Description
A frighteningly persuasive, high-tech fable, this novel follows the lives of four narrators living in an alternative futuristic Cape Town, South Africa. Kendra, an art-school dropout, brands herself for a nanotech marketing program; Lerato, an ambitious AIDS baby, plots to defect from her corporate employers; Tendeka, a hot-headed activist, is becoming increasingly rabid; and Toby, a roguish blogger, discovers that the video games he plays for cash are much more than they seem. On a collision course that will rewire their lives, this story crackles with bold and infectious ideas, connecting a ruthless corporate-apartheid government with video games, biotech attack dogs, slippery online identities, a township soccer school, shocking cell phones, addictive branding, and genetically modified art. Taking hedonistic trends in society to their ultimate conclusions, this tale paints anything but a forecasted utopia, satirically undermining the reified idea of progress as society's white knight.