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Tous les livres de Emma Trevayne

Dans un monde futuriste et totalitaire contrôlé par la Corporation, la musique agit comme une drogue servant à manipuler la population.

Anthem, 18 ans, possède une double vie. Le jour, il est ouvrier mais la nuit, lui et ses amis se réunissent pour jouer dans leur groupe clandestin de la « vraie » musique, sans le codage addictif de la Corporation.

À la suite du meurtre de l’un de ses amis par la Corporation, Anthem décide de s’attaquer à la multinationale. À l’aide de hackers, il veut pirater le code source de la musique officielle pour délivrer son peuple en diffusant sa musique « libre ».

Picking up 8 years after the events of Coda, Chorus follows Alpha, Anthem's younger sister, now seventeen, as it becomes clear that the shockwaves caused by the earlier rebellion still ripple through the Web--and beyond.

Ten-year-old Jack Foster has stepped through a doorway and into quite a different London.

Londinium is a smoky, dark, and dangerous place, home to mischievous metal fairies and fearsome clockwork dragons that breathe scalding steam. The people wear goggles to protect their eyes, brass grill insets in their nostrils to filter air, or mechanical limbs to replace missing ones.

Over it all rules the Lady, and the Lady has demanded a new son—a perfect flesh-and-blood child. She has chosen Jack.

Jack’s wonder at the magic and steam-powered marvels in Londinium lasts until he learns he is the pawn in a very dangerous game. The consequences are deadly, and his only hope of escape, of returning home, lies with a legendary clockwork bird.

The Gearwing grants wishes—or it did, before it was broken—before it was killed. But some things don’t stay dead forever.

The planet is dying. Centuries of abuse have damaged the earth beyond repair, and now all the authorities can do is polish the surface, make the landscape look pretty to hide the disease within. Two prominent yet mysterious businessmen couldn’t fix it, either, but they did something even better. Together, they invented Chimera, the most complex and immersive virtual reality video game the world has ever known. The Cubes in which Chimera is played quickly became a fixture of this landscape: part distraction, part hospital, and almost wholly responsible for holding up the failing world economy.

Miguel Anderson is also dying. He isn’t the only one who plays the game–everybody does–but Miguel has more reason than most: When players leave their Cubes for the day, the upgrades and enhancements they’ve earned for their virtual characters leave with them. New lungs to breathe poisoned air, skin that won’t burn under the sun are great and everything… but Miguel, born as broken as the earth, needs a new heart–and soon–if he wants any hope of surviving just a little longer.

Then the two Gamerunners announce a competition, with greater rewards and faster progression than ever before, and Miguel thinks his prayers have been answered. All he needs to do is get picked to lead a team, play the game he’s spent years getting good at, and ask for his prize when he wins. Simple, really.

At first, things seem to go according to plan. Mostly, anyway. Inside his Cube, with his new team–including his best friend–at his back, Miguel begins his quest. He plays recklessly, even dangerously, for someone whose most vital organ could give up at any moment, but his desperation makes him play better than ever. The eyes of the world are on him, watching through status updates and live feeds, betting on his chances. With greater rewards, though, come greater risks, and the Gamerunners seem to delight at surprising the competitors at every turn. As he ventures deeper into a world that blends the virtual and the real to an unsettling degree, Miguel begins to wonder just why the game was invented at all, and whether its stakes could be even higher than life and death.

Source : Goodreads https://www.goodreads.com/book/show/26795359-gamescape

Grave robbing is a messy business. A bad business.

And for Thomas Marsden, on what was an unremarkable spring night in London, it becomes a very spooky business. For lying in an unmarked grave and half covered with dirt is a boy the spitting image of Thomas himself.

This is only the first clue that something very strange is happening. Others follow, but it is a fortune teller’s frightened screams that lead Thomas into a strange world of spiritualists, death and faery folk.

Faery folk with whom Thomas’s life is bizarrely linked. Faery folk who need his help.

Desperate to unearth the truth about himself and where he comes from, Thomas is about to discover magic, and ritual, and that sometimes, just sometimes, the things that make a boy ordinary are what make him extraordinary.

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