Kazuma Tetsu is a technomancer—one of the rare people who can manipulate the Matrix without technology, using only the power of their mind. But he’s on a more personal mission—he’s searching for his missing sister, Hitori. Following her trail leads him into a tangled web of corp execs, mercenaries, and double-crossing rogues—usually just another day in the Sixth World.
But as Kazuma digs deeper, he uncovers a plot that could bring about the end of the world. Upon seeing a simulation of the Resonances Realms accessible to technomancers, an A.I. declares it will use the realms to ascend to a higher plane of consciousness. The intelligence’s goal seems impossible, until an imprisoned and manipulated group of technomancers accesses dissonance to open a gateway to a new realm—possibly the heaven the A.I. seeks. But opening this dissonant hole in the Matrix could trigger global disaster, and it’s up to a team of shadowrunners, including a couple of denizens of the fabled JackPoint, to free the trapped technomancers and stop the Dark Resonance before it destroys the entire Matrix—and worse …
Born in Pensacola, Florida, Phaedra is the eldest of four children. She began writing in notebooks with her best friend in middle school. After leaving college for a job in the Graphic Arts industry, Phaedra continued her love of writing in her spare time and was lucky enough at a writer's conference to meet Dean Wesley Smith, who later became her writing mentor, along with his wife, the bestselling mystery/fantasy/romance/science fiction writer, Kristine Kathryn Rusch.
Phaedra lives in Atlanta, Georgia. When not writing, she and her daughter spend their time playing games, letterboxing, or watching anime.
This makes the second Shadowrun book I've read, and it was a good one.
I work in the computer industry in real life, and if I had to choose between a decker and a technomancer, I'd play the decker because it gives me the opportunity to pretend that all the cyberpunk tech in the Sixth World is based on logic the same way real world tech is. However, the truth is that Shadowrun's tech is science fantasy rather than hard science fiction, so technomancy, within the game universe at least, makes a heck of a lot more sense (by not being required to make sense at all). This book goes deep into what "resonance" is, how technomancy works and doesn't work, and more broadly how the matrix and AR work. If you want to spend time with the data of the Sixth World, this is the book for it.
There are a lot of characters in this book. Arguably, there are too many characters: two separate teams of runners, a few corporate teams, a greek-chorus in the form of a BBS, some baddies, and probably more. I found it a little hard to keep track of who cares about whom, who's on who's side, who's a technomancer and who's a technomancer who can't technomance, and so on. Eventually, I stopped trying to track the cast, and that worked out pretty nicely. It sort of all clicks in the end, and the stuff that doesn't just becomes part of the haze of all the crazy events in the story.
The important part is that it's a good story about some major power plays, and the story never stays on the course you think it's on. Really heavy on the tech, though, so if you're into Shadowrun for the stealth and guns and drones, this isn't that book. But if you like data centers, immerse yourself in Dark Resonance.
Prepare that the resonance has its dark side. Great introduction to the world of technomancers and Matrix in the Shadowrun universe. If you want to know how it feels to be connected all the time...what does creating sprites demand...you are holding the right piece of literature. As a GM I learned a lot about how to describe and put forward the "magic" of the deckers and make it more enjoyable to the whole group.
The best part was a visit or two from Dirk. Made me a bit nostalgiac for the old days. The characters are mostly a bit cardboard but I liked seeing some of the names from the Shadowtalk conversations in fiction like netcat and slammo!
Most developed character is probably Powell the bad guy. Has a Tempest theme which was great.
I think there is a good solid novel here with a good editor and six months of brainstorming with nerds. Instead it is an adequate tale.
Certainly the best "new" Shadowrun book I have read. From the characters to the story to the delivery and tension, this is exactly what I want out of a Shadowrun adventure. I can't think of a single downfall, therefore it deserves a perfect rating.
I really enjoyed this book. It was so immersive that it made me miss my bus stop on more than one occasion. The story was compelling, the characters were engaging, even the pacing was excellent. I would recommend this book to anyone into cyberpunk in general or Shadowrun specifically.
Not as quick a read as some of the others, but an interestin book focussim mroe ont he technomages and their interaction with the matrix and resonance than the mechanics of a heist style run.
I found this honestly difficult to put down, particularly in the first half of the book. Weldon deftly weaves several story lines about one-another. It did drag just a tad around the 80 percent point, and the conclusion for several characters felt a bit rushed, but I really enjoyed this book and would gladly read others by Weldon.
As a special note, the portrayal of Shadowrun's Matrix and Technomancer is especially well done.
A good Shadowrun novel, with a decent story and a solid mystery. It was nice to see some technomancing action, and also what people like Netcat are up to when they're not reading Jackpoint. Looking forward to the next novel.
Great Shadowrun novel, great mystery, interesting characters. Breathes life into technomancers and depth to their plight. Exciting pacing and immersive setting. Only minor gripes. Would recommend to anybody!
A much better Shadowrun novel than the previous one. Shows how technomancers see the world. I'm still not a fan of them in the game, but I liked a story with them.