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About William Gibson
William Gibson was born in the United States in 1948. In 1972 he moved to Vancouver, Canada, after four years spent in Toronto. He is married with two children.
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Case was the sharpest data-thief in the matrix—until he crossed the wrong people and they crippled his nervous system, banishing him from cyberspace. Now a mysterious new employer has recruited him for a last-chance run at an unthinkably powerful artificial intelligence. With a dead man riding shotgun and Molly, a mirror-eyed street-samurai, to watch his back, Case is ready for the adventure that upped the ante on an entire genre of fiction.
Neuromancer was the first fully-realized glimpse of humankind’s digital future—a shocking vision that has challenged our assumptions about technology and ourselves, reinvented the way we speak and think, and forever altered the landscape of our imaginations.
Enter Gibson's unique world—lyric and mechanical, sensual and violent, sobering and exciting—where multinational corporations and high tech outlaws vie for power, traveling into the computer-generated universe known as cyberspace. Into this world comes Mona, a young girl with a murky past and an uncertain future whose life is on a collision course with internationally famous Sense/Net star Angie Mitchell. Since childhood, Angie has been able to tap into cyberspace without a computer. Now, from inside cyberspace, a kidnapping plot is masterminded by a phantom entity who has plans for Mona, Angie, and all humanity, plans that cannot be controlled . . . or even known. And behind the intrigue lurks the shadowy Yazuka, the powerful Japanese underworld, whose leaders ruthlessly manipulate people and events to suit their own purposes . . . or so they think.
A corporate mercenary wakes in a reconstructed body, a beautiful woman by his side. Then Hosaka Corporation reactivates him, for a mission more dangerous than the one he’s recovering from: to get a defecting chief of R&D—and the biochip he’s perfected—out intact. But this proves to be of supreme interest to certain other parties—some of whom aren’t remotely human...
“ONE OF THE MOST VISIONARY, ORIGINAL, AND QUIETLY INFLUENTIAL WRITERS CURRENTLY WORKING”* returns with a sharply imagined follow-up to the New York Times bestselling The Peripheral.
William Gibson has trained his eye on the future for decades, ever since coining the term “cyberspace” and then popularizing it in his classic speculative novel Neuromancer in the early 1980s. Cory Doctorow raved that The Peripheral is “spectacular, a piece of trenchant, far-future speculation that features all the eyeball kicks of Neuromancer.” Now Gibson is back with Agency—a science fiction thriller heavily influenced by our most current events.
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.
*The Boston Globe
Flynne Fisher lives down a country road, in a rural America where jobs are scarce, unless you count illegal drug manufacture, which she’s trying to avoid. Her brother Burton lives on money from the Veterans Administration, for neurological damage suffered in the Marines’ elite Haptic Recon unit. Flynne earns what she can by assembling product at the local 3D printshop. She made more as a combat scout in an online game, playing for a rich man, but she’s had to let the shooter games go.
Wilf Netherton lives in London, seventy-some years later, on the far side of decades of slow-motion apocalypse. Things are pretty good now, for the haves, and there aren’t many have-nots left. Wilf, a high-powered publicist and celebrity-minder, fancies himself a romantic misfit, in a society where reaching into the past is just another hobby.
Burton’s been moonlighting online, secretly working security in some game prototype, a virtual world that looks vaguely like London, but a lot weirder. He’s got Flynne taking over shifts, promised her the game’s not a shooter. Still, the crime she witnesses there is plenty bad.
Flynne and Wilf are about to meet one another. Her world will be altered utterly, irrevocably, and Wilf’s, for all its decadence and power, will learn that some of these third-world types from the past can be badass.
“One of the first authentic and vital novels of the 21st century.”—The Washington Post Book World
The accolades and acclaim are endless for William Gibson's coast-to-coast bestseller. Set in the post-9/11 present, Pattern Recognition is the story of one woman's never-ending search for the now...
Cayce Pollard is a new kind of prophet—a world-renowned “coolhunter” who predicts the hottest trends. While in London to evaluate the redesign of a famous corporate logo, she’s offered a different assignment: find the creator of the obscure, enigmatic video clips being uploaded to the internet—footage that is generating massive underground buzz worldwide.
Still haunted by the memory of her missing father—a Cold War security guru who disappeared in downtown Manhattan on the morning of September 11, 2001—Cayce is soon traveling through parallel universes of marketing, globalization, and terror, heading always for the still point where the three converge. From London to Tokyo to Moscow, she follows the implications of a secret as disturbing—and compelling—as the twenty-first century promises to be...
The millennium has come and gone, leaving in its wake only stunned survivors. In Los Angeles, Berry Rydell is a former armed-response rentacop now working for a bounty hunter. Chevette Washington is a bicycle messenger turned pickpocket who impulsively snatches a pair of innocent-looking sunglasses. But these are no ordinary shades. What you can see through these high-tech specs can make you rich—or get you killed. Now Berry and Chevette are on the run, zeroing in on the digitalized heart of DatAmerica, where pure information is the greatest high. And a mind can be a terrible thing to crash. . . .
Praise for Virtual Light
“Both exhilarating and terrifying . . . Although considered the master of 'cyberpunk' science fiction, William Gibson is also one fine suspense writer.”—People
“A stunner . . . A terrifically stylish burst of kick-butt imagination.”—Entertainment Weekly
“Convincing . . . frightening . . . Virtual Light is written with a sense of craft, a sense of humor and a sense of the ultimate seriousness of the problems it explores.”—Chicago Tribune
“In the emerging pop culture of the information age, Gibson is the brightest star.”—The San Diego Union-Tribune
“A breath of fresh air . . . the vision is deeply imagined, very complete and controlled . . . Gibson is truly brilliant.”—Washington Times magazine
From a true master of science fiction comes a collection of short stories that show how, no matter the length, Gibson is one of the greatest writers working today.
Known for his seminal science fiction novel Neuromancer, and for the acclaimed books Pattern Recognition, The Peripheral, and Agency, William Gibson is actually best when writing short fiction. Tautly written and suspenseful, Burning Chrome collects 10 short stories, including some written with Bruce Sterling, John Shirley, and Michael Swanwick, and with a preface from Bruce Sterling, now available for the first time in trade paperback. These brilliant, high-resolution stories show Gibson’s characters and intensely realized worlds at their absolute best, from the chip-enhanced couriers of “Johnny Mnemonic” to the street-tech melancholy of “Burning Chrome.”
Sybil Gerard—a fallen woman, politician’s tart, daughter of a Luddite agitator
Edward “Leviathan” Mallory—explorer and paleontologist
Laurence Oliphant—diplomat, mystic, and spy.
Their adventure begins with the discovery of a box of punched Engine cards of unknown origin and purpose. Cards someone wants badly enough to kill for….
Part detective story, part historical thriller, The Difference Engine is the collaborative masterpiece by two of the most acclaimed science fiction authors writing today. Provocative, compelling, intensely imagined, it is a startling extension of Gibson’s and Sterling’s unique visions—and the beginning of movement we know today as “steampunk!”
Colin Laney, sensitive to patterns of information like no one else on earth, currently resides in a cardboard box in Tokyo. His body shakes with fever dreams, but his mind roams free as always, and he knows something is about to happen. Not in Tokyo; he will not see this thing himself. Something is about to happen in San Francisco.
The mists make it easy to hide, if hiding is what you want, and even at the best of times reality there seems to shift. A gray man moves elegantly through the mists, leaving bodies in his wake, so that a tide of absences alerts Laney to his presence. A boy named Silencio does not speak, but flies through webs of cyber-information in search of the one object that has seized his imagination. And Rei Toi, the Japanese Idoru, continues her study of all things human. She herself is not human, not quite, but she’s working on it. And in the mists of San Francisco, at this rare moment in history, who is to say what is or is not impossible...
Milgrim can disappear in almost any setting, and his Russian is perfectly idiomatic—so much so that he spoke it with his therapist in the secret Swiss clinic where Bigend paid for him to be cured of his addiction...
Garreth doesn't owe Bigend a thing. But he does have friends from whom he can call in the kinds of favors powerful people need when things go sideways...
They all have something Bigend wants as he finds himself outmaneuvered and adrift, after a Department of Defense contract for combat-wear turns out to be the gateway drug for arms dealers so shadowy they can out-Bigend Bigend himself.
“Zero History is [Gibson’s] best yet, a triumph of science fiction as social criticism and adventure.”—BoingBoing.net
• spook (spo͞ok) n.: A specter; a ghost. Slang for “intelligence agent.”
• country (ˈkən-trē) n.: In the mind or in reality. The World. The United States of America, New Improved Edition. What lies before you. What lies behind.
• spook country (spo͞ok ˈkən-trē) n.: The place where we all have landed, few by choice. The place we are learning to live.
Hollis Henry is a journalist, on investigative assignment for a magazine called Node, which doesn’t exist yet. Bobby Chombo apparently does exist, as a producer. But in his day job, Bobby is a troubleshooter for military navigation equipment. He refuses to sleep in the same place twice. He meets no one. And Hollis Henry has been told to find him...
“A devastatingly precise reflection of the American zeitgeist.”—The Washington Post Book World