Damn, but this book exhausted me. It wasn't just having to hold up it's 127 lbs. of bulk while trying to read that wore me out either. 
 Stephenson hasn't made it easy on his fans since Cryptonomicon in 1999 with it and every book since being about 27,000 pages long while spanning the late 1600s in Europe to World War II to another world complete with it's own languages and customs, and each book was also crammed with detailed information about topics like finance and code breaking. When I saw that this was going to be a modern day thriller that had something to do with a MMORPG, I thought Neal was finally taking pity on us poor readers of only average intelligence and attention span and giving us an easier book. 
 Wrong. 
 At over 1000 pages with a plot that races around the world and includes multiple characters in wildly different circumstances, Reamde is not a thriller you just breeze through, but like most things Stephenson, I found that the effort I put into it was rewarded with a wild and unique story and top notch writing. 
 Richard Forthrast fled the US for Canada to avoid the draft during Vietnam and once the war was over he made a small fortune as a marijuana smuggler. Years later, Richard put his pot money into the development of a MMORPG called T'Rain and is now enormously wealthy and successful as the game is one of the most popular of its type around the world. 
 Richard's relationship with his family in Iowa is strained, but he loves his niece, Zula. An African refugee, Zula was adopted by Richard's brother and grew up as an Iowa farm girl and recently graduated college with a computer degree. Richard offers her a job and is thrilled that he'll get to spend more time with her. However, hackers have put a virus called Reamde in the T'Rain game and this inadvertently begins a chain of events with deadly consequences. 
 The story roams from the US to the Isle of Man to Canada and China as well as various other locales and a huge cast of characters is involved. Russian gangsters, fantasy novelists, British spies, on-line gamers, a Hungarian money launderer, Chinese hackers, American survivalist nut jobs and Islamic terrorists all get mixed up in the plot, and the book culminates in an epic way with 100+ tense pages that stressed me out and left me needing a nap afterwards. 
 While Stephenson still never met an info dump he didn't like, he keeps the focus here mainly on the characters without taking long detours to explore concepts like he has in some of his other books although he does spend a fair amount of time explaining the nature of the T'Rain game while working in some pretty funny observations about the fantasy genre and gaming. Fans of his earlier work who grumble about the length and pace of his later stuff will still find plenty to bitch about here, and there are some dead sub-plots that could be trimmed with no damage done to the overall story. 
 But to me, that's what makes a Neal Stephenson book special. Yes, he probably could have written a 300 to 400 page book that got most of the same plot into it, but without the backstories and the time spent in the mind of each character as they think through their respective situations, it'd be just another book with a bunch of people running around with guns and laptops. Part of the charm for me is Stephenson's quirky way of telling a story, and he's delivered another great book here.