Monday, October 5, 2015

Ready Novel Two - Ernest Cline Deploys More Nostalgia-With-A-Twist in 'Armada'


A billions-strong alien invasion force is bearing down on hapless Earth and only an angst-ridden teen from suburban Oregon can save us.

If you're wondering why that sounds like the plot of a hundred sci-fi movies and TV shows over the years, you're not alone. Zack Lightman, high school senior and unlikely savior, wonders it, too, to the point that he almost can't take the threat seriously. The planet is neck-deep in trouble, to be sure...but why is the impending really real-world assault – and certain extinction event to follow – playing out so much like an old episode of Star Trek? For that matter, why are the aliens behaving like the classic dumb bad guys, giving the heroes ample opportunity to fight back when they could just as well – as Ellen Ripley might suggest – nuke us from orbit (it's the only way to be sure)? It is a eyebrow-tenter of a mystery that teases playfully at the edges of Armada, Ernest Cline's second novel, and keeps the intrigue on slow burn for what is otherwise a wall-to-wall alien action tale. Cline's sophomore effort doesn't quite reach the bar set by the first book, but we can hardly blame him for that given the stratospheric standard he set for himself.

Cline burst on the scene – and the New York Times Bestseller List – a few years ago with his sensational debut novel Ready Player One, an uber-geek's wet dream brought to life with a heavy dash of wistfulness for the Reagan era. It was also, as luck would have it, damn well written. Though its appeal stemmed from a hip take a classic hero's journey, the nucleus of the tale was something to which all bookish introverts can relate: escapism, spontaneous reinvention, and breaking out of life's cruelly narrow molds to sate that supernatural craving for adventure just beneath the surface. Cline, a child of the 80's raised on pizza parlor arcades and pre-CGI fantasy, makes no bones about creating heroes that are thinly-veiled versions of his younger self: book smart but socially stunted, meek, slightly self-loathing, great at video games, unfit for cliques save a perhaps a basement-based D&D club, and generally nursing a grudge with Things The Way They Are. Armada is no different, and like Wade Wells, the likeable hero of Ready Player One, Zack is suddenly and unaccountably handed an epic adventure that allows him to realize all his deepest yearnings – for good or ill. Once again there is a heavy draw on the 80's for inspiration, with a plethora of references to popular culture of the era, movies, TV, music, and a topic in which I'm convinced Cline would have a doctorate if such a thing existed, classic video games.

Zack Lightman – there's a reference right there, for you War Games fans – finds his boring life in Beaverton, Oregon suddenly turning weird when he spots a UFO hovering near his high school. That's troubling enough, but even more distressing is that the ship is identical to the alien foes of his favorite video game, Armada, a sci-fi aerial combat simulator. What might be dismissed as a stress-induced daydream by most is not so easily cast aside by Zack, who fears he might have inherited a penchant for delusion from his long-dead father. Zack's Dad was the 80's child this time, a Cline-like caricature, and before he died under mysterious circumstances he filled a few dozen notebooks with paranoid screeds about the government monitoring gamers throughout the world and allowing the film and TV industries to seed our culture with references to alien invasion. It all seems a demented fantasy...until Zack is recruited by a shadowy government agency that confirms his father was on the right track. Aliens are real, and they're really invading, and its up to every man and woman and pimply teen to take the fight to them. Thank God the worldwide sensation video game Armada was actually a cleverly-disguised training simulator...and Zack just happens to be the sixth-best pilot in the entire world.

The book unfolds at a breakneck pace from there, whisking us through the events of a decades-long fight with an implacable alien foe, a cover-up perpetuated by some of the world's greatest (and most famous) scientists, and a global effort to harness the geektastic skills of nerds and introverts everywhere for a desperate defense of Earth. Zack leapfrogs from one jaw-dropper of a revelation to another until he can no longer be certain of anything but his trigger finger, inevitably – and yes, predictably – finding himself the lynchpin of humanity's salvation. And in the great tradition of getting more than he bargained for, he discovers his life prior to the alien death force wasn't really all that terrible...even as he can't shake the sense that everything playing out before him seems a bit too convenient. The action is frequent and furious, but every time the story threatens to veer into a tad too much Top Gun – and it veers dangerously close a couple of times – Cline teases our puzzle bone with more nuggets of the alien's true motives and the sordid timeline of humanity's first contact with the other-worldly intelligence. Hint: it happened during the Nixon administration, so nothing could've possibly gone wrong with that.

One of the greatest strengths of Ready Player One was its pacing. Cline took extraordinary pains to meticulously plot his story, creating an airtight universe where not a drop of narrative mojo escaped (an observation that stood up to a second read from Yours Truly). Wade's journey is a patient one, taking well over a year to reach fruition, and the final act and action-packed climax plays out like brilliantly-crafted battle plan. Armada by comparison seems a bit rushed, as though Cline gave himself less time on the front end to hash out the details and (perhaps) suffered deadline fatigue on the back end to boot. A couple tantalizing threads laid out early on are abandoned, which wouldn't have been as frustrating if they hadn't been so intriguing. The last 50 pages fall together so fast they seem manic, and are only saved by Cline's clean, pragmatic style of writing and his (admittedly enviable) penchant for cinema-worthy reversals and sudden 'oh, crap!' moments. Indeed, a cynical reader might even think Cline stages his books in an unavoidably cinematic fashion, the better to get his stories optioned for big-budget film adaptations. An unworthy and mercenary suggestion, and I do not – let me be clear, do NOT – mean to suggest Cline is guilty of ulterior motives. But at the time of my writing this, a film version of Ready Player One is currently in pre-production, helmed by none other than Steven Spielberg himself. Geeks everywhere would kill for the honor.

Cline loves his tropes, and if you do, too, you'll find plenty to love in Armada. Many of the best-realized conventions from his first novel (themselves tropes from the movies and TV shows from which he drew inspiration) are reincarnated here – the Yoda-like mentor, the badgirl love interest, the geek sidekicks forever squabbling over comic book minutiae - but they, too, feel a tad shoehorned this time, with no element shining forth as fresh or as pure as they did the first time around. One can't help but notice there's an aspect of meta-fiction at work here, with Cline's heroes expounding at nearly every chapter on the idiomatic elements found in genre fiction while he himself is writing a book chock full of such things, tossing his hero into one 'classic' scenario after another with outcomes about on par with what we've been conditioned to expect. It's up to the reader to decide just how self-aware Cline is being with this approach, whether he's being at least partially ironic in his presentation, or whether (my take) he's having the time of his life writing stories that are just like the ones on which he was raised and not presuming to improve on perfection. There remains a very respectable attention to detail here, with oodles of half-formed questions conveniently and satisfyingly answered almost the moment they form in our heads. That's a sure sign Cline understands his audience, and though there's less here for the 80's children to love, there's still a strong, and very universal, appeal to the frustrated loser in all of us yearning to be something more.