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William Gibson


The Peripheral

The Peripheral: Book 1

William Gibson

Where Flynne and her brother, Burton, live, jobs outside the drug business are rare. Fortunately, Burton has his veteran's benefits, for neural damage he suffered from implants during his time in the USMC's elite Haptic Recon force. Then one night Burton has to go out, but there's a job he's supposed to do – a job Flynne didn't know he had. Beta-testing part of a new game, he tells her. The job seems to be simple: work a perimeter around the image of a tower building. Little buglike things turn up. He's supposed to get in their way, edge them back. That's all there is to it. He's offering Flynne a good price to take over for him. What she sees, though, isn't what Burton told her to expect. It might be a game, but it might also be murder.

Some time around the year 2020, in a trailer park in the Deep South, a young woman witnesses a murder. She is in a video game, and watches with horror as a drone strike kills a child.

At precisely the same moment, one hundred years in the future, a boy is remotely killed on the streets of London's great skyscrapers. The perpetrator remains anonymous.

Interweaving two strange futures, from a ramshackle community of US Army veterans, to the teeming masses of a mega city, The Peripheral tells the story of a brave new world of drones, outsourcing and kleptocracy, and of a crime that can only be solved across time.

Agency

The Peripheral: Book 2

William Gibson

Verity Jane, gifted app whisperer, takes a job as the beta tester for a new product: a digital assistant, accessed through a pair of ordinary-looking glasses. "Eunice," the disarmingly human AI in the glasses, manifests a face, a fragmentary past, and a canny grasp of combat strategy. Realizing that her cryptic new employers don't yet know how powerful and valuable Eunice is, Verity instinctively decides that it's best they don't.

Meanwhile, a century ahead in London, in a different time line entirely, Wilf Netherton works amid plutocrats and plunderers, survivors of the slow and steady apocalypse known as the jackpot. His boss, the enigmatic Ainsley Lowbeer, can look into alternate pasts and nudge their ultimate directions. Verity and Eunice are her current project. Wilf can see what Verity and Eunice can't: their own version of the jackpot, just around the corner, and the roles they both may play in it.

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