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Fasten your seat belts–the white-knuckle thrills at Utopia, the world's most fantastic theme park, escalate to nightmare proportions in this intricately imagined techno-thriller by New York Times bestselling author Lincoln Child.
Rising out of the stony canyons of Nevada, Utopia is a world on the cutting edge of technology.
A fantastic near-future amusement park is the setting for this techno-thriller by Child (coauthor with Douglas Preston of the Preston/Child bestsellers) in his first solo outing. Utopia, a Nevada amusement park extraordinaire, features several elaborate holographic theme worlds (like Camelot and Gaslight, which meticulously recreates Victorian England), all run by an ultrasophisticated computer system and serviced by robots. When a series of fluke accidents culminates in the near death of a boy on a Gaslight roller coaster, the Utopia brain trust calls in the original computer engineer, Dr. Andrew Warne. Warne arrives with his bristly 14-year-old daughter, Georgia, and sets to work solving the Gaslight problem, though he can't believe that the system is willfully malfunctioning, as the evidence seems to indicate. To complicate matters, Utopia's manager, Sarah Boatwright, is Warne's ex-girlfriend, and an obvious mutual attraction exists between Warne and Utopia systems controller Teresa Bonifacio. Just as Warne gets to work, violent attacks erupt all over the park, masterminded by an impassive psychopath known as John Doe and carried out by his cadre of henchmen, including a computer genius and a crack marksman. For three hours, Doe holds the park hostage, and Warne, Boatwright and Bonifacio race against the clock to foil his plans. Child creates a convincingly self-contained world, populated by amusing creations like a cyber-dog called Wingnut and clever descriptions of futuristic amusement park rides. Sluggish prose and an overload of technical detail slow the pace, but Child proves he is capable of fireworks (literally) at the rousing conclusion. (Dec.)
More Reviews and RecommendationsLincoln Child is the co-author with Douglas Preston of a bestselling thriller/adventure series. A former book editor at St. Martin's Press, he has published numerous short story anthologies and founded the company's mass market horror division. He also writes novels and techno-thrillers on his own.
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July 26, 2009: This is a pretty quick read but I found that at times it moved too slowly for me. It seemed that the author was trying to impress the reader with unnecessary details and prose. This is a thriller and, in my opinion, ought to have focused more on the action and tension among the characters than on the reiteration of the past and relationships among them. The ideas and the story had the potential to be much more exciting than they played out in this story, and certain explanations became so wordy I had a hard time imagining what the author was describing. Overall I did enjoy this book because of the futuristic technologies described in the parks, but it is not one that will remain in my collection.
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April 20, 2009: I loved this book. The writing was top notch and the suspense was nail-biting. I really enjoyed how everything happened in less than a day...sort of like the tv show 24.
Utopia itself sounds like a great amusement park, if only it weren't a fantasy!!Name:
Lincoln Child
Place of Birth:
Westport, Connecticut
Education:
B.A., Carleton College, 1979
Born in Westport, CT, in 1958, Preston Child grew up with a consuming interest in writing. (On his website, he acknowledges several short stories from his youth and two "exquisitely embarrassing" novels penned in high school -- and currently kept under lock and key!) He graduated from Carleton College in Minnesota with a degree in English. In 1979, he moved to New York to pursue a career in publishing and was hired by St. Martin's Press as an editorial assistant. By 1984, he had worked his way up to full editor.
It was around this time that Child met Douglas Preston, a writer employed by the American Museum of Natural History. Author and editor bonded while working together on the nonfiction book Dinosaurs in the Attic; and when the project ended, Preston treated Child to a private midnight tour of the AMNH. The excursion proved fateful: Exploring the deserted corridors and darkened nooks and crannies of the museum, Child turned to Preston and said, "This would make the perfect setting for a thriller!" Although the book would not see print until 1995, the idea for Relic was born that night, cementing a friendship and launching a unique cross-country writing partnership.
Child left St. Martin's in 1987 to went to work for MetLife as a systems analyst. Shortly after the publication of Relic, he resigned his position to become a full-time writer. Subsequent collaborations with Preston have produced an intriguing string of interconnected novels that are less a series than what the authors call a "pangea." The books are self-contained, but the stories take place in the same universe and they share events and characters -- including many introduced in Relic. Readers obviously enjoy this cross-pollination, since the Preston-Child thrillers turn up regularly on the bestseller charts.
In 2002, Child released his first solo novel, Utopia, the story of a futuristic amusement park held hostage by a group of techno-terrorists. Other solo works have followed, blending cutting-edge science and high-octane thrills. Preston, too, has produced fiction and nonfiction on his own, and the two men continue their successful collaborations. It's an arrangement that suits both writers to a tee.
While at St. Martin's, Lincoln Child assembled several collections of ghost and horror stories. He also founded the company's mass-market horror division.
On his website, Child lists the following among his interests: pre-1950s literature and poetry; post-1950s popular fiction; playing the piano, various MIDI instruments, and the 5-string banjo; English and American history; motorcycles; architecture; classical music, early jazz, blues, and R&B; exotic parrots; esoteric programming languages; mountain hiking; bow ties; Italian suits; fedoras; archaeology; and multiplayer deathmatching.
In our interview Child shared some fun and fascinating personal anecdotes.
"I try to write about things, places, events, and phenomena I know about personally. That helps make the novels more genuine. My grandmother, Nora Kubie, who was herself a published novelist, always gave me that advice. And it's probably the best I've received, or for that matter given. I even try to make use of my personal eccentricities and quirks. I hate subways, for example, and in such works as Reliquary I tried to instill -- or at least convey -- that groundless but persistent fear."
"My first job out of college was as an editorial assistant in a New York publishing house. Being an editorial assistant is the purgatory would-be editors must endure before they can ascend the ladder and begin acquiring books on their own. I spent a year filing paperwork, writing copy, and typing rejection letters."
"For me, writing never gets easier. It's always hard work. It doesn't matter how many words you wrote the day before, or how many novels you've completed in the last decade: every day you start fresh again with that same blank page, or that same blank screen. As long as the work, and the finished product, remains fresh and important to a writer -- and the day it stops being important to me is the day I'll lay down my pen -- said writer can never allow himself to coast, or go soft, or recycle old material, or take the easy way out."
"I like exotic parrots, motorcycles, wine from Pauillac, playing the piano and the banjo, the poetry of John Keats, the music of Fats Waller, collecting old books and new guitars, computer FPS and RPG games, and preparing dishes like caneton a l'Orange and desserts like soufflé au chocolat."
What was the book that most influenced your life or your career as a writer?
Probably the essays of E. B. White. Nobody has influenced my love for words and wordplay as much as White has. In his hands, essays become poetry, and poetry becomes music. I've wanted to be a writer from a very young age, but it was such essays in this book as "Farewell, My Lovely!'" and "Death of a Pig" and "Here Is New York" that fueled my resolve, kept me determined despite setbacks and wrong turns, and ultimately helped turn a fond dream into reality.
What are your favorite books, and what makes them special to you?
This is hard. Ask me tomorrow, and you'd probably get some different titles. But these are the ones that spring immediately to mind:
What are some of your favorite films?
I love everything from drawing-room comedies to modern thrillers to art-house films. My favorites include, in no particular order:
What types of music do you like? Is there any particular kind you like to listen to when you're writing?
I love many types of music: classical music, R&B, soul, rock, bluegrass, jazz. Of the last five categories, I'm particularly partial to music composed and performed between 1940 and 1970. I can't listen to music while writing -- any such distraction would have dreadful consequences.
If you had a book club, what would it be reading?
Probably great works of English, Russian, and French literature. There are still many important novels in the canon that have to date eluded me -- the formal structure of a book club would help give me the discipline necessary to pick them up at last.
What are your favorite kinds of books to give -- and get -- as gifts?
I'm very hard to buy for. As a collector, my favorite books to receive are obviously collectible titles: rare first editions, very old books, and the like.
As for giving books to others, any book that has had a profound effect on me, or that I think the recipient will truly enjoy, is a delight to pass on or recommend. I recently gave Doug a copy of Kenneth Roberts's Northwest Passage, and it helped him get through a grueling period of touring in support of our latest joint book. I think most readers would agree that recommending books to people can be almost as rewarding as discovering the book for yourself.
Do you have any special writing rituals? For example, what do you have on your desk when you're writing?
My desk is cluttered with computers, phones, fax machines, printers, network storage devices, keyboards, and flat panel displays -- all sorts of technological flotsam and jetsam.
As for writing rituals, I find that late morning through early afternoon is the best time for me to do creative writing. I can only do so many hours of that per day, however, both from standpoints of creative energy and simple logistics: there are numerous other chores that demand a writer's time, such as answering email, doing publicity....
Many writers are hardly "overnight success" stories. How long did it take for you to get where you are today? Any rejection-slip horror stories or inspirational anecdotes?
As a former book editor, I had contacts in the industry among agents and publishers. That guaranteed that our first novel, Relic, would at least be given a sympathetic reading -- but it certainly didn't guarantee success. Our agent showed that manuscript to a long, long list of publishers over many months, and he was very patient, keeping hope alive when both Doug Preston and I began to despair of the book ever being published. In the end, Tor Books took a chance on us.
What tips or advice do you have for writers still looking to be discovered?
Be patient, and have fun -- it sounds like a truism, but the act of writing should be, in part, its own reward. Doug and I tried to have fun while we wrote Relic, and we also tried hard to make it the kind of book that we ourselves would like to read. Readers are very intelligent people, and they are quick to spot the difference between a book that was written with the genuine intent of pleasing the author and his/her readers, and a book written with the cynical intention of simply selling a lot of copies.
Fasten your seat belts–the white-knuckle thrills at Utopia, the world’s most fantastic theme park, escalate to nightmare proportions in this intricately imagined techno-thriller by New York Times bestselling author Lincoln Child.
Rising out of the stony canyons of Nevada, Utopia is a world on the cutting edge of technology. A theme park attracting 65,000 visitors each day, its dazzling array of robots and futuristic holograms make it a worldwide sensation. But ominous mishaps are beginning to disrupt the once flawless technology. A friendly robot goes haywire, causing panic, and a popular roller coaster malfunctions, nearly killing a teenaged rider. Dr. Andrew Warne, the brilliant computer engineer who designed much of the park’s robotics, is summoned from the East Coast to get things back on track.
On the day Warne arrives, however, Utopia is caught in the grip of something far more sinister. A group of ruthless criminals has infiltrated the park’s computerized infrastructure, giving them complete access to all of Utopia’s attractions and systems. Their communication begins with a simple and dire warning: If their demands are met, none of the 65,000 people in the park that day will ever know they were there; if not, chaos will descend, and every man, woman, and child will become a target. As one of the brains behind Utopia, Warne finds himself thrust into a role he never imagined–trying to save the lives of thousands of innocent people. And as the minutes tick away, Warne’s struggle to outsmart his opponents grows ever more urgent, for his only daughter is among the unsuspecting crowds in thepark.
Lincoln Child evokes the technological wonders of Utopia with such skill and precision it is hard to believe the park exists only in the pages of this extraordinary book. Like Jurassic Park, Utopia sweeps readers into a make-believe world of riveting suspense, technology, and adventure.
UTOPIA -- Where technology dazzles–and then turns deadly!
From the Hardcover edition.
A fantastic near-future amusement park is the setting for this techno-thriller by Child (coauthor with Douglas Preston of the Preston/Child bestsellers) in his first solo outing. Utopia, a Nevada amusement park extraordinaire, features several elaborate holographic theme worlds (like Camelot and Gaslight, which meticulously recreates Victorian England), all run by an ultrasophisticated computer system and serviced by robots. When a series of fluke accidents culminates in the near death of a boy on a Gaslight roller coaster, the Utopia brain trust calls in the original computer engineer, Dr. Andrew Warne. Warne arrives with his bristly 14-year-old daughter, Georgia, and sets to work solving the Gaslight problem, though he can't believe that the system is willfully malfunctioning, as the evidence seems to indicate. To complicate matters, Utopia's manager, Sarah Boatwright, is Warne's ex-girlfriend, and an obvious mutual attraction exists between Warne and Utopia systems controller Teresa Bonifacio. Just as Warne gets to work, violent attacks erupt all over the park, masterminded by an impassive psychopath known as John Doe and carried out by his cadre of henchmen, including a computer genius and a crack marksman. For three hours, Doe holds the park hostage, and Warne, Boatwright and Bonifacio race against the clock to foil his plans. Child creates a convincingly self-contained world, populated by amusing creations like a cyber-dog called Wingnut and clever descriptions of futuristic amusement park rides. Sluggish prose and an overload of technical detail slow the pace, but Child proves he is capable of fireworks (literally) at the rousing conclusion. (Dec.)
The most technologically advanced amusement park in the world is Utopia. Located in an isolated corner of the barren Nevada desert, it consists of four separate theme worlds: Camelot, where guests encounter life in the Middle Ages; The Boardwalk, which is a flashback to the United States of the early 1900s; Gaslight, where visitors encounter the world of Victorian England; and Callisto, where the setting is the future in space. Each world is accurate, yet safe, thanks to Andrew Warne's amazing computer wizardry. Andrew returns to Utopia accompanied by his teenage daughter, Georgia, to work on a fifth world, but the real reason for his presence is that computers have been malfunctioning, rides have failed, and a fatality has even occurred. When Andrew attempts to diagnose and fix the system, he finds the problems are being caused by a group of high-tech criminals determined to hold the park hostage for the lives of every single person enjoying Utopia. Teens will be interested by the inside story of how huge amusement parks are run, they will be carried along by Child's roller-coaster writing, and they will especially enjoy the character of successful computer nerd Andrew. Give this book to teens who enjoyed other tales of theme parks gone hugely wrong, such as Jurassic Park by Michael Crichton (Knopf, 1990/VOYA June 1991), or to those who may have discovered Westworld, Crichton's 1973 film about an amusement park where the computers take over. Teens are guaranteed to finish the book, wishing that the amusement park Utopia actually existed. VOYA Codes: 4Q 4P S A/YA (Better than most, marred only by occasional lapses; Broad general YA appeal; Senior High, defined as grades 10 to 12; Adultand Young Adult). 2002, Doubleday, 385p,
Child departs from Douglas Preston, his coconspirator on books like Relic, to craft this creepy tale of trouble at a techno theme park. Criminals take over the computer system and threaten bloody havoc if their demands aren't met. Can computer genius Dr. Andrew Warne save the day?
Adult/High School-Utopia, the largest, most technologically advanced theme park in the world, draws in revenue to match its size. When problems begin to show up with the Metanet, the system controlling the robotics in the park, no one suspects anything but a computing error. When Dr. Andrew Warne, designer of the Metanet and the robotics, comes to fix the trouble, bringing his teenage daughter with him, the two are immediately caught up in terrorist plots to frighten both staff and visitors. Child takes the story chronologically through one day's events, increasing the tension as time ticks by. Minutes are noted, emphasizing the amount of action occurring in a small segment of time, and events that may be happening simultaneously in another part of the park are also pointed out. In this not-too-remote future, the technology ranges from realistic, full-sized holograms to advanced communications systems. Dr. Warne carries most of the character development, but Angus Poole almost steals the lead. He is visiting the park when he becomes involved in rescuing others after a terrorist event. His background in both military and security training provides him with the ability to perform the physical action required. Together, Warne and Poole make an unbeatable team, but admirable secondary characters, including a robot, add to this fast-paced adventure.-Pam Johnson, Fairfax County Public Library, VA Copyright 2003 Reed Business Information.
A book that was much better when it had dinosaurs in it. This time around, the deadly park in question is the eponymous Utopia, a sort of mixture of Westworld and Disneyland rising out of the desert outside of Las Vegas. Conceived by Child (coauthor, with Douglas Preston: Thunderhead, 1999, etc.), built by Eric Nightingale, a Walt Disney-like children's entertainment impresario, the park is a technological wonder set into the desert canyons that includes four different themed worlds: Gaslight (old London), Callisto (space age future), Camelot (medieval times) and Boardwalk (a Coney Island simulacra). Not to mention the casinos that, together with the $75 entry fee, the gift shops and restaurants, take in a total of about $100 million a week. So no reader should be surprised that just as Dr. Andrew Warne, the computer genius who designed much of Utopia's hyperautomated mesh of computers and robots, arrives in Utopia, a band of criminals is putting their big heist into play. They've got inside people, a deadly sniper on the outside, a brilliant hacker, and a psychopathic leader named John Doe. Having thoroughly hacked Utopia's systems, Doe's people are able to kill at whim among Utopia's 65,000 visitors, especially by causing the park's rides to suddenly malfunction, if park personnel don't give in to their demands. It's up to a fast-thinking Warne, a plucky tech sidekick named Terri, and a right-place-at-the-right-time guest by the name of Poole who's on Warne's side and just happens to have a background in security. Child's descriptions of the park in all its holographic glory is so lovingly and precisely detailed that you hate to have to deal with the mostly clueless people who dashabout this deadly paradise just as they've been doing since the invention of the disaster novel. There are worse ways to kill a few hours than with Utopia, but, oh, what it could have done with a batch of hungry velociraptors.
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