- Gebundene Ausgabe: 320 Seiten
- Verlag: Delacorte Press (8. Oktober 2013)
- Sprache: Englisch
- ISBN-10: 0385741391
- ISBN-13: 978-0385741392
- Vom Hersteller empfohlenes Alter: 12 - 17 Jahre
- Größe und/oder Gewicht: 14,9 x 2,9 x 22,4 cm
- Durchschnittliche Kundenbewertung: 4 Kundenrezensionen
- Amazon Bestseller-Rang: Nr. 378.586 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
The Eye of Minds (The Mortality Doctrine, Book One) (Englisch) Gebundene Ausgabe – 8. Oktober 2013
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Praise for the Mortality Doctrine Series:
“Dashner takes full advantage of the Matrix-esque potential for asking ‘what is real.’” —io9.com
“Set in a world taken over by virtual reality gaming, the series perfectly capture[s] Dashner’s hallmarks for inventiveness, teen dialogue and an ability to add twists and turns like no other author.” —MTV.com
“A brilliant, visceral, gamified mash-up of The Matrix and Inception, guaranteed to thrill even the non-gaming crowd.” —Christian Science Monitor
"An exhilarating adventure story with touches of Anthony Horowitz’s Alex Rider books and Orson Scott Card’s Ender’s Game."-Booklist.com
“More realistic and addictive than any video game—The Eye of Minds sucked me in from the very first page. The Girl with the Dragon Tattoo meets The Matrix in a vividly rendered world of gamers, hackers, and cyber-terrorists. I can’t wait to read the next book in the series!”—Kami Garcia, #1 New York Times bestselling coauthor of Beautiful Creatures and author of Unbreakable
"Dashner's descriptions are screenplay-ready...This book will satisfy the author’s fans...[and readers] in search of an adrenaline rush."-School Library Journal
“A gripping page-turner, Dashner’s latest is sure to please.”—BookPage
“Full of action [and] a rather surprising twist that will leave you flipping pages.”—fanboynation.com
“High on concept, this is an intriguing read for the digital generation.”—Kirkus Reviews
"Dashner once again creates a dystopian world in which nothing is what it seems."-VOYA
A Junior Library Guild Selection
A YALSA Teens Top Ten Pick
An edge-of-your-seat action adventure from the bestselling author of the MAZE RUNNER series, James Dashner. -- Dieser Text bezieht sich auf eine andere Ausgabe: Taschenbuch.Alle Produktbeschreibungen
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Aber alles von vorne, denn zumindest über den Anfang des Buches kann man sich nicht groß beschweren: Dashner startet mit einer packenden und dramatischen Szene im VirtNet, die sofort für Spannung sorgt und zugleich auch rudimentär das Konzept der Online-Simulation erläutert. Das ist auch nicht besonders schwer zu verstehen und läuft im Prinzip ähnlich wie in vergleichbaren Büchern des Genres: Die Spieler, darunter also auch die Hauptfigur Michael, verbinden sich in einer speziellen Vorrichtung ("NerveBox" oder auch "The Coffin" genannt) mit der virtuellen Realität und können sich dort so frei bewegen, dass man die Simulation kaum von der Wirklichkeit unterscheiden kann. Dort streben die Spieler dann nach Erfahrungspunkten, die sie durch das Erreichen unterschiedlichster Aufgaben gewinnen können – wie das nun mal in Online-Spielen so ist.Lesen Sie weiter... ›
Gestaltung und Aufmachung
Optisch ist The Eye Of Minds auf jeden Fall ein Hingucker! Nicht zuletzt weil das Cover einen metallisch Glanz/Schimmer hat, der die invertierten Gebäude und den grauen Himmel nochmal mehr zur Geltung bringt.
Seit der Maze Runner Trilogie würde ich mich schon als Dashnerd bezeichnen und James Dashner selbst, zum Kreise meiner Lieblingsautoren zählen.
Die Maze Runner Trilogie ( + das Prequel), hatten zwar auch ihre Schwächen aber dennoch war und bin ich immer noch vollauf begeistert von den Büchern. Daher waren meine Neugier und auch meine Erwartungen an den Auftakt von Dashners neuer Trilogie entsprechend hoch.
Wurde ich enttäuscht? Nein, das nicht unbedingt. Hatte ich mehr erwartet? Definitiv!
Zum einen ist da natürlich die Tatsache dass James Dashner hier das Rad nicht neu erfunden hat. Menschen die dank einer besonderen Vorrichtung, in eine vollkommen lebensechte virtuelle Realität abtauchen, gab es gerade in Film und Fernsehn schon en mass: Matrix, Total Recall, eXistenZ usw.
Auch die Art und Weise wie die Menschen in diese Welt eintauchen, wie diese Welt aufgebaut ist und dass dort im Grunde alles möglich ist, ist jetzt nicht bahnbrechend neu.
Was mir dann aber wieder sehr gut gefallen hat, war der Punkt dass sich James Dashner in der VirtNet genannten virtuellen Realität nahezu ausschließlich auf Gamer/Hacker und die Spiele die man im VirtNet spielen kann beschränkt hat.Lesen Sie weiter... ›
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I'll start by saying that, even with the above in mind, this is not a bad book, and in all fairness, I had let my expectations rise a bit too high. As other reviews have mentioned, it does have some shades of READY PLAYER ONE (an excellent book), in terms of the gamer culture, references to the various games being played, the point of playing them, and all the wonders of the virtual reality in which all if it takes place. Just as is the case with the aforementioned book, one does not have to be a gamer to understand and/or enjoy the plot, the characters, or the book, as a whole. The amount of exposition given is enough to explain all of those things and give readers an understanding of the world-building, while not straying too heavily into boring recitations of information that would make one's eyes glaze over and seek to skip any number of pages devoted to nothing but rote explanations.
All of that was fine. My problems with the book started with the pacing. Initially, even though the story doesn't get bogged down in unnecessary details, it does take awhile for the action to really get going, so my interest was not captured right off the bat with this one. That may sound odd, given what transpires when the book begins, but after that first situation is resolved after a handful of pages, nothing much happens until Michael is given his mission (which is mentioned in the book's summary). After that comes the preparation for the mission, and it is only after Michael and his friends begin that particular journey that things really take off. From that point on, the suspense grabs you and doesn't let go until you turn the final page - it just takes a little while to get there. (Pacing is also something of an issue at the end, though, as the climactic event(s) for which readers have been waiting since the first page just sort of happen and then they're done. For now. It seems like a lot of build-up for not too much pay-off. I suspect that that's largely because this is just the first installment in the trilogy, though, so it's not a huge problem.)
Then, there is some of the dialogue. Though this tapers off as the book progresses, when everything begins, a fair amount of what is said is just so stilted and unnaturally phrased that it doesn't resemble actual conversations, and serves to take the reader out of the story a bit. Things do get better in that regard, but when the conversations begin in earnest between Michael and his friends, another issue - albeit a small one - rears its head. Yes, they are teenagers, and yes, they are prone to sarcasm. However, when they start to take the time to get snarky and quippy when time is of the essence and their lives are in danger, well, it got a little irritating.
In terms of Michael and his friends, Bryson and Sarah, they are not only typical teenagers, they are typical teenagers in a young adult novel. By that, I mean that each fills a relatively stereotypical role, and that's about it. Bryson is the fun and funny best guy-friend who comes through when he's needed, and Sarah is the smart, responsible girl who keeps the boys in line, and whose existence is necessary for the requisite hint of romance. Michael, the main character, is exactly what you would expect him to be: a very good gamer/hacker, alternately scared and incredibly brave, who is tasked with a giant responsibility. And is always hungry. It is easy to root for all of the characters, even though there is not a huge amount of character development - the roles they play/fill at the beginning are basically the same ones they play/fill at the end, with one notable exception. The government agents are clichés who play small roles, and the people/gamers he meets along the way are basically more of the same. As for the villain of the piece, well, he's somewhat cartoony; an evil genius, sure, but cartoony. Again, I expect that we'll learn more about him in subsequent installments.
As for the twist that other reviewers have mentioned: it is a good twist, I'll give it that. It's not a totally unpredictable one, because clues are given throughout the story, but it does set things up nicely for the sequel(s).
The bottom line, for me, is that this one isn't as good as James Dashner's first book, and it does have some flaws, but once it really gets going, it's imaginative and suspenseful, and it really does make you wish that it was Fall 2014 so that you could pick up the next book.
Michael, the lead character, is a gamer addicted to Lifeblood Deep. Lifeblood is a game mimicking real life - realistic and gritty. And it's the most popular game in VirtNet. And what is VirtNet, you may ask? Why, VirtNet is a cool concept in itself! It's a vast cyber world, with games and hangouts for gamers of all ages. In VirtNet, you can experience just about anything you wish to - from physical pleasure to pain - and it's a whole body, full-stimulation experience. You can eat, but you'll never get fat in the real world because the Coffin (which is what most people call the NerveBox that allows them to connect to virtual reality) feeds you pure, healthy nutrients, even if you think you're eating some high calorie junk food. You can cut your hair, take a shower, even pee if you want to, and the Coffin will provide your brain and body with stimulants that will make the experience feel real. It's all extremely cool and entertaining, until someone decides to turn it into a nightmare. A cyber-terrorist named Kaine is somehow trapping people inside the Sleep, not letting them wake up. And not being able to get back to their real lives, some of them end up killing themselves. And not just in the virtual reality, but in the Wake, too.
While playing Lifeblood Deep, Micheal witnesses a girl dig into her own skull and pull her Core out and then jump off the bridge (the Core being a piece of code preventing you from getting hurt/killed in the real world, even if something happens to your virtual self). He then gets kidnapped by masked men who, as he later finds out, work for VNS (VirtNet Security). Turns out, the government need his experience and hacking skills to find Kaine. His friends from the virtual world, Bryson and Sarah, agree to join him on his new quest to find the cyber terrorist (a quest that he is practically forced into), despite it being extremely dangerous and potentially deadly. To find Kaine, they'll have to go through a lot, including finding the path to the Hallowed Ravine first, and by the time they reach their destination, they'll be regretting ever getting involved in this case at all.
This book will appeal to fans of science fiction interested in virtual reality, gaming and innovative technologies. Especially to teenage boys. The action packed plot is full of surprises and changes in scenery, making this a hold-on-tight-to-your-pants kind of read. The virtual world of VirtNet is well developed and described in a way that makes you wonder what it would be like to visit there one day and experience it all for yourself, but it also has a darker, more sinister side to it. And that's what makes this book so thrilling.
The character development is on a decent level, though I personally didn't feel any deeper connection with any of the lead characters, perhaps because they seemed so young and different from the kids I grew up around. And, of course, it's totally understandable, considering the futuristic setting of this book and how incredibly technologically advanced their world is. That being said, I think teenage readers would not have any problem relating to the characters at all. I guess I'm just a bit too old for that ;)
Overall, this book reminded me a lot of the movie The Matrix, and it's really no wonder, since Dashner himself admits it was one of his inspirations. The mystery behind Kaine's persona plays a big part in this book; discovering his motives is what keeps you turning the pages. And they're plenty of surprises along the way. Ultimately, The Eye of Minds is a promising beginning to a new, exciting series. It's not a perfect story, it has its shortcomings, but they're small enough to be easily overlooked, and Dashner's highly captivating writing style makes up for all of them.
The writing for a good portion of the beginning part of the book is not very good. The dialogue often felt stilted and unnatural. I also thought some sections were not just superfluous, but boring. There's too much mundane activity going on, things that don't have any real reason to be in the text.
Hand in hand with this, I didn't find the characters particularly compelling, and some of them just felt silly. The descriptions of them are laden with heavy details that serve as flags to let the reader know at an instant what sort of character they're dealing with. Agent Weber in particular struck me as ridiculous, and the description of her is so heavy with cliche that it almost dripped right off her.
After a while, though, both Michael and Sarah began to grow on me, and their strongest moments took place when I saw what they were doing instead of listening to them talk or explain themselves. I still take some issue with Michael, though, as there is heavy implication of how special he is, yet at no point did I feel like there was anything overly extraordinary about him. If he's so special, show me him being special, don't keep insisting that he is without providing any evidence to back the claim up.
Setting was also disappointingly weak for a good chunk of this novel. I loved The Maze Runner because the setting was so well imagined. This book seems like an even better setup for a fantastic setting, but it's not until Michael and his friends start their active pursuit of Kaine that things get interesting. I'm an avid gamer and was looking for a book that reminded me of all the reasons why that augmented reality is so appealing, but I very much failed to understand the appeal of Lifeblood. Fortunately, things took a turn for the better when the book provided a pretty fascinating and disturbing glimpse into the human mind when the teens sneak into a war game that turns out to be even more sinister than its setup implies. I also enjoyed the twisted nature of the Path, which gets weirder and seemingly more random the deeper Michael goes.
Pacing also improves at this point. There's are so many things of a mundane nature going on at the beginning of the book that reading through them was a slog. Once Michael was really on Kaine's trail, though, things got considerably more lively. Really, this is where I think Dashner fares the best. His action scenes zip right along with just enough detail--I could picture what was happening but didn't feel like I was reading a manual.
The big reveal wasn't a total shock for me, but I did like the ending. There was something sort of sinister about it, and by that point the book had sucked me in enough that I'd be interested in reading the second installment. Yet that makes me wonder about this book, and about YA lit in general. Everything has become a series, which doesn't necessarily translate into a bigger and better plot. Instead, books like this one seem like an overly elaborate setup for the actual plot, which is likely why I wasn't engaged until I was around halfway through the book. The old adage that "less is more" holds a lot more truth than publishers seem to realize, and this series in particular would have benefited from trimming much of the fat and preserving the meat.
Dashner keeps with that trend in The Eye of Minds. Michael, a young hacker who is always without parents and left with the housekeeper Helga, has two friends and VirtNet only to make life bearable. So when the "fake" world of VirtNet becomes a nightmare, he really has no understanding of the real world or any connection to it even though his two friends, Bryson and Sarah keep saying they'll one day meet up in the real world.
Unfortunately, these three [Michael, Sarah and Bryson] have become too well known in VirtNet and the government recruits them. Like all conspiracy films and books, the recruitment involves threats and mysterious directives that these three teens have no idea what they mean exactly. So their quest is a wildly speculative hide & seek with the bad guy, Kaine, who menaces them through other players in VirtNet but never really shows up otherwise.
As these three teens stumble their way through code and death that isn't real, their reality becomes less real than the fake world they're navigating. And these worlds they're trying to get past are not real in VirtNet, but when you fail, you die in VirtNet only to wake up in your coffin. So back in the real world, in your coffin (the name of the pods that you lay in to access VirtNet) you can either get out and go do something in the real world or after 30 minutes reconnect yourself to the system and come back in VirtNet. They feel they have no choice but to continue on because of the government's threats but also, because something happens to Michael in one of their quests and now he has voices in his head, as if some of his brain has been sucked out.
And that is the worst threat going on to gamers all over VirtNet. Kaine is sending people back to their coffins brain dead and no one understands how he is doing it.
Yet again, though, I feel Dashner creates these characters and purposely leaves us in the dark because it helps him keep the secrets of the plot. The thing is, I have the hardest time connecting to his characters because of it. I don't feel for them as much as I could, not even as much as I do for Maximum Ride and those kiddos from James Patterson's books, even though the writing style is extremely similar. And I am not a big fan of the short chapters, quick dialogue, and little detailing of the environment around you.
Also, if you are going to write this way, the pace has to be quick, witty and for the most part engaging. Dashner much like Patterson lacks the ability to maintain this pacing throughout the book. The reader is forced to stumble along the story whenever Dashner cannot write at the quickness his story demands. And the expectations to suspend disbelief sort of go beyond what I could do even with the setting being something quite possible that we will have in the future.
Overall, this story has a catchy idea but the execution of it requires a more polished author. I understand this new way of writing is popular, especially among authors for the middle school aged students, but there's a fine line between aged down and boring. This book sadly for me falls into the not so engaging category.
Dashner again uses all the tricks in his bag for The Eye of Minds and still after getting his number in the Maze Runner trilogy, it will not be hard for readers to figure their way through this supposed mind trip. I was not surprised at all by the ending, and was a little irritated with how easy and telling the SPOILER was throughout the book. Sorry... my major complaint is a spoiler.
Some days, I bemoan the lack of writerly writers in the middle school genre, but then again, there are plenty of authors who are doing it right; they just are not as popular. So does that mean, I am not in the know with this age group? Would they prefer their books just like this one? Somehow I feel the entire industry and readers are missing out though. This book was such a disappointment to me and whenever that happens, I do take it personally.