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Otherworld /

By: Contributor(s): Material type: TextTextSeries: Last Reality ; bk. 1Publisher: New York : Delacorte Press, an imprint of Random House Children's Books, [2017]Copyright date: 2017Edition: First editionDescription: 355 pages ; 22 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781101939321
  • 110193932X
  • 9781101939338
  • 1101939338
Subject(s): Genre/Form: DDC classification:
  • [Fic] 23
LOC classification:
  • PZ7.S4533 Oth 2017
Summary: "After the newest set of virtual reality gear hits the market, Simon can't wait to test it out. But, when his friend Katherine suddenly disappears after being seen with men from the same gaming company, Simon must decide how far in the game he's willing to go to save her"--
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Holdings
Item type Current library Home library Collection Call number Copy number Status Date due Barcode Item holds
Standard Loan Coeur d'Alene Library Young Adult Fiction Coeur d'Alene Library Book YA SEGEL LAST.RE BK.1 (Browse shelf(Opens below)) 1 Available 50610021768697
Standard Loan Liberty Lake Library Young Adult Fiction Liberty Lake Library Book YA SEGEL LAST REALITY 1 (Browse shelf(Opens below)) Available 31421000574989
Standard Loan Newport Library Young Adult Fiction Newport Library Book YA SEGEL (Browse shelf(Opens below)) Available 50610021220053
Standard Loan (Child Access) Tri-Community Library Young Adult Fiction Tri-Community Library Book YA/SEG/Other #1 (Browse shelf(Opens below)) 1 Available 50610023577344
Total holds: 0

Enhanced descriptions from Syndetics:

"Full of high stakes, thrillers, and fantastic twists and turns, fans of Ready Player One are sure to love this addictive read." --Buzzfeed

"A potent commentary on how much we're willing to give up to the lure of technology." -- EW

"A fantastic journey from start to finish." --Hypable

New York Times bestselling authors Jason Segel and Kirsten Miller imagine a world in which you can leave your body behind and give into your greatest desires in the first book in a fast-paced trilogy perfect for fans of the hit HBO show Westworld and anyone interested in the terrifying possibilities of the future of technology.

That's how Otherworld traps you. It introduces you to sensations you'd never be able to feel in real life. You discover what's been missing--because it's taboo or illegal or because you lack the guts to do it for real. And when you find out what's missing it's almost impossible to let it go again.

There are no screens. There are no controls. You don't just see and hear it--you taste, smell, and touch it too. In this new reality, there are no laws to break or rules to obey. You can live your best life. Indulge every desire.

This is Otherworld -- a virtual reality game so addictive you'll never want it to end. And Simon has just discovered that for some, it might not.

The frightening future that Jason Segel and Kirsten Miller have imagined is not far away. Otherworld asks the question we'll all soon be asking: if technology can deliver everything we want, how much are we willing to pay?

"An engaging VR cautionary tale." --The A.V. Club

"[A] fast-paced adventure." -- Publishers Weekly

"Authors Jason Segel and Kirsten Miller keep the action nonstop. " -- Shelf Awareness

"After the newest set of virtual reality gear hits the market, Simon can't wait to test it out. But, when his friend Katherine suddenly disappears after being seen with men from the same gaming company, Simon must decide how far in the game he's willing to go to save her"--

Excerpt provided by Syndetics

There are guys online who swear it was heaven. They still sit around like a bunch of old geezers, swapping tales of epic storms, monstrous beasts and grisly battles. Talk to any gamer in his twenties and at some point he'll say it: "You're too young to get it. You never saw Other­world." Now keep in mind, most of these idiots never experienced the original Other­world either. Even at the height of its popularity, it never had more than a handful of subscribers. It wasn't until years after the publisher pulled the plug that it became known in geek lore as the greatest game of all time. I always thought that was bullshit. I don't anymore. It took a twenty­­something tech billionaire named Milo Yolkin to drag the game back from the dead. Today at noon, his company released an early-­access version of Other­world 2.0. Two thousand lucky gamers were chosen to test it, and somehow I'm one of them. The original Other­world players were all dorks like me, but as far as I can tell, this new group of players has little in common aside from deep pockets. The app itself is free--­you just have to buy the exclusive new headset that goes with the game. Only a couple thousand have been made, and each one costs over two grand. I have no clue what the old Other­world looked like on a PC monitor when it came out over a decade ago. But I gotta admit--­when I downloaded the new app and I put on the headset, I wasn't expecting graphics this good. I know everything is CGI, but my eyes are completely convinced that it's real. I've got a plastic brick strapped to my face, there's sweat trickling out of my haptic gloves, and I'd rather die than be seen in the dainty booties I'm wearing. Back in the real world, my body is blind, deaf and helpless. I've been in Other­world for over seventeen hours now, and there is no way in hell that I'm leaving. Of course, this world has been trying to kill me from the very first second I set out to explore. I've encountered some truly insane shit so far--­an avalanche, lighting strikes, quicksand and some kind of mutated polar bear that I managed to butcher and eat using nothing but a dagger and my two bare hands. Still, nothing compares to what I've just found. I've come to a stone path that disappears into a cavern carved out of a glacier. I run my hand along one of the icy walls. I feel that it's there, but my fingertips can neither confirm nor deny that the surface is as smooth or as cold as it appears. I shouldn't have cheaped out when I bought the gloves, but the best ones were so expensive that they'd have triggered a credit alert. I'm sure I could have found a way around it if I'd known the fancy gloves would be worth it. But none of the rumors prepared me for Other­world. When I look up, I see a sun just like the one I've always known burning in the sky. Its light penetrates the ice around me, and the whole glacier glows like an enchanted gem. I can hear water rushing somewhere deep within the glacier. A sharp crack echoes behind me, and I spin around a little too quickly. My stomach drops and hot vomit rises and scalds the back of my throat. They haven't found a way to truly beat the motion sickness yet. I close my eyes, swallow and wait until the dizziness fades. Then I take a deep breath and open my eyes again. Stretching out toward the horizon is the empty ice field I just crossed. Somewhere in the distance is the City of Imra, where I began my journey. Apparently that's where all Other­world adventures begin. You design your avatar and walk through a door and suddenly you're outside Imra's gates. In the few minutes I was there, I watched a parade of avatars pass through them. They're all still back there, I guess. They say the original Other­world could get pretty smutty, but I don't think it had anything quite like Imra. Apparently the city's a CGI Sodom that makes Grand Theft Auto look like Dora the Explorer. I was tempted to do a little sightseeing in town, but that seemed to be what the designers expected us to do. So I set off in the opposite direction. Away from the city. Down a mountainside. Into the wilderness. Across the ice fields. The way I figure it, when you're given a chance to explore the most incredible survival sandbox ever created, you shouldn't let yourself get slowed down by a few anatomically correct non-­player characters. Now I'm standing here in front of the ice cave, with the wind whistling all around me. It's a pity I can't feel anything but the steady chill of central air. If I breathe in too deeply, I can smell the Febreze my mom's cleaning lady uses. But my eyes are burning from snow glare, and my toes are numb. Before I enter the glacier, I turn one last time and scan the frozen white landscape behind me. There are no signs of movement, but I know I'm not on my own. Someone's followed me here. She's always kicked ass at camouflage, and I haven't caught sight of her. But I don't need my eyes to tell me that Kat's in Other­world too. I feel her presence--­and I'm finding it hard to wipe the shit-­eating grin off my face. Back in the real world, Kat hasn't spoken to me in months. I've tried pretty much everything, and Other­world was my last resort. On Friday I left a set of gear in her locker, along with a note to let her know I'd be logging on at noon today. I didn't think she could resist being one of the first to see Milo Yolkin's new wonderland. So I was pretty bummed when I didn't catch sight of her outside Imra. It's starting to look like my investment paid off, though. As far as I'm concerned, a few thousand dollars of my mother's money is a small price to pay for the pleasure of Kat's company. I step forward into the cave and stop. Lurking in a shadow is a figure I didn't see until now. Someone or something is guarding the entrance. I draw my dagger and prepare to strike. Everything around me may be fake, but the sound of my heart pounding is real. As my eyes adjust, I see a thin man dressed in what looks like a modern-­day suit. He's about a foot taller than I am, and there's a scarf wrapped Bedouin-­style around his head. The thin strip of face left uncovered is ebony black. In one hand the man holds a gnarled staff. An amulet hangs around his neck, a clear stone in its center. When the man doesn't move, I have a go at stealing his staff, but his grip remains firm. It's only when I try to take the amulet that I realize I'm attempting to mug a statue. I rap my knuckles against its hollow chest. It seems to be sculpted from clay. I suppose the clay man is a sign that I'm on the right track. Open world or not, the developers wouldn't have placed a statue here for no reason. There's bound to be something interesting at the end of the path. And when I find it, I have a hunch that the statue will spring to life and show me what it can do with its staff. But why worry about that right now, when I can listen to the crunch of rocks beneath my bootie-­clad feet? Or watch chunks of ice bobbing in the Slurpee-blue stream that's flowing beside the path? The scenery alone is worth every single penny of the six grand I charged to my mom's credit card. I plunge deeper into the glacier, occasionally sneaking a peek over my shoulder, hoping to catch Kat slinking up behind me. I'm thinking about the two of us alone together in an icy blue cavern with a giant clay man guarding the door. It's been over a year since she and I have been by ourselves. I'm enjoying the thought so much that when I turn a corner and see him, I almost mistake him for a rock. He sits on a throne chiseled out of granite. His body is made of a gray material that looks like stone, and there's an impressive set of horns sprouting out of his head. He's human in shape, though he seems to be built on a much larger scale. Whoever he is, he feels no need for clothes. Heat radiates from him, and the melting ice walls form a sphere around his body. The moat of meltwater at his feet is clear, but I can't gauge its depth. On the opposite side of his chamber is a tall metal door that doesn't really fit with the decorating scheme. I'm itching to find out what's behind it, but it's pretty obvious that I'll need to make it past the big dude first. I make my way closer, and his head rises. I can't tell if he sees me, because he doesn't have a face, but I get the sense that he's not very happy. From what I've read online, the lands of Other­world are ruled by demigods known as Elementals. This might be one of them. Some Elementals are helpful; many are hostile. I'm guessing the creature in front of me isn't interested in making friends. "I wasn't expecting visitors." His voice booms in my headset and I have to turn the volume down. Other­world's new publisher has spent months bragging about its next-­generation AI, but there's something that makes me think this guy's not part of the game. And if he's not an Elemental or an NPC, then I'm not the only explorer around. Whoever this is, he's built a formidable avatar. "I guess not," I say into my mike. "Looks like you forgot to get dressed. You know, a stud like you would be pretty popular back in Imra. I've heard the place is a nonstop orgy. What are you doing out here when the action's back there?" "I could ask the same of you," he says. "Yeah, well, I'm allergic to fun. And mangos. Long-­haired cats, too." "How amusing," he says, giving my avatar the once-­over. "You could have been anyone. And this is what you chose? What are you--­a peasant?" He sounds so . . . disappointed. "Lack of imagination is a terrible affliction." I glance down at my dull brown robe, sewn from the best cyberburlap available. Whenever I'm given the option, I choose something similar. "I can think of worse," I tell him. "Nothing wrong with keeping things simple. You know what they say: the flashier the avatar, the smaller the . . ." I stop the instant he stands up. His crotch is nothing but a smooth bump. He's like one of the action figures I used to torture when I was a kid. "You know, you're missing a little something down below." I gesture to his absent parts. "They had some amazing options during setup. Might be worth a reset." "I appreciate your concern, but I have everything I need," he responds, moving toward me. "The ice fields are no place for guests. I'm afraid you must leave and return to the City of Imra." "Make me." It just pops out. Which happens more often than I'd like. My tongue produces words faster than my brain can approve them. "Make you?" he responds incredulously. "Perhaps you're not aware that Other­world is intended for players eighteen and older? Did you lie when you registered?" I didn't, but what the hell does he care? "Spare me the lecture and get ready to rumble," I say. "I've been battling the environment for seventeen hours straight, and it's time for bed. I need a little PVP action to put me to sleep." The avatar approaches, and soon he's towering over me. Once again, I'm blown away by the details. I can actually see veins throbbing in his chest, and though I'm an eighteen-­year-­old hetero­sexual, even I recognize that the dude's nipples are works of art. "You assume Other­world is like the games you know. I assure you it's not. You've entered my sanctuary, and you are not welcome." The guy's beginning to glow from within like an ember. As his head lights up, features finally appear on his face, and I almost bolt. He does not look friendly. Instead of running, I draw my dagger. "Then you'd better kick me out." Before I can make a move, three flaming arrows zip past my shoulder. They miss the monstrous avatar and sink into the frozen arched ceiling above him. A second later, an explosion rocks the entire cavern. I steady myself and watch as ice rains down from above, burying the beast. I turn to find a sleek figure behind me. She's dressed in a body-­hugging suit of reflective material. It's hard to see her even though she's standing out in the open, but I'd know the face anywhere. "You provoked that guy on purpose, Simon," Kat says. The voice is all hers, and it sets me on fire. "Did you think you had any chance of winning a fight with that dinky little dagger?" "Absolutely not. I figured you'd show up and save me," I tell her. "I wanted to see what you're wearing. Very nice." "Let's go, dumbass," she orders. She's never been able to accept a compliment. "He'll be out of there soon." I glance back. The mysterious door behind the avatar is blocked now, so there's no real reason to stay. Kat is already retreating down the path, and I race to catch up, following her toward the entrance of the cavern. It's only when we're outside on the ice field that I realize something's different. "The clay man's gone," I say as it registers. "What clay man?" she asks. "Never mind." It's not important, and there's much more that is. "Listen--­" Just as I say it, the ground beneath our feet begins to rumble, and in moments the whole world is shaking around us. "Not now, Simon," she says. "Kat." I grab her hand and pull her toward me. There's no place to run. A geyser of lava erupts from beneath the ice and showers down on us. My crappy haptic gloves and booties are suddenly so hot that I yank them off and throw them across my bedroom. I keep the headset on, hoping for one last vision of Kat. All I see are sparks. Excerpted from Otherworld by Jason Segel, Kirsten Miller All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.

Reviews provided by Syndetics

Publishers Weekly Review

Actor (and author) Segel (How I Met Your Mother) enlivens this middle grade techno-thriller, the fifth in the Nightmares! series that he has been cowriting with Miller (How to Lead a Life of Crime), with an impressive variety of colorful character voices. The story revolves around a game that merges virtual and actual reality so well that players don't want to unplug. Simon becomes concerned when his friend Kat is injured in a suspicious accident, falls into a coma, and gets hooked up to a new, experimental version of the game. As he investigates, he discovers clues to a sinister conspiracy involving the executives of the video game company and decides to enter the game himself to find Kat. Segel reads the first-person narrative in a serious, determined tone, which matches Simon's demeanor as he risks his life to save his friend, but it's surprisingly straitlaced compared to Segel's comedic television and movie appearances. His playfulness comes through in the multitude of voices he adopts for the video game characters Simon encounters, giants, trolls, and a malevolent monkey creature among them. The fun, goofy voices add much-needed levity to a plot heavy with ethical undertones about the effects of technology and society. Ages 12-up. A Delacorte hardcover. (Nov.) © Copyright PWxyz, LLC. All rights reserved.

School Library Journal Review

Gr 8 Up-Simon is just your average delinquent teenager with a heart of gold until he returns to his New Jersey home after getting kicked out of boarding school, only to realize that his best friend and crush is avoiding him. Kat is hiding something and it looks like she's in real danger. Meanwhile, Simon gets a glimpse at the new VR game, Otherworld, and hopes to meet up with Kat there to figure out what's going on. There is an accident, and the two realize they are in much more trouble than they thought. People around the area are all mysteriously getting wounded and falling into comas, Otherworld doesn't want to let players out anymore-the code is going rogue, and the stakes might not just be a game reboot. The quick pick for conspiracy theory fans gives teens just enough setting for their imaginations to run wild while keeping the pacing quick for reluctant readers. There is just enough character building for an average action novel to keep readers plugged into the drama and enough dangling digital ethics threads to keep gamer geeks interested. Fans of M.T. Anderson's Feed, James Dashner's The Eye of Minds, Cory Doctorow's Little Brother, and Mary E. Pearson's The Adoration of Jenna Fox won't want to leave Otherworld either. VERDICT Purchase where fast-paced sci-fi thrillers are popular.-Rachel Reinwald, Lake Villa District Library, IL © Copyright 2017. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

Booklist Review

An accident at a party in an abandoned industrial site sends Simon's best friend (and love interest) Kat to the hospital, where she's diagnosed with locked-in syndrome, a condition that leaves her mind intact but her body paralyzed and there are three other high-school students with the same diagnosis. Already suspicious, Simon teams up with Busara (whose father envisioned medical uses for virtual reality), and they uncover what looks like a conspiracy connected to an Oculus-Rift-type virtual reality gaming world known as Otherworld. It seems the company is using badly injured people as beta testers for a commercial product, and when they can't find them, they create them. Can Simon get in and get himself, Kat, and a few new friends out before their virtual death means death IRL? VR lovers and other gaming types will be in heaven reading this book, which is an imaginative and entertaining game walk-through combined with mystery and danger. Try this with reluctant readers and use it with fans of James Dashner's Mortality Doctrine series or Emma Trevayne's Gamescape: Overworld (2016). HIGH-DEMAND BACKSTORY: The best-selling duo behind the Nightmares! series will be touring in the wake of heavy publisher promotion, so grab spare copies while you can.--Welch, Cindy Copyright 2017 Booklist

Horn Book Review

After Simon's estranged best friend Kat is hospitalized for severe injuries, her mind is sent from her unresponsive body into the virtual reality game Otherworld, where Simon goes in search of her. He soon realizes the breathtaking fantasy world he'd previously visited for fun holds many dangerous secrets. Two-dimensional characters detract from the novel's timely warnings about technology's invasive potential in the not-too-distant future. (c) Copyright 2019. The Horn Book, Inc., a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

Kirkus Book Review

A delinquent teen searches a virtual world for his best friend. Simon and Kat have been best friends since they were preteens, but following a series of peculiar events the two white teens have not spoken for several months. After a disastrous accident leaves Kat unresponsive in a hospital bed, the famous Company behind virtual-reality tech such as the Otherworld offers to plug Kat into a new world using experimental, state-of-the-art technology. When Simon discovers that the Company's plans are less than virtuous he smuggles himself into the virtual world in search of Kat. The authors sketch a believable, not-too-distant future, envisioning the evolution of virtual reality as a truly seductive life choice. The Otherworld itself is fairly standard fantasy stuff, with knights, dragons, witches, wizards, and cities. Simon journeys through this dangerous land and struggles against a chosen-one narrative thrust upon him by the game's indigenous inhabitants and players alike. This thread blends with the Company's corporate-intrigue plot points deliciously, but the book's place as series opener lessens the development in some frustrating ways. Equally maddening is Kat's damsel-in-distress status; she is less a character and more a goal until the novel's very end. An exciting start to a mostly well-conceived sci-fi series that has room for improvement. (Science fiction. 12-17) Copyright Kirkus Reviews, used with permission.

Author notes provided by Syndetics

Jason Jordan Segel was born on January 18, 1980 in California. He is an actor, author, musician, songwriter, and screenwriter. He is best known for his role as Marshall Eriksen in the CBS sitcom How I Met Your Mother, as well as for his work with producer Judd Apatow on the television series Freaks and Geeks and Undeclared, and starred in several films, including Forgetting Sarah Marshall, Sex Tape, Knocked Up, The Muppets, Despicable Me, and The Five-Year Engagement.

Segel's first major role was as stoner "freak" Nick Andopolis on the critically acclaimed but short-lived 1999 NBC comedy-drama series Freaks and Geeks. Segel had recurring roles on CSI: Crime Scene Investigation as Neil Jansen and on Undeclared as Eric. He played Marshall Eriksen/Beercules on the CBS sitcom How I Met Your Mother. His feature film appearances include Slackers, SLC Punk!, The Good Humor Man, and Dead Man on Campus. In 2007, he appeared in Knocked Up, directed by Freaks and Geeks creator Judd Apatow. Segel starred in the lead role of 2008's Forgetting Sarah Marshall. In 2014 he made The New York Times Best Seller List with his title Nightmares!.

(Bowker Author Biography)

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