In the final installment(so far), in Scott Meyer’s Magic 2.0 series, An Unwelcome Quest presents Tyler, Gary, Jimmy, Jeff, and Philip with a quest designed by a long lost antagonist, Todd. In the Prologue, Meyer explains the backstory to Todd. Although Todd was briefly mentioned in the previous novels, the Prologue here provides a clearer insight into the depravity of the character. Todd, having escaped the prison in which he was held, develops a ‘game’ for the men who sentenced him to a life in prison by cutting off his access to the file. In turn, Philip and company have now been stripped of their powers and are subject to all negative external influences created by Todd. Martin, Brit, Gwen, and Roy accept the quest to save the other four characters. The novel presents a dual-plot device, where time is split between Martin and co. and Philip and co.
An Unwelcomed Quest lives up to the previous installments, which wasn’t too hard to achieve
Overall, I would continue to rate this installment of the Magic 2.0 series as a Ok, Decent Effort. (See the reviews for Off To Be A Wizard and Spell or High Water). One criticism for this novel is that there does not seem to be any real and immediate danger for the characters. Sure, Gary lost a leg. Sure, Jeff lost his life. But in a world where a simple line of code can change your physical and mental attributes, does the loss of a leg really matter? How does the immediate sense of danger work in a world where the characters can negate any negativity?
I continue to appreciate the witticisms and hidden pieces of insight presented by Meyer in the novel. For example, once in the ‘game’ Tyler devises a plan to continue the process through the ‘game’. Meyer writes, “Like all truly terrible ideas, it had seemed like a great idea right up until the moment he told someone else about it” (80). The novel is filled with “terrible ideas” that are followed through by the characters to result in amusing situations.
“Like all truly terrible ideas, it had seemed like a great idea right up until the moment he told someone else about it”
One of my favorite scenes involves Martin and his do-now-and-think-about-the-consequences-later attitude. When presented with a situation where Roy, Gwen, and Brit do not feel comfortable with pursuing the situation without giving it prior thought, the three turn to Martin for help. Martin decides to “jump in the hole” (374). The simplicity of the statement surmises the reactionary attitude Martin takes in all three novels. I was entertained by this attitude.
I hope to see more novels in the Magic 2.0 Series. I found the blending of Fantasy and Computer Programming subgenre of Sci-Fi fascinating. I am interesting in reading through Meyer’s other works. For now, the Magic 2.0 series proves to captivate the attention for a entertaining read.