Author: | Emile van Veen | ISBN: | 9781458172501 |
Publisher: | Emile van Veen | Publication: | January 22, 2011 |
Imprint: | Smashwords Edition | Language: | English |
Author: | Emile van Veen |
ISBN: | 9781458172501 |
Publisher: | Emile van Veen |
Publication: | January 22, 2011 |
Imprint: | Smashwords Edition |
Language: | English |
A wave of terrorist attacks is sweeping through the lowlands of Europe. The signature is of an unknown organization, presumably of Muslim origins. How and where do these terrorists prepare their strikes so well? Why isn’t there a single trace, not even one intercepted communication?
Yet, when Robert Barnes finds out by accident that strange messages are being sent through an online computer game, the authorities don’t take him seriously. Convinced only he can save the lives of thousands, he decides to submerge himself in a virtual world.
He calls upon the aid of Rebecca, an acknowledged gaming veteran. While struggling to learn the basic rules and workings of an incredibly realistic virtual realm, he is swept up in a breathtaking pursuit. Through crowded cities, over stunningly beautiful mountains, across endless prairies and among millions of other players, they close in on the terrorists. They are not prepared for what they finally discover, nor for what discovers them in turn.
With the terrorists gearing up for the attack on their ultimate target, Robert and Rebecca must risk all to warn the police in time. Desperately trying to protect their true identities, they confront danger in and out of the online world. How are they going to prevent an Armageddon that will shake the world like nothing has since 9/11?
In the virtual world the odds are even, as Robert and Rebecca are just as well equipped as the terrorists. In the real world, the rules are different. Rule number one: there’s no cure for death...
An absolute must-read for anyone interested in gaming and new media. MMORPG paints a chilling picture of the potential use terrorists could make of online computer games.
A wave of terrorist attacks is sweeping through the lowlands of Europe. The signature is of an unknown organization, presumably of Muslim origins. How and where do these terrorists prepare their strikes so well? Why isn’t there a single trace, not even one intercepted communication?
Yet, when Robert Barnes finds out by accident that strange messages are being sent through an online computer game, the authorities don’t take him seriously. Convinced only he can save the lives of thousands, he decides to submerge himself in a virtual world.
He calls upon the aid of Rebecca, an acknowledged gaming veteran. While struggling to learn the basic rules and workings of an incredibly realistic virtual realm, he is swept up in a breathtaking pursuit. Through crowded cities, over stunningly beautiful mountains, across endless prairies and among millions of other players, they close in on the terrorists. They are not prepared for what they finally discover, nor for what discovers them in turn.
With the terrorists gearing up for the attack on their ultimate target, Robert and Rebecca must risk all to warn the police in time. Desperately trying to protect their true identities, they confront danger in and out of the online world. How are they going to prevent an Armageddon that will shake the world like nothing has since 9/11?
In the virtual world the odds are even, as Robert and Rebecca are just as well equipped as the terrorists. In the real world, the rules are different. Rule number one: there’s no cure for death...
An absolute must-read for anyone interested in gaming and new media. MMORPG paints a chilling picture of the potential use terrorists could make of online computer games.