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Walkaway

ebook
1 of 1 copy available
1 of 1 copy available
In a world wrecked by climate change, in a society owned by the ultra-rich, in a city hollowed out by industrial flight, Hubert, Etc, Seth and Natalie have nowhere else to be and nothing better to do. But there is another way. After all, now that anyone can design and print the basic necessities of life – food, clothing, shelter – from a computer, there is little reason to toil within the system. So, like thousands of others in the mid-21st century, the three of them turn their back on the world of rules, jobs, the morning commute and... walkaway. It's a dangerous world out there, the empty lands are lawless, hiding predators – animal and human alike. Still, when the initial pioneer walkaways flourish, the thousands become hundreds of thousands, building what threatens to become a post-scarcity utopia. But then the walkaways discover the one thing the ultra-rich have never been able to buy: how to beat death. And now it's war – a war that will turn the world upside down.
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    • Publisher's Weekly

      January 23, 2017
      Doctorow (Homeland) expects more patience for superfluous eccentricities than many readers may be able to provide in this unengaging novel set in 2071. For example, his opening sentence begins with the name of a character ultimately referred to as Hubert, Etc., whose full name is 22 names long because his parents decided, for no logical reason, to give him as his middle names the “top twenty names from the 1890 census.” There’s also awkward prose (“The beer was where the most insouciant adolescents congregated, merry and weird as tropical fishes”), odd phrases that sound clunky rather than plausibly futuristic (“authoritarian enclobberments”), and goofy aliases (Gizmo von Puddleducks, Zombie McDingleberry). Collectively, these authorial indulgences—along with underdeveloped world building and unmemorable characters— serve mainly to distance readers from his creative premise: a near-future where the rich are on the verge of achieving immortality, a development that one character fears spells the “end of morality,” and rebels, known as walkaways, attempt to create a functioning gift economy.

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  • OverDrive Read
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Languages

  • English

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