn't a bad author, but one has to wonder if this book was somewhat rushed to print, or if Cline felt too much pressure to write a follow-up to Ready Player One. Basically, if Ready Player One was Christopher Nolan's "The Dark Knight", Armada is "The Dark Knight Rises".
15 people found this helpfulSending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 5 out of 5 stars
SCI-FI GAMER INTERGALACTIC WAR / HUMAN STORY GOLD FROM READY PLAYER ONE AUTHOR CLINE
Reviewed in the United States on January 7, 2024Armada is SCI-FI GAMER INTERGALACTIC WAR and HUMAN STORY GOLD FROM the READY PLAYER ONE AUTHOR CLINE. Reminiscent of themes in Ender’s Game, Ready Player One, and even Starship Troopers, our main character Zack Lightman is raised by a single-mother when his gamer father dies in an explosion when Zack is 10 months old. Zack grows up to become a gamer just like his dad, the sixth best fighter in the video game Armada. Lightman walks into his high school one day to only leave with the the government and told that his favorite game was actually real-life sim training for a real alien war the Earth has been engaged in for forty years. Cline is a clever word master bringing in pop culture nerd references from Battlestar Galactica to American Pie and Dungeons and Dragons rivaling the geeky quips of Ready Player One. The story is clever and interesting, and I was drawn in within the first chapter of the story. I both read the kindle version and listened to the audio book, narrated by the perfection that is Will Wheaton. Wheaton is a delight, and his voice perfectly becomes our main character.
One person found this helpfulSending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 4 out of 5 stars
Sci-fi geek nostalgia abounds!
Reviewed in the United States on April 16, 2019Actual rating 3.75 stars.
This book managed to recapture the child in me. I had been obsessed with sci-fi pop culture in the ‘80’s, dreamed of being teleported away to fight in some all-stakes space war and arise the victor. ‘Armada’ delivered on all fronts.
There have been some not so great reviews accusing Ernest Cline of ripping off some popular movies to construct the plot for ‘Armada,’ and well, while there are heavy influences of their storytelling, ‘Armada’ is still a creature of its own, yet stays true to the genre. You could say that about most of the sci-fi from that era… they were all a bit formulaic and followed the same rules. Having said that, I think many readers missed that this is an homage to that type of storytelling. I mean there are huge flashing neon signs pointing to that along the way with copious references to video games, tv shows, movies, scientists, historical events. You’d have to be an idiot to assume Cline intentionally ripped off famous pop culture stories to repackage it as his own. This novel follows the same vein as the ‘Scream’ franchise spoofing common horror tropes.
In that respect, the story is somewhat predictable and we get less surprises because the plot is following a well-known route. To counter that we get the saturation of images from the ‘80’s and ‘90’s to connect with the reader and create interest. The novel is meant to feel familiar. It was such a nostalgic read for me and definitely brought forward cherished memories. But I can’t help wishing there had been some more surprises or plot twists to give ‘Armada’ a touch more individuality – much like ‘Ready Player One’ managed to achieve.
Zack is the quintessential hero protagonist from this genre. A teen having lost his father in mysterious circumstances, driven into a world of escapism to deal with the loss – developing unprecedented skills with computer game simulations. Those skills lead him to be recruited into a clandestine army being raised to fight off an alien threat. Zack gives the impression that he is intelligent beyond his years early on, he questions things, forms his own assumptions, and it was refreshing to see he wasn’t some maverick with a chip on his shoulder or a superior-pleasing army savant. He was easy to relate to and didn’t feel two dimensional.
I will say the book is a bit slow at the beginning, taking the time to set up the scene, the story, and the characters. The pacing and tension only really start to build in the last third of the novel. I’d like to say I wish this was paced a little faster, but in hindsight, it would not have worked for ‘Armada’ or the protagonist.
Clines writing style was magnificent, there were moments his short descriptive sentences painted worlds of sensation, and the pop culture references and slang rang true to the genre. Though if you are not a fan of the ‘80’s or classic elements in sci-fi culture and gaming, much of the stories elements will be lost on you.
If I was being nit-picky, I’d say there wasn’t enough character development on the secondary cast members – but, given the slow burn of plot and tension, if Cline had spent more time exploring these characters, the pace of ‘Armada’ would have been laboriously slow.
Overall, I really enjoyed ‘Armada’ it was the perfect nod to a geeky childhood of a sci-fi nerd. But recommend this more for enthusiasts – if you don’t’ get subtext and nuances of what this story is about, and why it has been written – then you will not understand the brilliance of ‘Armada.’
After the treatment ‘Ready Player One’ received on the big screen, and now ‘Armada’ in in development to become a film, I am really excited to see how this turns out and will be first in line at the box office. Though I’m still holding my breath. With many remakes on their way this movie would have to be released at a key moment so as not to clash with some of the re-imagined classics that it is inspired from.
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A great book - trapped in the shadow of the author's prior novel.
Reviewed in the United States on September 30, 2015This book is not Ready Player One - the biggest problem is that it cant possibly live up to his Ernest Cline's debut album. Ready Player One is one of those rare novels that blows well beyond a five star scale. Ready Player One is really somewhere around 8 to 10 stars. There are only a couple books I've ever read that I felt were that good.
So I decided to take a step back and rate Armada as if I had just picked it up and had not read Ready Player One. No doubt in my mind - if it didn't live in the shadow of RPO - I would have considered it five stars.
The book lulls a little bit at first but then takes off and is a fun ride. It has some interesting twists and turns. There seemed to be some huge plot holes where things didn't make sense - but the fun of this book is that the protagonist is seeing the same plot holes that you are - as questions were raised in my mind - they were raised in his mind as well.
It was a page turner, I had trouble turning off the light and going to sleep at night (just one more chapter). I wasn't fully satisfied with the ending - but my hunch is that the author was setting up for a sequel - there is definitely another story to be told here.
Armada is a very good book - a fun fast paced read - its only failing is that it isn't Ready Player One.
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Your summer read has just arrived.
Reviewed in the United States on July 20, 2015Your summer read has just arrived.
Ernie Cline, patron saint of 1980’s geeks and author of the wildly successful Ready Player One is back with a new novel, Armada.
In Armada, Cline invokes the spirit of 80’s sci-fi adventure books and films like The Last Starfighter, Ender’s Game, Flight of the Navigator and WarGames in a classic tech-based coming of age tale. Indeed, it is very hard to summarize the plot of Armada without either giving away too much or making it sound like a rip-off of the previously mentioned works.
It is a wholly original story, though, despite a plethora of influences, which, to his credit, Cline name-checks early and often. If you thought Ready Player One contained a lot of references, Armada is absolutely bursting at the seams with them. Too many? Maybe.
The big concern with Ready Player One when first announced was whether this 1980’s-centric premise would be gimmicky. In the end, the excellent storytelling overcame those fears. In the case of Armada, I was more worried about the 80’s obsession overrunning the book, as it was now the author’s sophomore effort and wouldn’t get a free pass for originality. I needed have worried. In Ready Player One, the geeky references are elevated above nostalgia as they are integral to the plot. Armada doesn’t rely so heavily on the pop culture stuff for the story itself - it’s there more for color. Whether this makes the 3000 references to old videogames and movies more or less enjoyable to you is somewhat a personal opinion. I found all that stuff great, but I can easily see that it may not play for everyone.
Thematically, Armada repeats many of the first books beats; young male outsider as protagonist, parental loss, geeky love interest. This doesn’t make the work seem overly familiar, thankfully, but it will be interesting to see if Cline branches out a bit more with future novels.
In all of the reviews you read or hear about Armada, you will likely encounter mostly comments about the geeky pop culture subjects and references. I certainly fell into that trap here. What’s lost in this focus, however, is the success of Armada as a science-fiction novel. Even more than in his first novel, Cline really shows an impressive command of battle descriptions. The aerial combat is depicted visually right into your mind, as though you were reading a novelization of a film you’d seen many times. No wonder the novel was optioned for film long before publication...
One thing about Armada that I find interesting; despite the focus on the 1980’s, Ready Player One was set in 2044. Armada is set in our very near future, but the advances in virtual reality (VR) between the writing of Cline’s first novel and second (many of which he has inspired) inform the developments in his literary world. Put simply, this means that his predictions for the exciting future of VR are forecasted far ahead of the earlier schedule. I find this exciting...
Armada is a very easy recommendation. It’s an enjoyable tale with some clever ideas and a sense of fun to match its many influences. The characters are interesting and well-written and Cline displays a real gift for writing the action scenes.
The audiobook version narrated by Wil Wheaton is excellent, too!
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Ready Player One--For Your Close Encounter
Reviewed in the United States on July 28, 2015I’ve just finished reading “Armada” by Ernest Cline. There’s a new-ish school of literature that suits science-fiction specifically, which I think of as the jump-the-shark approach. Scalzi’s “Redshirts” is a good example—the premise is based on the old insider-joke about Star Trek (the original TV series): the away-team member who wears a red shirt is the character that will be sacrificed to add suspense to the episode. In the Scalzi book, the hero finds himself thrust into what he considered a fictional setting—eventually discovering that his fate is being controlled by some outside ‘programming director’ who has misunderstood the exact role that Star Trek plays in our entertainment, and in our reality.
The hilarious “Galaxy Quest” (1999), again, posits a Star-Trek-like classic TV series which an alien race have mistaken for historical non-fiction and subsequently built themselves a real starship, complete with transporter and a parroting computer-voice. They come to Earth to ask the aging star of the series to be a real captain on their starship—mayhem and comedy ensues. It’s great fun—I’m a fan of jump-the-shark, when it is done with wit and competence.
Ernest Cline’s “Armada” takes a page from “The Last Starfighter” (1984) in which an ordinary teenager obsessively plays a video game that simulates space battle, only to discover that the machine is a testing device to locate talented recruits for real ‘starfighters’ struggling to defend the galaxy from evil. But Cline goes beyond jump-the-shark to ‘multiply-referential jump-the-shark’, including a backstory that involves most sci-fi movies and video games of the past forty years being both training devices for potential warriors and orientation for the whole planet’s population—preparing them to find out that much of popular science-fiction is, in fact, non-fiction.
In doing this, Cline gives the reader a survey of popular science fiction and gaming culture from the premiere of the first Star Wars through to the near-future setting of the story. He pre-empts criticism of recycled plot-lines by cataloging the many ways in which his character’s story reflects the plot premises of the many films, games and stories from which he borrows.
Such ingenuousness gives the story great humor and zip—the protagonist’s interior monologue is not unlike our own interior critique of the story we’re reading. And in the age of remakes, one can hardly criticize Cline for re-doing the concept of Last Starfighter—that movie is thirty years old, familiar only to old farts like myself—and the pixel-screened arcade game of that old classic is as a stone spear-head in comparison to today’s MMO-game-players and the globally interactive worlds they now inhabit.
My disappointment stems from my inability to become absorbed in the story. While much ingenuity is displayed in the references to pop culture and other attempts to add a sense of realism to a highly coincidence-crammed story, the story itself never lingers long enough to give any one scene or character as much depth as is needed to balance out the fantastical aspects of the book. Worse, not a single turn of plot manages to rise above the cliché. While I hesitate to spoil the story, I can assure you that you will not be surprised. Amused, perhaps, but hardly surprised—or engaged.
This style of storytelling comes close to reproducing the suspense and excitement of an action movie—and as with action movies, death can be a stumbling block. Deaths, whether of individuals or of whole populations, are seen through the lens of ‘the mission’, rather than engaged with as dramatic events, as in a ‘chick flick’—and such insularity against this most deeply human aspect of any story has caused many an action thriller to fall flat. The audience is unable to ‘will its suspension of disbelief’ in the face of too much superficiality.
Conversely, young readers and sci-fi newcomers will no doubt find this a much fresher experience than I did—over the decades I’ve become a really tough audience. When the cultural references become central to the story, there is an unavoidable difference in the reaction of older readers, like me, who may find it all too familiar, and younger readers who experience a sort of ‘revelation’ from the massive download of new ideas and connections. Forty years of sci-fi cultural remixing may blow the minds of today’s teens, but it’s just old, familiar memories to someone with gray hair.
Cline’s previous novel, “Ready Player One”, was likewise criticized for a lack of dimension in a NY Times book review, while USA Today wrote, "[it] undoubtedly qualifies Cline as the hottest geek on the planet right now". So there you have it—“Armada” is another Cline book that may act as a dividing line between we sci-fi ‘grandpa’s and the younger audience coming on. I still give it five stars, just because it is head and shoulders above a lot of what’s out there.
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Top reviews from other countries
Sergio Ortega5 out of 5 starsExcelente Libro
Reviewed in Mexico on February 27, 2018Excelente Libro, compré la versión de pasta dura, altamente recomendado, el libro llegó rapido y perfectamente empacado, si les gustó RP1 comprenlo (esta es la versión en Ingles)
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Buechermonster5 out of 5 starsNicht ganz so geekig wie RPO, aber dennoch sehr cooles & nerdiges Alien-Abenteuer mit vielen SciFi-Klassiker-Anspielungen
Reviewed in Germany on July 19, 2015Der Autor, Drehbuchschreiber und Vollzeit-Geek Ernest Cline hat zwar gerade erst mal einen einzigen Roman veröffentlicht, trotzdem ist es ihm bereits gelungen, einen wahnsinnigen Hype um seine Person auszulösen: So wurde das 2011 erschienene „Ready Player One“, originelles Virtual-Reality-Abenteuer und liebevolle Hommage and die Nerdkultur der 1970er und 1980er Jahre zugleich, nicht nur zum Mega-Bestseller, sondern wird derzeit auch von niemand geringerem als Regie-Legende Steven Spielberg verfilmt – viel mehr kann man als bis dato eher unbekannter Schreiberling mit seinem Debütroman wohl kaum erreichen. Da ist es keine Überraschung, dass Leser und Geeks weltweit seit Jahren auf das neue Werk Ernest Clines hinfieberten, das nun ENDLICH seinen Weg in die Buchläden gefunden hat und von dem nichts weniger als ein genauso grandioser Roman wie RPO erwartet wird. Auch bei mir hat sich über die vielen Monate des Wartens eine fast schon unerfüllbar scheinende Erwartungshaltung aufgebaut, die bei mir dann doch zu ein wenig Nervosität geführt hat, als ich das Buch schließlich in den Händen hielt. Um gleich zu Beginn aber mal für Entwarnung zu sorgen: Ernest Clines zweiter Roman „Armada“ hat meine Erwartungen nicht enttäuscht – im Gegenteil.
Zunächst einmal hat es den Anschein, als würde Cline keine Zeit verschwenden wollen, denn bereits im ersten (!) Satz erblickt sein Protagonist, der 18-jährige Schüler und Hardcore-Gamer Zack Lightman das UFO, das ihn aus der Eintönigkeit seines unspektakulären Alltags in Beaverton, Oregon, reißen und genau das bringen wird, das er sich während seiner unzähligen Stunden vor der Spielkonsole immer gewünscht hat: Abenteuer und einer höheren Bestimmung in seinem Leben. Bis es aber so weit ist, vergehen dann aber doch zunächst einmal noch gut 100 Seiten, denn so plötzlich das Raumschiff am Himmel über seiner Schule aufgetaucht ist, so schnell ist es auch schon wieder verschwunden und lässt einen verwirrten Zack zurück, der ernsthaft an seinem Verstand und Wahrnehmungsvermögen zweifelt. Dem Leser gibt diese Phase der Unsicherheit die Chance, in das Leben und das Umfeld der Hauptfigur einzutauchen und sich mit dem sympathischen, aber leicht verträumten Zack anzufreunden. Das aber sollte trotz leichtem Aggressionsproblem nicht allzu schwer fallen, denn für seine kleine Macken hat der Schüler schließlich eine gute Entschuldigung, schließlich ist sein etwas durchgeknallter Vater schon in jungen Jahren bei einem wenig schmeichelhaften Unfall ums Leben gekommen und hat Zack und seine Mutter schon früh vor schwere Herausforderungen gestellt, welche die beiden aber nur noch mehr zusammengeschweißt haben.
Gerade wenn man sich dann vorsichtig zu fragen beginnt, wann die zwar charmante, aber nach der frühen UFO-Sichtung dann doch etwas ereignisarme Geschichte denn mal langsam an Fahrt aufnimmt, reisst Ernest Cline seinen Protagonisten und seine Leser mit einem Ruck aus dem Gamer-Alltag hinaus und mitten hinein ins Abenteuer – und der Wahnsinn beginnt. Über den Kern der Geschichte will ich an dieser Stelle eigentlich auch gar nicht mehr verraten um das Lesevergnügen nicht zu trüben, nur so viel sei gesagt: Wem „Ready Player One“ zu Gamer-orientiert war und wer sich beim Lesen häufiger ein wenig geärgert hat, dass er nur einen Bruchteil der Videospiel-Referenzen aufschnappen konnte, der dürfte mit „Armada“ schon deutlich eher auf seine Kosten kommen. Zum einen sind die vielen Popkultur-Anspielungen hier nicht nur moderner (was schon bei einem sehr amüsanten „Thor vs. Herr der Ringe“-Battle über den Coolness-Faktor der jeweiligen Waffen beginnt – inklusive herrlichem Seitenhieb auf den Fake-Akzent von Thor-Darsteller Chris Hemsworth), sondern auch nicht so Videospiel-fokussiert wie in RPO. Wirklich Zocker-lastig ist eigentlich gerade mal das erste Drittel des Buches, ansonsten kommt man jedoch sehr gut durch die Geschichte, wenn man in den vergangenen drei Jahrzehnten mal ab und zu den ein oder anderen Science-Fiction-Klassiker (von „Star Wars“ über „Deep Impact“ bis „Contact“) gesehen hat. Ein wenig schade ist jedoch, dass Ernest Cline die meisten seiner Referenzen zu sehr erklärt und diese zudem meist ohnehin sehr offensichtlich sind – das ist zwar durchaus einsteigerfreundlich, wer wie Cline aber eine derart nerdige Fangemeinde hat, hätte seinen Lesern auch durchaus etwas mehr Vertrauen in Bezug auf das Erkennen von Zitaten und Ähnlichem entgegenbringen können.
Zudem ist die Story selbst vielleicht nicht ganz so originell wie in RPO, mich persönlich hat sie aber dennoch deutlich mehr angesprochen. Ich liebe Verschwörungsgeschichten, Alien-Invasionen, Weltraum-Abenteuer und SciFi-Filme und genau das alles bekommt man hier in geballter Form geboten. Nach der etwas gemächlichen Anfangsphase ist die Geschichte anschließend durchweg temporeich, hat spannende Wendungen und bei all dem nerdigen Space-Spaß auch durchaus den ein oder anderen emotionalen Moment, sodass „Armada“ insgesamt zu einer sehr ausgewogenen und runden Angelegenheit wird, die wirklich genau meinen Geschmack getroffen hat. Wer „Ready Player One“ in erster Linie wegen seiner unzähligen Videospiel-Referenzen geliebt hat könnte von Ernest Clines zweitem Roman vielleicht ein klein wenig enttäuscht sein, weil es alles in allem wohl doch etwas mainstreamiger ausgefallen und nicht ganz so speziell ist, mir haben diese 349 Seiten aber einfach verdammt viel Spaß gemacht und ich bin unglaublich erleichtert, dass meine ungemein hohen Erwartungen nicht enttäuscht wurden. Noch ein kleiner Tip zum Abschluss: Mit der in der Geschichte mehrfach erwähnten und hinten im Buch abgedruckten „Raid the Arcade“-Playlist auf den Ohren macht das coole Space-Abenteuer nochmal ein bisschen mehr Spaß, denn alte Queen-, AC/DC- oder Scorpions-Klassiker wie „Another One Bites The Dust“, „T.N.T.“ oder „Rock You Like A Hurricane“ versetzen einen beim Lesen einfach in die perfekte Stimmung, um den Aliens mal so richtig in den Arsch zu treten.
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raja5 out of 5 starsArrived in good condition that too early, thanks to Amazon
Reviewed in India on January 26, 2018First of all in not gonna tell about this book , just about the condition ,it arrived early with good condition.Not a great fan of Ernest Cline but read "Ready Player One" a great book.So gonna give this a shot
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Anonyme5 out of 5 starsMaking geeky gaming into a whodunnit
Reviewed in the Netherlands on December 28, 2016I really enjoyed this book. In the tradition of "ready player one" Mr Cline makes gaming into an exciting story with an unforeseen twist.
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PETER J COOK5 out of 5 starsGood from start to finish
Reviewed in Australia on May 17, 2018I still have an amazing after glow with well developed characters and a well paced adventure this story is one of the best I've read .I wouldn't hesitate to recommend it to anyone
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