
Corvin Cray has three problems: a warrant, an empty purse, and nowhere left to go. A deserter from the Imperial Legion after refusing an order to burn a refugee camp, he has spent six months on roads that lead nowhere useful. Then a rumor reaches him - a dungeon beneath an abandoned house, full of treasure, no one watching it.
The treasure turns out to be real. So does everything else.
Dungeon is a literary novel set inside the world of the 1977 text adventure game that would become Zork - one of the earliest and most influential works in the history of interactive fiction. It follows Corvin through a dungeon built and maintained by the FROBOZZ Magic Company, a bureaucratic institution of cheerful indifference that warranties its boats for seventy-six milliseconds and posts tourism guidebooks beside its flood control infrastructure. The dungeon is funny, dangerous, and completely serious about what it is: a selection mechanism, running continuously, waiting for the right person to complete it.
Along the way Corvin finds a seamstress named Troi who has been trapped underground for a month and doesn't need rescuing, a pewter-gray lizard he names Spot to signal he isn't taking it seriously, and a thief who moves through darkness without a lamp and turns out to have reasons. He also finds, eventually, that the dungeon has been watching him the entire time.
For readers of Kazuo Ishiguro, Denis Johnson, and anyone who ever typed GO NORTH and meant it.
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