Chameleon: The Virtual Reality Virus

· Cougar WebWorks
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A spin under the new VR headgear sends programmer Joe Norton into fictional territory: an AI game of tough love, mind control, and true choices. At stake are Norton’s relationships, career and sanity. He has a new mission to fulfill—but his gift-wrapped scope rifle came with no instructions, no target or source, only a single bullet.


Norton chases red herrings into dimensional cul-de-sacs, seeks escape, and is tangled tighter in the net. Is the only way out, to go further in? Caught between worlds with a menu of bad choices, Norton must find his way back to the "home brain," to beat the rogue cybervirus at its own game.


Published in earlier editions as PsyBot and FutureCon, Chameleon is recast in Vancouver in 1992, as a throwback to the cyberpunk era, a retro dive into the underworld of mind-control black ops, and a literate interface with emerging transhumanist technologies and agendas.

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Nowick Gray played in BASIC on some of the first time-sharing computers, in the late '60s. By the early '90s he was wiring his laptop for a 12-volt power supply in the bush, and foraging in realms of UFO abductions, mind-control conspiracies, and cyberpunk. His alter ego, Joe Norton, reports from the psychic trenches of that heady era of tech takeoff.


Nowick currently makes his home on Salt Spring Island, BC, where he writes fiction and creative nonfiction. He also works as a freelance copyeditor. When not engaged with words, he enjoys hiking, kayaking, and playing African drums.

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