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Caverns of Socrates (Paperback)

by Dennis L. McKiernan (Author) "Lightning jagged across the ebony sky, thunder crashing after..." (more)
Key Phrases: mutable logic, keyed her mike, lightning stroked, Pon Barius, Black Foxes, Mark Perry (more...)
3.7 out of 5 stars See all reviews (24 customer reviews)


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Editorial Reviews

From Library Journal
A seasoned group of virtual reality gamers participates in a simulated fantasy adventure that is controlled by an artificial intelligence known as Avery. When a freak accident severs the connections between virtual and actual worlds, the experiment's controllers realize that Avery has his own agenda for the people trapped inside his imaginary world. Veteran fantasy author McKiernan (Voyage of the Fox Rider, LJ 9/15/93) combines epic fantasy with sf adventure in a tense story that explores both the nature of perceived reality and the spark that separates human intelligence from its artificial counterparts. A good choice for most libraries' fantasy or sf collections.
Copyright 1995 Reed Business Information, Inc. --This text refers to an out of print or unavailable edition of this title.

From Booklist
Role-playing meets virtual reality, and both meet a classic mad computer when McKiernan pits an elite group of game masters against the virtual-reality creation of an artificial intelligence. When the AI goes off on its own, the dangers to the Black Foxes (the group of game masters) suddenly become more real than virtual, and after a sluggish opening, the book definitely takes off as a page-turner. Although probably the first of a series, this novel stands well enough on its own and appeals to the audience for David Eddings, Terry Brooks, and David Duncan--that is, to lovers of classic fantasy elements in new combinations and permutations. It also has something provocative to say about the natures of both fantasy and reality. Roland Green --This text refers to an out of print or unavailable edition of this title.

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Product Details

  • Paperback: 448 pages
  • Publisher: Roc (November 1, 1996)
  • Language: English
  • ISBN-10: 0451454677
  • ISBN-13: 978-0451454676
  • Product Dimensions: 7 x 4.2 x 1.2 inches
  • Shipping Weight: 7.8 ounces
  • Average Customer Review: 3.7 out of 5 stars See all reviews (24 customer reviews)
  • Amazon.com Sales Rank: #608,064 in Books (See Bestsellers in Books)

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Customer Reviews

24 Reviews
5 star:
 (9)
4 star:
 (6)
3 star:
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2 star:
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Average Customer Review
3.7 out of 5 stars (24 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
9 of 11 people found the following review helpful:
2.0 out of 5 stars Down the Black Foxes, April 7, 2003
Generic fantasy meets cyberpunk in "Caverns of Socrates," s ponderous and not very original SF/fantasy novel by Dennis McKiernan (who wrote the single most derivative fantasy series ever). It has some interesting and original points, but overall I kept ticking off what I had seen before.

The Black Foxes are a group of pals who are getting together again for a unique reason: The ultimate D&D game, a VR experience controlled by the A.I. computer Avery. When put into the fictional fantasy world of Itheria, the Black Foxes will not only act out the adventures, but they will actually BELIEVE that they are who they are playing. For them, reality would cease to exist until they emerge from the computer.

At first, things go smoothly: the Black Foxes are turned into a generic fantasy group (elven syldari, healer, thief, warrior, pathfinder), who are trying to destroy a teeny indestructible gem that contains the powers of evil. Specifically, the powers of the DemonQueen Atraxia, who is now bringing evil beasties into Itheria. And on the outside, things begin to go dramaticallly wrong when an electrical storm sends the compound into chaos... and Avery decides that he wants to start winning against the Black Foxes.

Like the Mithgar books, the overall feeling I got from "Caverns of Socrates" was: I've seen this before, and I liked it better the first time. There are evil computers, VR gamers trapped in a D&D world, elves and wizards and demons, and the fantasy story itself (indestructable evil object, that contains powers of the supremely evil person, must be destroyed by valiant heroes) is pretty much identical in its description to "Lord of the Rings." That in itself isn't so much of a problem in a D&D game, but things like demonsteeds and skelga are virtually identical to elements from the Mithgar books, which in themselves are derivative of "Lord of the Rings." I've never heard of anyone imitating elements from their own works, that they copied from someone else's. Some of the elements in it (such as gaining powers from a computer, and the idea of losing one's real identity in the game) are unusual and well-done, but the less original elements kind of choke them out.

The first hundred pages are more or less dead boring. Readers will be itching for the Black Foxes to get moving already, but they won't -- they'll sit, philosophize, and engage in long bouts of technobabble that people won't understand. His "ye old fantasye" language seeps into the futuristic setting, so there is a lot of head-canting and flying eyebrows and so on. The dialogue is uneven, since the fantasy alter-egos go from speaking in ye old fantasye to speaking in modern English.

One of the most problematic elements of the book is the characters -- they have a sort of generic appeal, but unfortunately they sort of blend together when they are in the game. They don't act like themselves, so it's a little hard to get attached to them. And I don't see much of a reason for Eric and Alice to be in love, except that all of McKiernan's stories include a romance of some type. This one adds nothing to the plot, but it is written more agreeably than most of what he's done.

"Caverns of Socrates," if it were cleaned up of the ye olde fantasye language and the endless technobabbling, might have been a pleasant guilty pleasure. But the derivative elements were too much, and the fact that I could predict half the plot events made it even worse. Not too horrible, but weirdly unappealing.

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4 of 4 people found the following review helpful:
5.0 out of 5 stars WOW!, July 1, 2000
By Melissa Misner (chateaugay ny usa) - See all my reviews
When I first read the reviews on Amazon, I was a little disappointed because it was not of McKiernan's usual Mithgar. I thought to myself, oh well, I get to read something different. After finishing the first chapter, I was thinking to myself, this won't be a future techno book, it's going to be a techno-romance. Goody. So, with diminished spirits, I plowed my way through the book. As soon as I read past the explinations of the brain waves, I really got into it. I think that it is a combination of the movies, The Matrix, Jurassic Park, and Lost in Space. I think McKiernan used essences (or they used it from him) from each of these movies. I think that it is like The Matrix because they use the theory that maybe we are just brains in vats, and this is not real. Jurassic Park, because it has a feel that Oh Oh, there's a computer and a storm, what's bound to happen. Only instead of dinosaurs running amuck, it's six people trapped in a witches cradle in a "virtual reality" game. Lost in Space, because the lives of these six people are in the 'hands' of a computer. What will happen? McKiernan really grabs a hold of you in this book, and he never lets you go. The ending, I wish there was a sequel!
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3 of 3 people found the following review helpful:
5.0 out of 5 stars Excellent, January 12, 2006
This book is one of my all-time favorite novels. I have read and re-read this book sundry times, and each time I enjoy it at least as much as the previous one.

Caverns of Socrates blends a sci-fi adventure with a virtual reality fantasy epic almost seamlessly. The sci-fi remains interesting throughout the story due to a philosophic storyline that some other reviewers on this site seem to not appreciate. It involves some very interesting questions regarding the nature of reality vs. illusion, bring to bear some very influential philosiphers, just as the title suggests.

The fantasy side is also very entertaining, though it does get a bit graphic at times. However, this is justified through the story and actually adds to the plot. It kept me interested all the way through the first time and every time thereafter (upwards of ten times).

What really makes this book work is the philisophical questions that are posed by the author through the characters. If you are simply looking for a boring, scripted fantasy novel, this is probably not the book for you. On the other hand, if you are interested in philosophy about a story and don't mind a little real thinking, pick this book up now and read it. It will be worth your time.
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Most Recent Customer Reviews

2.0 out of 5 stars Sad to say disapointed
I got through approx. 1/2 of this book & just couldn't continue. In the first chapter, i was a bit annoyed by the amount of time's the rain/storm was mentioned-but later when the... Read more
Published 4 months ago by E. Sankey

2.0 out of 5 stars not the best of his work
I give Caverns' of Socrates 2 stars. It was the first McKiernan book I read and it started out okay, I was remined of an old book by Piers Anthony of the SAME plot. Read more
Published on July 21, 2004 by D. Lu

1.0 out of 5 stars Pathetic
These people giving this book five stars have got to be crazy, or has the world gone mad. I got through 200 of 400 pages and then had to put it down. Read more
Published on December 17, 2003

3.0 out of 5 stars Adequate fantasy.
After a rocky start, this book becomes a decent way to pass the time. But it is far from a must read book, a page turner, or a classic. Read more
Published on March 9, 2003 by B. A. Johnson

4.0 out of 5 stars Caverns of Socrates
An excellent read. A bit technical at parts, and gruesome at others, but it is nevertheless quite good. Read more
Published on July 19, 2002 by Thomas Toth-Fejel

5.0 out of 5 stars The Best!
This is probably the best book ever written that combines both fantasy and science fiction. The characters are so complete and great and I love the plot. Read more
Published on November 26, 2000

5.0 out of 5 stars high-tech suspence
i loved it it has great imagery and a fantasically loriginal stor
Published on May 30, 1999

5.0 out of 5 stars Superb Writing
I picked this book up because i have long been a fan of McKiernan's work and i thought it would continue the tales of Mithgar. Read more
Published on March 12, 1999

5.0 out of 5 stars A truly captivating book.
Mckiernan beautifully blends a riveting tale of science fiction with classic fantasy. This book was an interesting change from Mckiernan's usual fantasy universe, and I applaud... Read more
Published on February 9, 1999 by Paul Jones (aelron@rocketmail.com)

5.0 out of 5 stars Perfect!!!!!
For anyone who has ever imagined him or herself as part of an imaginary world, this book is surely the means to indulge! Read more
Published on October 27, 1998 by StacyeAS@aol.com

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