Grossman's first novel was Soon I Will Be Invincible (see my old ComicMix review), one of the best superhero novels I've seen (up there with Miracle Monday,
actually), though the villain half of that book was stronger than the
relatively conventional hero half. Six years later, he came back with
this second novel, one similarly grounded in geek culture but set in the
real world and featuring naturalistic characters leading basically
ordinary lives.
You is a oh-god-we're-getting-older novel
set in the world of videogames, circa 1997, with a cast mostly just
hitting thirty at that point -- pointedly, all about Grossman's age (and
close to mine, as well), and the timeline particularly focuses the sense of aging. (Since we all thought
we were getting old then, when we turned thirty, but we had no idea
what we were in for. And the fifty-, sixty-, and seventy-somethings are
smiling wryly at us, thinking we still don't know.)
You is as conventional in its own way as Invincible
was: the core characters were a group of teen-age nerds in the mid-80s,
who met and started making videogames together in school. There's the
brilliant short guy who has no social skills: Simon. And the Jobs-ian
glad-hander who's not quite as good at coding but knows all about
people: Darren. And the Ally-Sheedy-in-Breakfast-Club token female and obligatory Asperger's case: Lisa.
And,
finally, Russell, our first person narrator. He was part of the circle
in high school, contributed slightly to the first couple of games before they
left school and went pro, but then spent the ten years in between
pursuing a series of failed careers: lawyer, writer, this, that, the
other. He's finally back in town (just outside Boston), and gets a job
at Black Arts Games as the novel opens.
With that
set-up, the expectation is that the novel will explore some buried
secrets among the four old friends [1], but Grossman isn't interested in
that: Simon died four years before (in a dramatically offhand way that
feels important for the whole novel, but never leads anywhere), and Darren splits from Black Arts almost as soon as Russell arrives. You
quickly turns into Russell's journey through, and into Grossman's love letter to the
progress of, videogames from the early '80s to the late '90s -- most of
the book is Russell digging through notes and documentation, and playing
through all of Black Arts's catalog, to get up to speed on the new job
that he's totally unqualified for.
So Russell plays
through all of the games -- a series of fantasy adventure, SF adventure,
and spy adventure stories with interlinked characters and stories, and a single underlying engine -- while Grossman gets to philosophize about what gaming is and why we like it. You
doesn't have a lot of the usual strengths of a novel: the
characterizations are thin, the overall plot is simple and linear, and
there's little attention given to the world or larger philosophical
points.
But, if you've spent any substantial time over the last three decades playing games -- and, if you're around my age, it would be hard not to -- You will be a thoughtful, engrossing look at why we've spent so much time poking buttons and typing "search all" and manipulating controllers and squinting at various screens deep into the night. And Grossman does have an organizing conceit that required You to be fictional -- the games that Black Arts created are not simply other people's famous games thinly disguised -- so there's a clear reason why he didn't just write nonfictionally about the real games of that era.
(Though I do have to admit that I miss Doctor Impossible, and want to see Grossman get back to a voice like that -- strong, self-aware, larger-than-life, driving to do huge things or fail spectacularly in the attempt.)
[1] If you want to read that novel, the best example that comes to mind right now is Walter Jon Williams's This Is Not a Game.
2 comments:
Sounds like it's got a very similar target audience as "Ready Player One", at least in terms of the game era. I'll have to give it a try. Thanks!
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