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Gary Gibson

    1 janvier 1965

    Gary Gibson crée des space operas immersives et des visions convaincantes du futur, acclamé pour ses récits denses, complexes et stimulants. Son œuvre se caractérise par un esprit inventif et un rythme implacable, attirant les lecteurs dans des mondes méticuleusement construits. Les histoires de Gibson explorent souvent les aspects plus sombres de l'humanité et de la société, alliant aventure palpitante et enquête intelligente. Il s'impose comme une voix significative de la science-fiction par sa capacité à créer des intrigues captivantes et une profonde richesse thématique.

    Angel Stations
    Nova War
    Devil's Road
    Empire of Light. Lichtraum, englische Ausgabe
    The Thousand Emperors
    Ghost Frequencies
    • Ghost Frequencies

      • 110pages
      • 4 heures de lecture
      5,0(1)Évaluer

      Desperate to save her research team, Susan MacDonald is on the brink of a groundbreaking discovery related to Retrocausality, which could revolutionize communication through quantum mechanics. With time running out and pressure mounting from her financier, Ashford, she is determined to overcome the challenges that stand in her way. The tension of her race against time and the pursuit of scientific breakthrough drive the narrative forward.

      Ghost Frequencies
    • Devil's Road

      • 144pages
      • 6 heures de lecture
      3,3(8)Évaluer

      Set against the backdrop of the thrilling Devil's Run annual road race, Dutch McGuire is a seasoned competitor determined to claim victory. Despite her numerous attempts and narrow escapes, she has yet to win, but her relentless drive and passion fuel her desire to be the first across the finish line. Blending high-octane action reminiscent of Pacific Rim and Fast & Furious, this story promises intense racing and personal stakes as Dutch navigates the challenges of the race and her ambitions.

      Devil's Road
    • One woman and a terrifying secret stand between us and destruction.

      Nova War
    • Aeons ago, a super-scientific culture known as `Angels` had left incomprehensible relics all over the galaxy. Among these phenomena were the Stations, whereby human spacecraft could jump instantly from one part of the galaxy to another. And from them the brilliant Angel technology could be explored and exploited. One of these stations orbits the planet Kaspar, where the only other known sentient species outside Earth has been meticulously allowed to continue evolving in its own world of primitive ignorance. But suddenly Kaspar`s mysterious `Citadel` has become the vital key to repelling the fast-approaching threat. At what cost, though, to its native inhabitants... and to the human residents of the orbiting Angel station?

      Angel Stations
    • Stealing Light

      • 400pages
      • 14 heures de lecture
      3,7(2872)Évaluer

      For 250,000 years, an alien race has concealed a significant and terrifying secret.

      Stealing Light
    • Marauder

      • 400pages
      • 14 heures de lecture
      3,5(25)Évaluer

      A breathtaking stand-alone novel in the same universe as The Shoal Sequence, this is far-future drama at its most thrilling Pilot Megan Jacinth has three goals, and they all seem unattainable. She must find her friend Bash, who she’d left for dead to save her own life. Then she needs Bash’s unique skill-set to locate an ancient space-faring entity. Lastly she must use this Wanderer’s knowledge to save human-occupied worlds from an alien incursion. The odds seem impossible, but the threat is terrifyingly real. Megan finds Bash, but the person she’d known and loved is a husk of his former self. Bash is also held captive by her greatest Gregor Tarrant. Tarrant wants the Wanderer too, even more than he wants her life, with motives less pure than her own. And he’s close to finding Megan’s most closely-guarded secret. A race across space to reach the Wanderer seems Megan’s best option. But this entity is also known as the Marauder, and is far from benign. The price for its secrets may be just too high. Megan should know, as she still bears the scars from their last encounter.

      Marauder
    • Extinction Game

      • 341pages
      • 12 heures de lecture
      3,4(35)Évaluer

      When your life is based on lies, how do you hunt down the truth? Jerry Beche should be dead. Instead, he's rescued from a desolate Earth where he was the last man alive. He's then trained for the toughest conditions imaginable and placed with a crack team of specialists on an isolated island. Every one of them is a survivor, as each withstood the violent ending of their own alternate Earth. And their new specialism? To retrieve weapons and data in missions to other apocalyptic versions of our world. But what is 'the Authority', the shadowy organization that rescued Beche and his fellow survivors? How does it access timelines to find other Earths? And why does it need these instruments of death? As Jerry struggles to obey his new masters, he begins to distrust his new companions. A strange bunch, their motivations are less than clear, and accidents start plaguing their missions. Jerry suspects the Authority is feeding them lies, and team members are spying on him. As a dangerous situation spirals into catastrophe, is there anybody he can trust?

      Extinction Game
    • Final Days

      • 384pages
      • 14 heures de lecture
      3,4(73)Évaluer

      It's 2235 and through the advent of wormhole technology more than a dozen interstellar colonies have been linked to Earth.

      Final Days