The peripheral

William Gibson, 1948-

Book - 2014

"William Gibson returns with his first novel since 2010's New York Times-bestselling Zero History. Where Flynne and her brother, Burton, live, jobs outside the drug business are rare. Fortunately, Burton has his veteran's benefits, for neural damage he suffered from implants during his time in the USMC's elite Haptic Recon force. Then one night Burton has to go out, but there's a job he's supposed to do-a job Flynne didn't know he had. Beta-testing part of a new game, he tells her. The job seems to be simple: work a perimeter around the image of a tower building. Little buglike things turn up. He's supposed to get in their way, edge them back. That's all there is to it. He's offering Flynne... a good price to take over for him. What she sees, though, isn't what Burton told her to expect. It might be a game, but it might also be murder"--

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Subjects
Genres
Science fiction
Suspense fiction
Published
New York : G.P. Putnam's Sons [2014]
Language
English
Main Author
William Gibson, 1948- (-)
Physical Description
485 pages ; 24 cm
ISBN
9780425276235
9780399158445
Contents unavailable.
Review by New York Times Review

THERE'S A MOMENT early in Robert Jackson Bennett's CITY OF STAIRS (Broadway, paper, $15) when one of its lead characters loses an otherwise mundane suspect during a chase through the streets of a city. The suspect runs along a chasm - yes, in the middle of a dense neighborhood - then leaps off a rooftop. Although his pursuer searches for the body, it gradually becomes clear the man has vanished not through trickery but through divine intervention. Until this point, Bennett's novel is an interesting but not especially riveting exploration of fallen empire and political intrigue. The city of Bulikov was once the seat of a superpower spanning the Continent, which went on to conquer the rest of the world. Bulikov's weapon was its Divinities: literal, incarnate gods who wielded phenomenal power on the Continent's behalf. When Bulikov's Divinities were killed, however, the oppressed rose against their oppressors, and now Bulikov has become a resentful colony to one of its former vassal states, Saypur. The people of the Continent suffered much in this reversal - and so, generations later, when the Saypuri master spy Shara Thivani arrives in the city to investigate a murder, she finds a hotbed of colonial politics and historico-religious echoes, all set against a memorably surreal urbanscape. That urbanscape is the best part of this essentially setpiece novel, and it's what makes the whole thing worth reading. The book is labeled epic fantasy, but there's no hint of staid European medievalism in its pages, and its root cultures are (refreshingly) secondary-world variants of czarist Russia and Mughal India. Bulikov is an ancient city trying to reinvent itself amid the ruins of its past, and it is very much a character in its own right. The city teems with leftover magic, warped and decaying from its heyday: walls that aren't quite real, endless twisting stairways to nowhere, shifting monuments to forgotten heroes. Bulikov is old, and it is mad, in multiple senses of the word. Despite its current squalor, it remembers the glory days, and wants that glory again - but old glory recreated, or new, modern glory? All of the novel's characters seek to answer this question in their own ways. The espionage and police-procedural components are the story's least interesting, which is frustrating because they make up its bulk. Thivani is another weak point. Her back story is enlivened by her lifelong friendship and rivalry with Vohannes Votrov, a dissolute Continental aristocrat, and by her more enigmatic relationship with Sigrud, the Viking-like barbarian who works, and kills, for her - but while these side characters make her more interesting by their reflected quirkiness, Thivani herself never quite leaps off the page. She is instead a cipher, evading the reader's eyes and wits as she delves into the city's deeply strange secrets. Those secrets are more than interesting enough to carry the tale all by themselves, however, so readers seeking a truly refreshing fantasy milieu should travel to Bulikov, and welcome its conquest. It's puzzling, at first, that Peyton Marshall's GOODHOUSE (Farrar, Straus & Giroux, $26), set in a dystopian America, isn't being marketed as a young adult novel. After all, it focuses on the travails of a teenage boy trying to find his place in society, and it contains any number of metaphors for a young person's struggle against oppressive parental authority. The author's pedigree partly explains the book's classification as mainstream fiction: A graduate of the Iowa Writers' Workshop, Marshall has an impressive list of mainstream short story credits. Yet the average reader isn't likely to care about her education, and the book is stock Hollywood bait. Why not position it where it can gain the largest possible audience and maybe a movie deal? It's soon evident that "Goodhouse" is perhaps too stock; there's nothing particularly new here. In the late 21st century, America attempts to solve its crime problem proactively by claiming all boys bearing certain genetic markers as wards of the state, to be raised in benevolent "Goodhouse" facilities. In reality - à la "The Maze Runner," à la "Incarceron" - the boys are de facto prisoners and guinea pigs. James, the protagonist, is a generic teenage boy whose only distinction lies in his having been raised in a better Goodhouse; the system has tried to make him tabula rasa and for the most part succeeded. There's a bit of daring in Marshall's choice to set her dystopia in what's essentially a Christian theocracy - unusual for Y.A. novels these days, if common in adult fiction like "The Handmaid's Tale" - but that's it for breaking the mold. Marshall's theocracy is rampant with unethical medical experimentation and questionable genetics-based social engineering, in the manner of Scott Westerfeld's "Uglies," Lois Lowry's "The Giver" and Veronica Roth's "Divergent." The degree of violent action rivals "The Hunger Games." For anyone raised on a steady diet of dystopian Y.A. fiction, in other words, there's nothing fresh here. Yet the novel has one saving grace: It's magnificently written. Marshall evocatively captures James's confusion as he tries to reconcile his institutionalized worldview with the contradictions and grotesqueries of normal society. When he's drugged and thrown into a "Lord of the Flies"-style hellhole, Marshall depicts James's dissociation and flashbacks to an earlier trauma in a powerful, blurring stream of consciousness: "And the violins were sawing away and we were all sweating in the little church and then we were on fire, choking, clawing at each other. And there was that breath on the back of my neck: The white-haired man had found me and was going to open the back of my head. He was checking his gun. What was taking him so long?" Sadly, the beauty of the writing isn't quite enough to redeem a clunky plot. James meets a manic pixie dream girl who's possibly more of a sociopath than he is; he faces enemies inside and outside the Goodhouse who are virtually mustache-twirling caricatures; and no one seems to question the extremely questionable science that justifies the Goodhouse boys' imprisonment. (Girls, apparently, can't be genetically predisposed to criminality, so they aren't tested. The book is full of implausible whoppers like this.) It's probably for the best, then, that the book is aimed at an audience that might find more value in its style than its substance. Octavia Leander, the heroine of Beth Cato's THE CLOCKWORK DAGGER (Harper Voyager/ HarperCollins, paper, $14.99), is a medician - one of a rare cadre of healers who use herbalism, religious faith and a spot of blood sacrifice to enact miraculous cures of everything from illness to trauma. In the war-torn land of Caskentia, a gift like this is extremely valuable, so it's no surprise that Octavia rapidly becomes the focus of a complex and malevolent plot. Since this is the first book of a projected series, odds are readers will have to wait to see the full extent of the conspiracy, but the story here is complete in itself. Octavia's character growth is the hook for this secondary-world Victorian fantasy (only lightly flavored with steampunk, despite the "clockwork" in the title). Initially she's many kinds of cliché: intrepid, dangerously naïve for a woman who's grown up with war and privation, more devoted to her faith than others of her order and more powerful because of it. Her competence is the first clue that she's anything more than an ingénue in distress, but over the course of the novel, as her tragic back story is revealed and she faces stunning betrayals, she leaves the clichés behind. Unfortunately Alonzo - her love interest, and the Clockwork Dagger of the title - is less frame-breaking. Apparently the only man of color named or noted in Caskentia, he bears an unavoidable whiff of tokenism and fetishization. Though he turns out to be an intriguing character in his own right, it's tough to get past his role as the exotic interracial romance object - a device that has become frustratingly commonplace in this kind of neo-Victorian tale. More refreshing is the world Cato weaves. Caskentia is at war with a land called the Waste, in a conflict that has lasted so long and with such atrocities on both sides that there's no clear "good guy," and no visible path to peace. There are more systems of magic at work here than just the medician's art, and many of those arts have been turned to nefarious purposes, as with any weapon in war. Octavia's horrified realization that she is such a weapon, at least in the eyes of those who would wield her, forms the emotional core of the book. There's a lot of fascinating world-building here and, despite the problems, a delightful espionage-inflected adventure. All the usual accouterments of a William Gibson novel are visible in his posthuman high-concept time-travel caper, THE PERIPHERAL (Putnam, $28.95), except for the fact that it's a time-travel caper. Not that this is immediately apparent, as Gibson lavishes space on describing the book's world before delving into the plot or lingering on the key players. Granted, that world is a glory to behold, mixing the baroquely unfamiliar with the mundane made absurd: murderous plastics-recycling mutants with a twisted aesthetic; a futuristic version of the Westboro Baptist Church; "Michikoids," cute anime-inspired fembots that sprout additional eyes and limbs to commit assassinations, then go back to cleaning house; and more - all the conceptual razzle-dazzle that Gibson fans have come to expect. The difficulty this poses for newcomers, who might wish for a little less gosh wow and a little more get on with the story, is academic. The story starts in medias res; readers must adapt on their own or fall by the wayside. Gibson's prose is as powerful as ever, packing a shovelful of world-building into each sentence, and eventually - like, 20-something chapters in eventually - the reader will be rewarded with an engaging narrative. The story, when it arrives, concerns a young woman named Flynne, who lives somewhere in the American South, sometime in the foreseeable future. Life is pretty much the same for the rural poor in this future as it is now, and the only real economy in Flynne's small town is centered on the drug trade. Flynne scrapes out a living by hunting down bugs in virtual software, so she's happy to get another possible gig from her brother, a former Marine with a lingering disability from his time in haptic recon (think drone surveillance, futurized). The job is supposed to be simple; in true caper fashion, it isn't. Soon Flynne finds herself embroiled in an utterly bizarre plot involving a future timeline and the peripherals of the title, which are exactly what they sound like: tools meant to facilitate human-computer interaction. These just happen to be humanbased (but drastically modified) biomechanoids that can be interfaced with and run remotely. Flynne isn't an engaging enough protagonist to keep readers' attention, but the world she discovers and the events swirling around her are more than enough to make up for this. Gibson fans will be absolutely thrilled. Other readers might wish to visit some of his earlier works instead of on-boarding with this one. "Ancillary Justice," the first novel in Ann Leckie's far-future posthuman space opera series, recently became the first novel to win the "triple crown" of the genre (the Hugo, Nebula and Arthur C. Clarke awards), but not without controversy. The central question is whether the story's structural gimmick - the protagonist's tendency to refer to all people as "she" regardless of actual gender or even humanity - is sufficiently mind-blowing as to merit all the accolades. It isn't a gimmick, though; it's a coup. Rather than seriously entertain the endless, if stupid, debate on whether women have a place in stories of the future, Leckie's book does the literary equivalent of rolling its eyes and walking out of the room. Her refusal to waste energy on stupidity forces her audience to do the same: A few pages into the first novel, the reader gives up trying to guess each character's actual gender, and just accepts that this will be a story full of interesting women doing awesome things. The second book of the series, ANCILLARY SWORD (Orbit, paper, $16), continues this assumption-altering tradition. Breq, the vengeful artificial intelligence who spent the first novel hunting down her maker, Lord of the Radch Anaander Mianaai, has now become Breq Mianaai, after forging an alliance with part of her old enemy to help fight the other parts. To that end, Anaander gives her a ship and crew of her own, and sends her to the Athoek system, one of many worlds "civilized" by the Radchaai at the point of a gun. Breq immediately realizes something is wrong in the system, though all looks well on the surface. She must gain a greater understanding of the Athoeki in order to root out the revolutionaries, spies and alien vanguards among them - which is difficult, as the quintessentially inhuman Breq has trouble understanding even the most basic aspects of how human beings think and function. This is the most powerful element of the story. Where the first novel explored the consequences of a human transcending individuality (namely Anaander Mianaai, whose thousands of minds have split and brought the Radchaai to civil war), here we see the consequences of a many-minded entity being reduced to simple humanity. Throughout the novel, even as she struggles to unify her crew and the Athoeki, Breq shows the strain of her tremendous loss. In the process, Leckie thumbs her nose again at science fiction tradition, which abounds with disabled people being made whole by technology, and with nonhumans inexplicably yearning for humanity. The technology of the Radchaai is miraculous, but it cannot repair identity. And why would any entity with a truly nonhuman identity ever crave humanity? Where Leckie poked holes in sexist thought in the last book, here she attacks the self-absorption of science fiction itself. After all, is the genre truly meant to explore new ways of thinking? Or should it just endlessly stroke the egos of its assumed audience? Leckie once again makes it delightfully clear that one of these questions is just too stupid to be worth her time. N.K. JEMISIN is the author of the Inheritance trilogy and, most recently, "The Shadowed Sun." Her new novel, "The Fifth Season," will be published next year.

Copyright (c) The New York Times Company [October 19, 2014]
Review by Booklist Review

After a decade spent in the present, Gibson (Pattern Recognition, 2002) returns to the future in his latest, a dazzling, complex, confusing, but always provocative novel. In alternating chapters, Gibson tells the stories of Flynne Fisher, master gamer in the near future, and Wilf Netherton, London publicist in a more distant future. In the intervening years, a series of catastrophic events resulting from climate change and known as the jackpot has killed off 80 percent of the population yet somehow allowed the survivors to unleash incredible new technologies, such as nanobots known as assemblers, to help rebuild society. Somewhere in all of this, the ability to communicate with the past (quantum tunneling) has become a vogue among continua enthusiasts who fiddle with the past as a hobby, sometimes with dire consequences. Gibson's genius lies in his interest in evolving technologies, such as 3D printing (or fabbing), wearable tech, quadcopters and drones, and ubiquitous surveillance, and his ability to see where it all might lead. When the self-centered but well-meaning Wilf inadvertently interferes with Flynne's time line, Flynne must, via a flesh-and-blood avatar called a peripheral, join Wilf in his time to set things right. Excessive exposition slows down the action, but well-drawn characters, intriguing concepts, and humor will be sure to satisfy the legion of Gibson fans.--Segedin, Ben Copyright 2014 Booklist

From Booklist, Copyright (c) American Library Association. Used with permission.
Review by Publisher's Weekly Review

Reader King does a fine job presenting this complex tale of alternate futures, nefarious plots, time travel, and gruesome crimes. In the not-so-distant-future, gamer Flynne Fisher is covering a beta-testing shift for her ex-Marine brother when she witnesses what she thinks is a murder-"some kind of nanotech chainsaw fantasy." This new game connects Flynne, her brother, and their friends to a fantastical future world, where Flynne learns that her life in the present is in danger. King is handed a lot in this reading-shifting time periods, different points of view, tons of sci-fi speak, and a multitude of characters-and she handles it all with consummate skill. Her characters, especially the smart and sardonic Flynne, are nicely portrayed with precise individual personalities that fit perfectly. Her pacing is spot-on, never bogging down even when the story calls for a lot of exposition. In lesser hands such expository passages would grind this book to a mind-numbing halt, but King's intelligent and engaging reading holds the listener solidly from one disc to the next. A Putnam hardcover. (Nov.) © Copyright PWxyz, LLC. All rights reserved.

(c) Copyright PWxyz, LLC. All rights reserved
Review by Library Journal Review

Gibson's (Neuromancer) latest work is a story of colliding worlds and twisted time travel, accomplished with a split narrative. In the near future, Flynne Fisher lives in an area of rural America where there are few jobs, distant wars, and plenty of wounded veterans. In a more distant future, publicist Wilf Netherton resides in bleak London in a world where few beyond the rich survived the apocalyptic "jackpot," and there are avatars or surrogates called peripherals, genetically engineered androids-or bodies-for hire. The two worlds are linked through data-based time travel, and as it progresses, the tale takes on aspects of a technothriller. The technobabble is a part of the setting of this cautionary, intriguing, fast-paced story. Lorelei King provides a strong narration, handling the accents of various characters with aplomb. VERDICT Of interest to fans of sf and of Gibson's work. ["The author weds exciting action with an endless stream of big ideas that will stay with readers long after they turn the last page," read the starred review of the Putnam hc, LJ 10/15/14.]-Denise A. Garofalo, Mount Saint Mary Coll. Lib., Newburgh, NY (c) Copyright 2015. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

(c) Copyright Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.
Review by Kirkus Book Review

While placed firmly in the sci-fi genre of his earlier works, Gibson's latest retains the social commentary from his more recent novels (Zero History, 2010, etc.).Most Gibson plots essentially concern a race for a particular piece of informationone side seeks to possess it, the other to suppress it. (Although to be fair, isn't that the plot of most thrillers?) What sets each book apart is the worldbuilding that surrounds that plot kernel. This time around, it's particularly intriguing. Flynne, a young woman living in a poor, rural American county (probably Southern, though it's never specified) in the near future, believes she's beta testing a video game, witnessing the "death" of a virtual character in an urban high-rise. In fact, Flynne has gotten a view into a possible London existing decades in the future and has seen an actual woman get murdered. The two timelines can exchange information and visit each other virtually, via the androidlike "peripherals" of the title. That ability is enough for various future factions to hire killers to go after Flynne and her family or to protect them from that fate, as well as to change the events of her timeline sufficiently enough to ensure that it will never become that future, where, despite considerable scientific advancement, a cascade of disasters has eliminated the majority of human and animal life. Gibson's strength has always been in establishing setting, while his characters tend to seem a bit blank and inaccessible; for example, alcoholic Wilf's constant attempts to reach for a drink read more like an annoyingly persistent quirk than a serious psychological problem. Gibson seems to leave his characters' motives deliberately obscure; due to that and his tendency to pour his energy into the chase, not the goal, the story's resolution basically fizzles. This is quintessential Gibson: gonzo yet cool, sharp-edged, sophisticatedbut ultimately, vaguely unsatisfying. Copyright Kirkus Reviews, used with permission.

Copyright (c) Kirkus Reviews, used with permission.

The Peripheral By William Gibson 1. The Haptics They didn't think Flynne's brother had PTSD, but that sometimes the haptics glitched him. They said it was like phantom limb, ghosts of the tattoos he'd worn in the war, put there to tell him when to run, when to be still, when to do the bad-ass dance, which direction and what range. So they allowed him some disability for that, and he lived in the trailer down by the creek. An alcoholic uncle lived there when they were little, veteran of some other war, their father's older brother. She and Burton and Leon used it for a fort, the summer she was ten. Leon tried to take girls there, later on, but it smelled too bad. When Burton got his discharge, it was empty, except for the biggest wasp nest any of them had ever seen. Most valuable thing on their property, Leon said. Airstream, 1977. He showed her ones on eBay that looked like blunt rifle slugs, went for crazy money in any condition at all. The uncle had gooped this one over with white expansion foam, gone gray and dirty now, to stop it leaking and for insulation. Leon said that had saved it from pickers. She thought it looked like a big old grub, but with tunnels back through it to the windows. Coming down the path, she saw stray crumbs of that foam, packed down hard in the dark earth. He had the trailer's lights turned up, and closer, through a window, she partly saw him stand, turn, and on his spine and side the marks where they took the haptics off, like the skin was dusted with something dead-fish silver. They said they could get that off too, but he didn't want to keep going back. "Hey, Burton," she called. "Easy Ice," he answered, her gamer tag, one hand bumping the door open, the other tugging a new white t-shirt down, over that chest the Corps gave him, covering the silvered patch above his navel, size and shape of a playing card. Inside, the trailer was the color of Vaseline, LEDs buried in it, bedded in Hefty Mart amber. She'd helped him sweep it out, before he moved in. He hadn't bothered to bring the shop vac down from the garage, just bombed the inside a good inch thick with this Chinese polymer, dried glassy and flexible. You could see stubs of burnt matches down inside that, or the cork-patterned paper on the squashed filter of a legally sold cigarette, older than she was. She knew where to find a rusty jeweler's screwdriver, and somewhere else a 2009 quarter. Now he just got his stuff out before he hosed the inside, every week or two, like washing out Tupperware. Leon said the polymer was curatorial, how you could peel it all out before you put your American classic up on eBay. Let it take the dirt with it. Burton took her hand, squeezed, pulling her up and in. "You going to Davisville?" she asked. "Leon's picking me up." "Luke 4:5's protesting there. Shaylene said." He shrugged, moving a lot of muscle but not by much. "That was you, Burton. Last month. On the news. That funeral, in Carolina." He didn't quite smile. "You might've killed that boy." He shook his head, just a fraction, eyes narrowed. "Scares me, you do that shit." "You still walking point, for that lawyer in Tulsa?" "He isn't playing. Busy lawyering, I guess." "You're the best he had. Showed him that." "Just a game." Telling herself, more than him. "Might as well been getting himself a Marine." She thought she saw that thing the haptics did, then, that shiver, then gone. "Need you to sub for me," he said, like nothing had happened. "Five-hour shift. Fly a quadcopter." She looked past him to his display. Some Danish supermodel's legs, retracting into some brand of car nobody she knew would ever drive, or likely even see on the road. "You're on disability," she said. "Aren't supposed to work." He looked at her. "Where's the job?" she asked. "No idea." "Outsourced? VA'll catch you." "Game," he said. "Beta of some game." "Shooter?" "Nothing to shoot. Work a perimeter around three floors of this tower, fifty-fifth to fifty-seventh. See what turns up." "What does?" "Paparazzi." He showed her the length of his index finger. "Little things. You get in their way. Edge 'em back. That's all you do." "When?" "Tonight. Get you set up before Leon comes." "Supposed to help Shaylene, later." "Give you two fives." He took his wallet from his jeans, edged out a pair of new bills, the little windows unscratched, holograms bright. Folded, they went into the right front pocket of her cutoffs. "Turn the lights down," she said, "hurts my eyes." He did, swinging his hand through the display, but then the place looked like a seventeen-year-old boy's bedroom. She reached over, flicked it up a little. She sat in his chair. It was Chinese, reconfiguring to her height and weight as he pulled himself up an old metal stool, almost no paint left on it, waving a screen into view. MILAGROS COLDIRON SA "What's that?" she asked. "Who we're working for." "How do they pay you?" "Hefty Pal." "You'll get caught for sure." "Goes to an account of Leon's," he said. Leon's Army service had been about the same time as Burton's in the Marines, but Leon wasn't due any disability. Wasn't, their mother said, like he could claim to have caught the dumbfuck there. Not that Flynne had ever thought Leon was anything but sly, under it all, and lazy. "Need my log-in and the password. Hat trick." How they both pronounced his tag, HaptRec, to keep it private. He took an envelope from his back pocket, unfolded and opened it. The paper looked thick, creamy. "That from Fab?" He drew out a long slip of the same paper, printed with what looked to be a full paragraph of characters and symbols. "You scan it, or type it outside that window, we're out a job." She picked up the envelope, from where it lay on what she guessed had been a fold-down dining table. It was one of Shaylene's top-shelf stationery items, kept literally on a top shelf. When letter orders came in from big companies, or lawyers, you went up there. She ran her thumb across the logo in the upper left corner. "Medellín?" "Security firm." "You said it's a game." "That's ten thousand dollars, in your pocket." "How long you been doing this?" "Two weeks now. Sundays off." "How much you get?" "Twenty-five thousand per." "Make it twenty, then. Short notice and I'm stiffing Shaylene." He gave her another two fives. 2. Death Cookie Netherton woke to Rainey's sigil, pulsing behind his lids at the rate of a resting heartbeat. He opened his eyes. Knowing better than to move his head, he confirmed that he was in bed, alone. Both positive, under current circumstances. Slowly, he lifted his head from the pillow, until he could see that his clothes weren't where he assumed he would have dropped them. Cleaners, he knew, would have come from their nest beneath the bed, to drag them away, flense them of whatever invisible quanta of sebum, skin-flakes, atmospheric particulates, food residue, other. "Soiled," he pronounced, thickly, having briefly imagined such cleaners for the psyche, and let his head fall back. Rainey's sigil began to strobe, demandingly. He sat up cautiously. Standing would be the real test. "Yes?" Strobing ceased. "Un petit problème," Rainey said. He closed his eyes, but then there was only her sigil. He opened them. "She's your fucking problem, Wilf." He winced, the amount of pain this caused startling him. "Have you always had this puritanical streak? I hadn't noticed." "You're a publicist," she said. "She's a celebrity. That's interspecies." His eyes, a size too large for their sockets, felt gritty. "She must be nearing the patch," he said, reflexively attempting to suggest that he was alert, in control, as opposed to disastrously and quite expectedly hungover. "They're almost above it now," she said. "With your problem." "What's she done?" "One of her stylists," she said, "is also, evidently, a tattooist." Again, the sigil dominated his private pain-filled dark. "She didn't," he said, opening his eyes. "She did?" "She did." "We had an extremely specific verbal on that." "Fix it," she said. "Now. The world's watching, Wilf. As much of it as we've been able to scrape together, anyway. Will Daedra West make peace with the patchers, they wonder? Should they decide to back our project, they ask? We want yes, and yes." "They ate the last two envoys," he said. "Hallucinating in synch with a forest of code, convinced their visitors were shamanic spirit beasts. I spent three entire days, last month, having her briefed at the Connaught. Two anthropologists, three neoprimitivist curators. No tattoos. A brand-new, perfectly blank epidermis. Now this." "Talk her out of it, Wilf." He stood, experimentally. Hobbled, naked, into the bathroom. Urinated as loudly as possible. "Out of what, exactly?" "Parafoiling in--" "That's been the plan--" "In nothing but her new tattoos." "Seriously? No." "Seriously," she said. "Their aesthetic, if you haven't noticed, is about benign skin cancers, supernumerary nipples. Conventional tattoos belong firmly among the iconics of the hegemon. It's like wearing your cock ring to meet the pope, and making sure he sees it. Actually, it's worse than that. What are they like?" "Posthuman filth, according to you." "The tattoos!" "Something to do with the Gyre," she said. "Abstract." "Cultural appropriation. Lovely. Couldn't be worse. On her face? Neck?" "No, fortunately. If you can talk her into the jumpsuit we're printing on the moby, we may still have a project." He looked at the ceiling. Imagined it opening. Himself ascending. Into he knew not what. "Then there's the matter of our Saudi backing," she said, "which is considerable. Visible tattoos would be a stretch, there. Nudity's nonnegotiable." "They might take it as a signal of sexual availability," he said, having done so himself. "The Saudis?" "The patchers." "They might take it as her offer to be lunch," she said. "Their last, either way. She's a death cookie, Wilf, for the next week or so. Anyone so much as steals a kiss goes into anaphylactic shock. Something with her thumbnails, too, but we're less clear about that." He wrapped his waist in a thick white towel. Considered the carafe of water on the marble countertop. His stomach spasmed. "Lorenzo," she said, as an unfamiliar sigil appeared, "Wilf Netherton has your feed, in London." He almost vomited, then, at the sudden input: bright saline light above the Garbage Patch, the sense of forward motion. 3. Pushing Bugs She managed to get off the phone with Shaylene without mentioning Burton. Shaylene had gone out with him a few times in high school, but she'd gotten more interested when he'd come back from the Marines, with that chest and the stories around town about Haptic Recon 1. Flynne figured Shaylene was basically doing what the relationship shows called romanticizing pathology. Not that there was a whole lot better available locally. She and Shaylene both worried about Burton getting in trouble over Luke 4:5, but that was about all they agreed on, when it came to him. Nobody liked Luke 4:5, but Burton had a bad thing about them. She had a feeling they were just convenient, but it still scared her. They'd started out as a church, or in a church, not liking anyone being gay or getting abortions or using birth control. Protesting military funerals, which was a thing. Basically they were just assholes, though, and took it as the measure of God's satisfaction with them that everybody else thought they were assholes. For Burton, they were a way around whatever kept him in line the rest of the time. She leaned forward now, to squint under the table for the black nylon case he kept his tomahawk in. Wouldn't want him going up to Davisville with that. He called it an axe, not a tomahawk, but an axe was something you chopped wood with. She reached under, hooked it out, relieved to feel the weight. Didn't need to open it, but she did. Case was widest at the top, allowing for the part you'd have chopped wood with. More like the blade of a chisel, but hawk-billed. Where the back of an axe would've been flat, like the face of a hammer, it was spiked, like a miniature of the blade but curved the other way. Either one thick as your little finger, but ground to edges you wouldn't feel as you cut yourself. Handle was graceful, a little recurved, the wood soaked in something that made it tougher, springy. The maker had a forge in Tennessee, and everyone in Haptic Recon 1 got one. It looked used. Careful of her fingers, she closed the case and put it back under the table. She swung her phone through the display, checking Badger's map of the county. Shaylene's badge was in Forever Fab, an anxious segment of purple in its emo ring. Nobody looked to be up to much, which wasn't exactly a surprise. Madison and Janice were gaming, Sukhoi Flankers, vintage flight sims being Madison's main earner. They both had their rings beige, for bored shitless, but then they always had them that way. Made four people she knew working tonight, counting her. She bent her phone the way she liked it for gaming, thumbed HaptRec into the log-in window, entered the long-ass password. Flicked go. Nothing happened. Then the whole display popped, like the flash of a camera in an old movie, silvered like the marks of the haptics. She blinked. And then she was rising, out of what Burton said would be a launch bay in the roof of a van. Like she was in an elevator. No control yet. And all around her, and he hadn't told her this, were whispers, urgent as they were faint, like a cloud of invisible fairy police dispatchers. And this other evening light, rainy, rose and silver, and to her left a river the color of cold lead. Dark tumble of city, towers in the distance, few lights. Camera down giving her the white rectangle of the van, shrinking in the street below. Camera up, the building towered away forever, a cliff the size of the world. Excerpted from The Peripheral by William Gibson All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.