Lynn Raven may be the boss master of WarMonger 2050 with her online persona of “Larry the Snake,” but when the CEO of Tsunami Entertainment personally asks her, as a favor, to beta test a new augmented reality game, she has to face her greatest fear: going outside and dealing with . . . well, people.
As she becomes more immersed in the game, the stakes rise and so do the obstacles. Strife between teammates, a ruthless rival team, and these strange glitches that make it seem like the game algorithm (or maybe “game AI”?) has it in for her. Now she has to face a new fear: is she willing to step into the real to win the future she’s always wanted?
What do you do when a game and real life merge? About Into the Real: "I found myself enjoying the story and Raven’s relationship with the AI that’s her guide in the game, and I was invested throughout. It wasn’t so much a coming-of-age story as a growing into and appreciating one’s own skin... I’m really looking forward to how things will play out from here."
The Magazine of Fantasy & Science Fiction "Ringo and Sherrer have created a modern day Ender’s Game using the technology of Pokemon Go... The characters are vivid and interesting, and the action is strong enough to carry you along."—Upstream Reviews “The futuristic world of the gamers and the game itself will interest sf readers. . . . Teens will relate to Lynn, the main character, and if they are gamers, they will enjoy her gamer and VR adventures.