If we get a new city, what kind of city (or cities) would you like to see the most?
A few ideas of mine: Orlando & Miami, Florida-inspired setting: tropical beaches, nightclubs, amusement parks (including a parody of Disneyworld where you can own the castle as a crib), Scarface-type mansions, spooky swamps full of alligators and crazy rednecks, etc. Rocky Mountains (Colorado, Wyoming, Utah, etc.): large mountains, snow, ski lodges, vast forests, etc. Las Vegas (maybe with a bit of Arizona mixed in): sprawling casinos, neon lights, Ocean’s Eleven style heists, deserts and canyons, a mysterious and restricted government base in said desert, mobsters, prostitutes, celebrity impersonators, hotels that look like pirate ships and Egyptian pyramids, etc. New York/New Jersey: huge buildings covered in LED billboards, beach boardwalks with carnival rides and arcades, shady-looking apartment complexes full of killers and drug dealers, etc. Redesigns of Stilwater and Steelport: Honestly, I hope they don’t do this, but it could work. A multiple cities route like San Andreas with completely revamped versions of these two cities, and maybe a third new one, could be great. Not sure how I would expand Stilwater other than adding more areas of wilderness, a state faicarnival, and letting us explore sports stadiums (and maybe own Ultor Arena as a crib). With Steelport, I would make it the NY/NJ type setting described above. How about you guys?
An abandon gym for Meg sounds sweet. A campus with a science lab for Claudette? A rugby field with a big field in the middle for David? A casino for Ace? That would be sweet as hell.
What I expected vs what I got. (Rant/My personal thoughts & feelings.)
What I wanted: A fucking solid RPG. In the vein of mass effect in terms of decisions, with heavy rpg elements, a interactive world where I had actual side activities to do instead of a one off side stories. I wanted to immerse feel like V was me in this cyberpunk universe, where I'm a mercenary who started from humble beginnings and built myself up into a legend of night city. I wanted the world to be interactive where I could go to a restaurant order some food, then hit up a bar order a drink. I wanted to visit the various shops, trying on clothes, previewing then buying testing out new weapons, and spending some time just chilling out in the shopping areas maybe a mall or two. I wanted deep character engagements. I wanted the characters that met on my way up could be a ally or a potential foe, depending on their motives and personal beliefs. I expected these characters I met to not trust me initially as I was a outsider and that I had to earn their trust and loyalty by doing jobs for them, calling them, spending time with them by going to the bar and getting a drink with them or to a nightclub for some dancing and fun. I was hopeful about getting to know the gangs and build up a rapport with them, outside of just the stereotypical "Gangs are bad now shoot them!" Mentality. Where each gang had a ally/romance option (One for males and females) exclusive to that gang. A special shop were you could buy gang attire, a cosmetic station where you could buy gang haircuts, tattoos, ect. A gang ripper doc who would argument your cybernetics with the visual ascetic of that gang. And finally a gang gunsmith where you could buy guns with that gangs specific visual skins on that weapon and special mods exclusive to that gang. I wanted actually deep romances were I met this character, and sure we might or started out on less than good terms. Though by doing missions, calling them to chat, hanging out with them outside of missions, inviting them on nights out on the town, bringing them along on jobs with me and dealing with their reactions to my actions while on the job that I'd get to know them and they me. After a couple of flings together we'd start to realize that it's something more than a one off fling as we grow closer and in naturally develops into a relationship. They would call me asking how I'm doing, text me cute little messages with the occasional picture attached to it. You know the little things. And when I go into battle they come with me as a loyal and trusted ally. Not only do they give you a key to their place, they let you drive their car, and unlock a bonus or two to help you while you are on jobs. Then they have dynamic missions that pop up, maybe they want to you to participate in a race with them, go dancing at a nightclub, help someone they grew up with, perhaps they get kidnapped and need to be rescued, maybe they want to kidnap someone and hold them for random, or something from video from there past relationship with a ex is about to be leaked online and they ask you to help stop it. What I got: A action games that feels like a cod campaign in a open world with a meh story were I'm essentially the opposite of a ghost in a shell, I'm the shell for a ghost, granted a decent looking shell, but still a shell. To add to that some extra bit of meat to this stew: I do not feel immersed in the role of V, because V is nothing like the character I wanted to be or play as. V or Vincent (Which you really could of left it as just the mysterious sounding and unique in its own way...V) doesn't feel like a character I would deem worthy of immersing into the role of, he (I played as a male) flips from being nice to people to a complete asshat on the flip of a dime. The game acts like you are given a choice to chose between your responses, but you can't, sometimes just trying to do some of the optional dialog v flips the emotion switch so fast that I find myself rolling my eyes thinking "V, did you really have to say things like that, why just why?" And it's not like you can do anything about it as you are just along for the ride on this on rails story. There are times where a character is upset and you want to be a caring choom and be there for them. Vincent either won't say anything or will have a option that sounds like something I would say but surprise nope! V says something that sounds like he's being a dick about it. In summary I don't like V/Vincent. Moving on. The game looks pretty, like really pretty (l'm on the ps5, so even though it's the ps4 pro version it still looks amazing) the textures look good and the character models do too. However, I don't like how the characters walking around night city have clothes that we can't buy and wear ourselves, like there are these cool neon transparent jackets that we can wear, there are full metallic tape outfits, and many more. The vehicles look great. But there are variations and color schemes that we just don't get to use and it's a let down. Also the vehicles handle weirdly like most of them handle like the roads are always slick with rain or sleet on the street. There's very little in terms of dynamic weather, the occasional rain doesn't cut it. Gone are the dust storms and acid rain in the bad lands. I honestly can't tell what season it is in night city, is it summer or spring? Maybe it's winter in night city and we just don't know it. Perhaps that militec crate we receive in our apartment is secretly a Christmas gift. The game has some good moments, like in the early missions with jackie. But then instead of playing six months with him, a building ourself up with the money, earning the reputation needed to attract the attention of Dexter deshawn, we just skip ahead and it's stolen from my hands. They basically skipped the story we were promised in those early trailers and that's disappointing. Then jackie gets the big are for another J named character who gets forcefully injected into our head, Johnny silverhand. Why the heck is this relic of a dude who died in 2020 stuck in our heads? Let me just say, I like Keanu, but I don't like silverhand much. The guy is meant to be a "Second Protagonist" (I thought I was the Protagonist of this story and that this was my story?) Instead it's more like Johnny silverhand's raid on V's (Vincent's......uhg still hate that name) story. At the best of times Johnny's funny and witty, adding light hearted tension breaking additions to the bleak story.. At the worst of times (More often than the former) he's annoying, he chimes in with his sabotaging dialog to ruin a good moment with his suggestions, exclamations, rants, and pestering. It's like they just are force feeding this cancer of a charcter into my bloodstream. He's like a child that constantly does whatever they can do to get attention. Or like the Mr.Meeseeks from rick & morty, always popping up going "I'm Johnny! Look at me!", I have to break out the flyswatter and tell him to buzz off. I feel like his inclusion as a main focal point of the story, has robbed me of my own story. Like yes there's a reputation system in the game but it doesn't effect much besides unlocks a very small mentions. Even when you hit the highest reputation, you aren't a "Legend of Night City!" You are still a two-bit terminally ill excuse of a mercenary, with a botched reputation, and semi antagonistic ghost stuck in your head. No one really knows who you are or cares, save for a small band of characters who know you personally. I'm sure jackie would be turning over in his grave to see that his sacrifice to help his choom make it to the top was for nothing. There's nothing to do in terms of side activities in night city. Not side jobs, not side rent a cop distractions. I mean actual activities that aren't tied to a side mission. Fight clubs that aren't just a side, aren't here. Night clubs that you meet flirt with npcs, pickup one night stands, hell grab a drink and visibly drink it, dance in third person, in some club there's not even a dj, nope not in the game. Gambling? Nope sorry choom it's not here either, there's a casino in the game and you can't play anything in it, the pachinko machines have a arrow like the vending machines to show where you can interact with them but nope. Dynamic, non scripted, and non story related street races? Forget about it. You want gun range competitions? There's one and it's scripted. The missing features and fact that the game was promoted to have these only to have them cut sucks because these were things that made the game stand out besides the cyberpunk skin thrown over a city. I'm not going over all of them since there's plenty of videos plastered over YouTube about them. I will however mention two. The train system would've been a excellent edition to the game to give us a leisurely tour through night city. Especially if fast travel wasn't a thing and the train was fast but not instant, with dynamic events on it, like conversations with npcs, gang members getting on and hassling people, live concerts, and talents being shown off to help organically past the time. The second is third person cutscenes. These would've given us a chance to see our Vs in their custom outfits. Not only that but it would've given more emotion to the situations because we could see the emotion on v's face, instead of the disconnect we currently have. Also it would've given the devs third person animations of v to use in the optional third person camera angle for walking through night city, instead of the absolute mess we have for animations when the game is modded to third person or just clips to third person. On the topic of animations, the animations in general need work, they all look really weird in the shadows and other times when you notice them, I know the game was rushed but that should've been in the baseline of developing v's movement. The results: A mediocre gumbo of a game. It looks pretty but tastes bland and leaves you feeling hungry a hour after you eat it. The skeleton of the game needs work before they add to it, but I knew that. Though there's so much lacking from the core of the game, that even if the game ran perfectly well the story is subpar. The characters all feel like one off stories in they aren't in the main story. And even then sometimes even they do to. The city looks pretty but is hallow side from artwork and visuals. And I do not feel like im a character in this universe at all, rather I'm on the outside of the game, looking into the game, from above and from there, then looking down at the V's poor excuse for a buddy adventure with Johnny silverhand. However I would consider this game a action open world game with some lite rpg elements. Not a full on next gen rpg. In closing. I do like the game, but I'm not afraid to critique it. I'm not blinded in my opinion by Keanu inclusion, dry pr speak or apologies, or the even the youtubers. This is my opinion. Someone else's might differ and that is okay. But I critique my own creations and still love them, and I will do the same for something that I bought with my hard earned money through working my job. If I buy your game I have the right to critique and analyze it. There's no nda on the fans lol.
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
There are also some links within the first link that discuss indie local multiplayer games as well. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again. Details About the List I'm going to order them according to Metacritic Critic Ratings. Steam is the only one on the list with all 10 games featured (Steam has 10 of them, Switch has 9 of them, PlayStation 4 has 7 of them, and Xbox One has 5 of them), but the Switch gets more reviews than the other platforms, so I will it use the Switch version of all the games for their review scores, except #8, where I will use the Steam version, since that’s the only version of it available. The two bottom games have pretty low critic ratings (60% with 1 Critic Review and 53% with 2 Critic Reviews). I personally disagree with the low scores of these two games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Currently 9 of the games are on sale on Steam right now, and 5 of them are on sale on Switch. None of them are on sale on the PlayStation 4 or Xbox One at the moment. For the purpose of this post, I’m just going to stick with saying “achievements” and “getting all achievements” instead of “trophies” and “platinum trophy” since Steam has all 10 games on the list. You can basically substitute these with “trophies” and “platinum trophy” if you’re a PlayStation gamer. I will make mention of the two games on here that don’t include a platinum trophy however. Platforms will include a link to the U.S. store page of the game for each platform. Price is in U.S. dollars. 1. Ultra Hat Dimension
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Bot Vice follows Erin Saver through a dystopian world with anthropomorphic animals and a 1990s arcade aesthetic, complete with cheesy dialogue and an announcer that shouts your item pickups with enthusiasm. Each level takes place on one screen and tasks you with defeating waves of enemies while minimizing damage to yourself. You are always locked behind a barrier at the bottom of the screen and are only able to move left and right. In terms of move set, you have a number of different guns and projectiles, your saber, your roll, and you can duck behind cover to make it through each level. Parts of the barrier can be destroyed, leading to gaps where normal enemy fire can reach you. Weapons and powerups will spawn from hitting a certain type of enemy that you’ll then have to pick up from where they land. The gameplay is fast paced and allows you to unleash a heavy amount of firepower on some very big foes. The levels are all short but will likely take a number of attempts to complete, as there is a lot to take account of on screen. Nearly every level has a mini boss appear at the end, with a main boss featured after every five levels. At the end of every level, you’ll be rated based on your completion time and health points remaining. I only got a few high ratings on my first time through, so there’s an additional challenge there if you want an A rank on every level.
Completion Time: ~3.5 Hours
Extra Content: Beating the main campaign unlocks an additional 25 levels – this is on top of the 25 bridged together in the main campaign. Getting all achievements is somewhat difficulty, as you must beat all 25 levels in the main campaign with at least an A rank.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match.
Description: Golf Peaks is a card-base puzzle game that plays nothing like the actual sport of golf outside of getting a tiny ball in a hole. Instead you’ll choose your moves by using the cards at the bottom of the screen. They have different numbers and trajectory that result in hitting the bar different distances and different heights. You aim the ball up, down, left, or right, and then select the card you want to use. There are a number of different tiles that have their own effects that you have to account for. Ramps, for example, will force your ball down unless you’re able to have your ball travel to the top in one move. There were a number of times when I thought I had tried every solution just to finally find the right solution. The minimalist visual style and relaxing music service the game’s simple but engaging premise. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There are three extra levels in each world which will add about another two hours of game time, as they are typically harder than the nine levels found in their respective world. Getting all achievements requires beating all regular levels and bonus levels, plus finding a secret in the credits section.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. You can also try to outdo your previous score(s). The few achievements are relatively easy to obtain. There is no platinum trophy for this game.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There are motion controls for the boss fights exclusive to the Switch version of the game. There’s also an Arcade Mode that lets you replay boss fights and some collectibles to find. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Primal Light follows an alien caveman through a mostly linear series of 10 levels and 10 bosses. There are some hidden paths that lead to health and health potion upgrades, charms, and lives, with usually a challenge between you and the collectible. Charms grant passive effects, like boosting strength after taking a hit from an enemy, and allow for some player choice – there are 12 of them but only two can be wielded at a time. Health potions function similarly to Estus Flask in Dark Souls, in that they regenerate upon death, and finding the right time to use one is a game in itself. As you progress through the game, you get a few mandatory upgrades to your moveset that allow for slightly more complex platforming. The game dons a 16-bit aesthetic but controls feel modern and smooth. You can attack in four directions, and your character has some midair control. Bosses are a particular highlight, both in the visual department and from a gameplay standpoint. There is a lives system, so losing all of them at the end of a level or boss will put you back in the beginning. This is only for the two harder difficulty options – the easiest difficulty option has lives disabled. That said, I played on Normal Mode and only got one Game Over for about three to five of the levels. There is some future DLC planned for the game that will add more levels.
Extra Content: I only got 7/12 charms on my first playthrough, so there are likely a few secrets to go back for. Outside of that, if you played it on one of the lower difficulties you can try your hand at Hardcore Mode. The achievements ask you to do challenging things to get 100%, like collecting all upgrades, beating the game without dying once, and beating Hardcore Mode without using any Continues.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The achievements are very difficult. There is no platinum trophy for this game.
Special shoutout to Valfaris which is my favorite game on the list and, again, one my favorite 2D run & guns ever. Have you played any of these games? What are some other overlooked single player indie games?
The Future That Never Was: KITTY KITTY - #2 THE TWISTED HEIST
RR link Previous chapter (RETRO COSMOS) #2 - THE TWISTED HEIST A star had just gone out in the distance, sending its entire system, planets and moons, into oblivion. So, what was a simple life compared to a sun? Did the human existence that earthlings highly cherished in the past deserve so much fuss? I would say no, of course, because I’m a cat. Our condition to us felines will never have to pale in front of a shiny astronomical object. Mine specifically, don’t you think? Oswald Avery was merely a Homo sapiens. A retired buccaneer, fermenting his adulterated wine on the carcass of a drifting supercargo; all under the remodeled features of a former Galactic Trade Company’s pilot. Alas, regardless of the genetic disguise, the FID rarely lied. It hadn’t fooled us and the masks had fallen off. Just like him. I’m such a poet. Anyway… Avery had had a long life of crimes and adventures. He was full of energy in his youth. And as in the universe, nothing is lost, nothing is created, everything is transformed, this energy was reincarnated in a nice amount in our bank account once the old picaroon flatlined. “We finally got it! And it was a traditional Martian contract. Payable remotely, on condition that the FID is validated. How about that?” “God… Lee … you’re talking to yourself and it’s only 8 a.m.,” Ali grunted behind me. My couch potato of an associate had her head still stuck in the cereal box she was nibbling before falling asleep binge-watching Captain Caveman on ABC. “To begin with, it’s 8 p.m., Martian Time. And we do have a positive balance in our bank account for the first time in months! Do you know what that means, partner?” “Shopping, bitches!” she shouted as she hurled herself into the void, gliding to the bathroom in the weightlessness. With the cardboard box on the top of her head, this sugar bishop was swimming after the remnant cereals that floated on her path like Ms. Pac-Man. “Hell! Have I just opened Pandora’s box?” The liner Danaë and its forty-eight post-nuclear Baltimore-XVIII heavy reactors made its annual cruise from Lunapolis to the suburbs of Ceres, in the belt. Its figurehead with the effigy of the Greek princess was a two hundred meters long, green ceramic statue. The size of the ship exceeded some inhabited asteroids’ diameter so it possessed its own substantial gravitational field. “It’s quite a symbol of the decline of humanity,” I said to Ali, pointing with my chin at this unique work of art. “Why?” my partner asked without caring whatsoever. “Spill the beans, Plato.” The Kitty had obtained permission to dock and began its approach. I concluded then: “Humanity no longer erects great and beautiful things without turning them into a shopping mall.” The gold and ivory Danaë was one of the most luxurious epicenters of human decadence in the system; comprising hotels, casinos, megastores and amusement parks spread over a dozen centrifugal rings. There was something for everyone’s wallet, ready to be emptied, whether one was welcomed at the port or had joined during the crossing. And to my great regret, the cape of the Danaë was just passing by us that week. “I believe we should keep our savings for the maintenance of the Swallow. The dashboard lights up like a Christmas tree. Some parts need to be changed…” “You’re such a bore with your adult talks,” my partner said as she left the fitting room of a luxury chain overlooking the main deck. “What do you think of that? Sexy as fuck, right?” Her camisole didn’t hide a single inch square of flesh and I subtly pointed it out to her: “It’s a bit of a back-alley Sally.” I took a blow on the nose which, this time, was amply justified. “There’s nothing chicer than Borderline. You don’t know anything about fashion. It’s crazy!” She was furious. It was entertaining. But she was right. The human female fads were way over my head and I wasn’t a good adviser. Mostly because I didn’t care. At all. Fortunately, the upscale shopping mall where we were staying had provided us with a free assistant who was even more servile than a decerebrate canine. As usual, the robot carrier that accompanied us did the job by flattering her with its unbearable honeyed tone: “I find you charming, Madame. Here we have the latest fashionable lingerie on Mars. It’s an ephemeral collection that appears to have been specially made to mold your discreet curves, which seem to have been sculpted by the seraphim.” Ali gave me a satisfied look that I pretended to ignore. Then she backtracked into the fitting room to put her black suit and pink jacket back on. I took the opportunity to climb on the shoulders of this silly robot, servant of our servants and last link in this hierarchy whose origins go back to Ancient Egypt. “One more move like this and I’ll turn you into a gum dispenser.” The automaton apologized before my partner’s head emerged from behind the silk curtains which were far too fragrant for my taste. “I just checked; it’s too expensive anyway. I ain’t buying it,” she announced. “Can you order a taxicab to take us to the hotels’ ring? You’d be a sweetheart.” Happy to leave this irascible human with her robotic slave, I proceeded to the nearest service terminal. By the time I requested a vehicle, a flying cigarette dispenser could light me a Lucky. “It’s forbidden to smoke in our store, Monsieur.” The customer attaché, in his blue silk suit with elephant legs, had appeared out of nowhere. Yet, with such a shiny tie, this punk should have dazzled me from the Kuiper belt. “Please be kind and get me a Pepper Coke instead of ruining my eyesight…” I grumbled in response. I was in an awful mood. I definitely hated shopping. And people. Yet the pedestrian avenues of the Danaë had a very exceptional population density. Perms were making a strong comeback, as were neon tattoos and overly open flowered shirts. Under the false UVA/B sun, it was a true dance of flesh, steel and plastic bodies with assumed nudity. Implants and surgery erased the hazards of the genetic lottery for better or worse. It was so superficial. So futile. So human. “Hello, handsome!” Ali cried out, a large smile across her face. “Lee? You didn’t tell me you knew Christophe Lambert! You know I'm a huge Highlander fan!” My partner had just joined me, arms loaded with bags massive enough to live in it, start a family and park my chromic Pontiac Firebird. All were filled with C$400 t-shirts and sneakers that she didn’t need and would only put on once. “No smell. Hologram,” I conclude by throwing my cigarette butt through the smiling ghost. “Shame!” Ali sighed. She then looked at her terminal, and continued: “Do you think I have time to grab a watch module? There are sales in the Japanese aisle! I saw some GD-8 that would go well with my new Game Pocket! This boat is fucking rad!” Ali could not stop humming Who wants to live forever. I had to rub my temples to avoid a migraine before the arrival of our taxicab five minutes later. These were miniature limousines with double fake leather benches, facing each other at the back. There was a minibar with expensive multicolored drinks and sugar-soaked snacks, the sapiens’ primary source of calories and high Gs space travel drug. For the sensitive, the smart-fridge provided diet sodas with aspartame, but no one took it. Finally, there were free Gauloise cigarettes next to the ashtray on the armrest. And even Tylenol! “What a time to be alive!” Right after leaving the fashion district, a soft voice of a young woman, who appeared to us through the armored porthole separating her from her customers, finally emerged from the cockpit: “Good evening! I’m Miss Meera. At your service. Hotel de Saint-Malo, correct?” I nodded. She smiled at us. She was beautiful with her incredibly dark night metal skin that contrasted strongly with her silvery-white hair. She also had charming ivory eyes with absolutely no reflection. They were a mesmerizing void of light. In fact, it was so rare to deal with a real person, and not an AI, that we engaged rapidly in a lovely and honest discussion with Meera. We were mostly talking about life on the Danaë. As she stated, the rules on board were very strict, even military. All was done to make sure that the customer had the most pleasant time at the expense of everything else. Finally, according to her, her condition wasn’t the most to be pitied in the cosmos. And she was fully satisfied with this precarious semi-nomadic existence. “And what about you? Are you here on vacation or in transit for work?” she eventually asked. “What do you do for a living?” Should we have told her that we were executing infamous people so Ali would collect expensive t-shirts and I could fulfill my nicotine addiction? “Don’t get me wrong but I saw that you had a gun. Are you in the police… or are you pirates?” It wasn’t the first time someone asked us this question. Although weapons were allowed on most ships and stations, it wasn’t wise to display them unless you were looking for trouble. Unfortunately, hiding such a large caliber under such a tight vest was a Herculean task. “You can get much farther with a kind word and a gun than you can with a kind word alone”, simply quoted Ali, her forehead against the window covered with scented stickers. Meera laughed before continuing: “Very well, Al Capone. I understand that you’re not the type to let yourself be taken advantage of.” The taxicab entered the central expressway after the water park then suddenly swerved violently to the left. “What is going on?” I gasped. After crushing the safety railing, we fell from one rotating bridge to the other in a frantic cavalcade. Judging by Meera’s swear words, this ride wasn’t part of the show. Avoiding the stalls of an art market and a group of children coming out of an arcade, the driver finally managed to recover in extremis. It was about time, because within seconds we were passing through the transparent protective wall of the hotels’ deck. “A thousand apologies! Another one of those mor… clients from the Middle System who doesn’t know how to use a rental car,” she shouted through the window. “Are you guys hurt?” “No, thanks to you,” I replied, my tail spiked over my head, taped to Ali’s neck now decorated with bloody scratches. Although my human forehead now had a bump on it the size of a golf ball, it was true that Meera had just saved our lives. This young girl had unsuspected driving talents despite taxicabs’ lack of handling. She didn’t belong here, playing the steward in a yellow circus uniform. This woman should have been a fighter pilot; or a NASCAR driver on Canyon Creek. “In any case, here you’re almost in front of your hotel,” she replied. “You don’t have to pay anything, and I apologize again for the scare.” From the outside, the taxicab now looked like a can of nutrigel after going through a crusher. Yet, it still worked. May God Darwin bless Venusian steel. After thanking her, we wished Meera a good day. But the cockpit window suddenly went down on the passenger side. The smile of the driver had faded. She had tears at the corner of her white eyes. “Wait!” she asked. “This weapon… do you really know how to use it?” So, life on the Danaë wasn’t so sweet. As Meera explained to us in a secluded alleyway, a trio of criminals had come to threaten her a few days earlier, after finding she was a bodacious driver. They were preparing a heist in one of the flying city’s fifty casinos. The young woman was now ready to pay the price to settle the case. “What is your opinion about this whole situation?” I asked Ali, once in our room, a small yet cozy suite whose glass walls overlooked the vacuum of space. My human had applied a brownish ointment on her hump, which disappeared soon after, leaving only a slight pinkish hematoma. “Meera said she would provide us with more details tomorrow. However, if she ponies up the cash, I don’t see why we would refuse. We ain’t mercs but these three guys must have a bounty on their heads. Let’s do our job, right? “Indeed…” All we had to do was wait for more instructions. Fortunately, it had been months since we had been able to take days off except on miserable gas stations full of drug addicts, implants scavengers and prostitutes. After another morning of shopping, Ali went to the thalassotherapy center of the neighboring hotel. Her main occupation? Overeating sushi made by 3D nutrigel printing while getting massages. Alas, I didn’t have the time to bask under the false sun of the lakeside resort and get my belly stroked. As a good captain, I had to go to the maintenance to fix the numerous damages of the Kitty. As always, the bill would be higher than expected. Everything was orchestrated so that we would never hold a positive balance in this corrupted system. We had to chain contract after contract. But Meera’s gig didn’t sound right. There was something I didn’t like and I couldn’t catch it yet. All my cat sensors were in the red. Unfortunately, the bounty hunter’s ones only saw the green of the bills. Don’t judge me. The young taxicab driver had finally contacted Ali again by holoconference in the early afternoon, shortly before I joined her at the exit of the tanning booths. Or as I called them: human toasters. “Have you finished roasting like a Thanksgiving turkey?” I asked her as she plunged into the icy water of the adjacent basin, under the lustful gaze of a group of cadets from the Marine Academy. “Meera will pick us up with a new taxicab in the hotel parking lot,” she whispered once back to me. “Alongside her, we will meet two of the criminals at the burglary location, shortly before midnight.” “Go on.” “We take care of these guys and we catch up with the last one: the band leader, in the storage cavities of the hangar reserved for the ship’s logistics. Below the last rotating ring.” In Eve’s costume, Ali came out of the basin, not without deliberately drenching me. The water had a nasty chemical taste from being filtered day after day. “Do you have any intelligence on these jokers?” I insisted while lighting a cigarette. “The Broadway Gang. Three brothers. C$45,000 for the trio. We will also be able to recover at least C$10,000 of Techno-federal tax on their ship depending on its condition. Easy cash with the dollar credits that Meera promises us…” Now sitting on the ledge, my partner splashed her feet to demonstrate her eagerness to head back swimming. “Excellent! This will pay for the maintenance and allow us to save some money on our way to the belt.” “Can I go now?” she asked, sliding back into the water. “You may,” I had concluded before seeing her leave for her absurd wanderings that would fill her afternoon. I myself was very busy making eyes at the wealthy guests of the hotel restaurant to glean a few pieces of Peking duck or juicy crabs. They were real farm animals from Mars. Not nutrigel. It was worth abandoning a little dignity aside. With a full belly, I finally joined Ali in the middle of the evening. Arriving in the corridor of our suite, I crossed the group of cadets noticed near the swimming pool. They seemed tired but blissfully smiling as they just discovered the nirvana. And I knew why… “Ali? Are you ready?” I said as I walked through the half-open bedroom door. Her dressing gown had been thrown on the floor. Her gun and badge were resting on the bedside table against a giant bottle of Koala Springs soda and a pyramid of little Yoyo Mints. To be honest, I expected a bigger mess. “Gimme five minutes,” she replied while in the shower. An hour later, we met Meera in the staff parking lot behind the recycling stations. Without further discussion, we joined the expressway in the taxicab. Between two noisy info-ads, the radio played Sweet Transvestite then the rest of the mythical Rocky Horror soundtrack. “I wonder what Tim Curry’s up to these days,” asked Ali while browsing the intraweb on her implant. “Being legendary as usual,” I answered. Afterwards, the casino was in sight. But once on the forecourt illuminated by the gold and silver bulbs, we heard gunshots and screams. My partner and I quickly realized that this was a violent robbery rather than a modest heist. “What the fuck, Meera?” Ali asked, turning to the porthole that separated us from the cockpit. There was a hint of irritation in her voice. Meera remained mute, her hands on the wheel and her gaze forward. In the rear-view mirror the young woman looked panicked. The right door of the vehicle suddenly opened and two men sat down in front of us. They were wearing theater masks: the first was Melpomene, the sad grimace of tragedy; the second, Thalia, the twisted smile of comedy. Each brigand carried a huge metal block under his arm; drawers that were sure to be full of cash. On the other hand, they held their still smoking ZeG-4 machine guns even more firmly. When they saw us, they both gasped, in unison: “What the fuck, Meera?” One… two. One… two. Four holes in their faded tuxedo. Four bullets as big as a cat’s eye that silenced them forever, before slowly repainting the bench in red. “What the fuck was that? You killed them!” Meera shouted this time, as she started the electric engine. “You had tasers at your disposal, you psychos!” She had finally turned around. Her voice was quivering. She was no longer panicked, but angry. The tasers must have slipped between the seats because I hadn’t seen them. My partner raised her eyebrows and it made me realize that their use had never been in mind. “We’re bounty hunters, not 9 to 5 social workers!” continued Ali. “Now, you gotta motor, otherwise the cops will shoot our ass on the spot before we could even meet the third dude!” Meera put her foot on the pedal and one could almost hear the noise of the thrusters melting the white asphalt. “I can perceive the sirens, Ali,” I concluded before Meera entered the ring's external road reserved for logistic transport. We then had the shortest car chase we had taken part in. The Danaë security forces may not have had the best elements in the system, but Meera’s talents didn’t give them a chance. We had crossed half a dozen rotative bridges to the rhythm of Take on Me, zigzagging between expressways and maintenance tunnels to arrive before the song ended at the deserted logistics hangar. It was similar to a huge supermarket with honeycombed shelves. Each of these garages, dimly illuminated by red LEDs, housed a delivery or transport vessel. There was the most impressive fleet I had ever seen. In one of the first level’s cells stood, between a set of clamps, a Swift-0 scout, from Peugeot Corp, with wings spread. The Swifts were small and very high-end single-seaters. They could be modified to integrate weapons systems, but their primary characteristics were velocity and evasion. Leaning on the flank of the mono-turbine, the last of the three criminals, a tall blond man with a “Chevy Chase” prominent chin was looking down on the approaching taxicab. “Were they planning to escape on that ship? The three of them?” I remarked when the vehicle stopped a few meters from the small vessel. But Meera ignored me. “Hand me the money, I’m going out. That was the agreement.” The porthole opened at its base, allowing us to pass the steel cash drawers. Once the taxicab’s ignition was turned off, only their holographic numbers glowed in the dark. “It’s all over if his cronies don’t stick their noses out of the car,” Ali replied, finally giving the second drawer away. “He’s going to figure out that it went south. He will kill you!” Outside, the man was getting impatient. Blinded by the taxicab’s headlights, he came closer before exclaiming: “Zéphyr, are you there? Where are my brothers? Security is closing all the departure modules. We will be stuck here, for fuck’s sake!” He now had a gun in his hand. A machine gun identical to those of his companions currently bathed in their blood, nailed to the seats. “Zéphyr? Wait… I know that name!” I meowed to myself. The doors and portholes of the taxicab were locked. Ali and I were now stuck in the back with the two flatlined and most wanted criminals on the ship. “Sorry guys, but I’ll handle the rest.” Miss Meera, alias Zéphyr, smiled at us through the armored glass just before leaving the cockpit by the driver’s door. “What a fucking piece of shit… Lee? Do you have a plan? I think the windows are bulletproof. I don’t feel like testing. Especially if it’s bouncing around with us inside, we will be turned into ground beef!” “Did you forget who I am, my dear?” I was already crawling under the seat, between a pair of Méduse shoes and half nibbled fried rat wings. It was time to demonstrate all my infiltration skills learned from Ninja Gaiden. Unfortunately, both the crab and the duck slowed me down and my belly remained for a few seconds stuck under the driver’s seat with my head on the brake pedal. How outrageous! From the porthole, I saw Ali watching what was happening in front of us, near the ship. Our eyes met for a brief moment and I could read on her lips: “diet kibble”. “Better off dead!” I shouted. My paw reached the bottom of the dashboard, activating the mechanical opening of doors and windows. And, accidentally, the loudest horn in this dimension. “My bad!” My sapiens immediately jumped outside, pointing her gun to Zéphyr. Surprised by the thunderous din, her target pivoted towards us, uncovered, turning her back to the human with the magnificent chin and his ZeG-4 who yelled: “What in the whole universe is that? Wait! I know her! Did you bring us bounty hunters? You were clearly planning to double-cross us!” The man shouted and his gun produced a rain of bullets. It first hit the windshield of the taxicab, passing through the conductor compartment where I was. The rounds bent the windscreen, but it held. This wasn’t, however, the case for the hood, protecting the engine and the reservoir full of coolant, which ended up covering the seat and my face. Fortunately, the sticky alcohol allowed me to escape from this trap and jump out of the vehicle through the window I had previously opened. But, once again, a fire ring enveloped the ZeG-4’s cannon. “This is how I die…” I meowed, eyes closed. I was violently tackled and hit the ground. Zéphyr had saved me at the last moment, just before bullets obliterated the front of the taxicab. Other projectiles ricocheted off the metal money drawers on the floor and got lost in the ceiling, activating the fire sprinklers. This incident triggered a silent light alarm throughout the hangar while the mobster prepared a new salvo. “Don’t hurt my pilot, you narbo!” roared my partner. Ali, this time taken as a target, retaliated. She fired a single shot towards the rascal with a formidable precision. No one knew how to handle such a heavy gun as she did. She was my human. She was the best in her field: murder. And I taught her everything. Almost. The leader of the robbers tried to reload the magazine of his weapon, unaware that his heart had been punctured a few seconds before. Adrenaline was doing its job. But the blood loss caused by the explosion of the aorta at its base, near the ventricles, gradually stopped him in his gesture. His pressure dropped and the bloodstream no longer reached the brain sufficiently. He was already in a coma when his shoulders touched the ground. He was luckier than the average Joe and died a few seconds later. “Is everything all right?” My voice was trembling, still in shock from this disaster. I was wet and frozen. Zéphyr got up with difficulty. Next to us, one of the metal drawers was opened, revealing a bunch of green bills and a much stranger booty: an eight-inch gold diskette with suspicious Chinese symbols. Well… I couldn’t read them but Chinese symbols on stuff are always suspect, aren’t they? But there were more important matters. Because my partner, on the other hand, stayed on the ground. Blood was dripping from her black suit and mixed with the clear firefighting fluid that was falling like an endless rain. I tried to talk to her again but my voice was lost in a groan. “Why are you whining, you big baby? It’s just blood.” With her nose in a puddle, my sapiens smiled at me. Her left hand was compressing her abdomen. The bullet had passed through the external oblique muscle, far from the stomach. It wasn’t that bad after all but she had scared me. And that deserved a scratch on the wrist that made her scream: “What the fuck?” “And the medical expenses? Have you thought about medical expenses? We don’t have insurance!” “God, Uncle Scrooge! I hate you!” “We won’t be able to fix the Kitty with your heroic outbursts!” I fulminated to mask my joy of seeing her in one piece. “I will kill you, Muppet! I almost died! I don’t give a fuck about your rusty trash can which flies like a brick!” It was true that we hadn’t had a fight for a long time. “Guys…” intervened Zéphyr. “What?” Ali and I had spoken together. “These three ruffians had planned to steal the diskette drive from me once I got back. I needed a hand, so… thank you… I guess.” “You’re welcome,” my human answered dryly while sitting. Although Zéphyr saved me, I didn’t share the same kindness: “Wait, we’re not letting him go! Do you know who he is?” Zéphyr. Prince of thieves. And yes, he wasn’t much of a princess either. Just an androgynous cyborg. A breakout king wanted throughout the entire system for his affiliation with the Data Brokers’ Guild. With an incredible bounty of C$800,000, she or he… whatever… was the knight of the brokers’ chessboard. “I think we’ve had enough for today,” Ali said. “Unless you hope to go after him with these big fat guts of yours.” “By the 79 moons of Jupiter, you shall pay for this, woman!” I meowed, angry. My ears were backwards and my hairs were spiky. But soaking wet, it just made Ali and Zéphyr laugh. Disgrace! “He’s so cute when he’s furious,” he joked. Now on his knees, the night-skinned androgynous was blotting Ali’s wound with a torn piece of fabric from his driver’s uniform. “But more seriously, I need to go. With the bounty, you’ll be able to repair your vessel. As for the hospital fees, I will contact a good friend who will take care of you for free. She’s the ship’s chief medical officer.” “Thank you,” I simply replied as he helped my partner get back on her feet. “It’s the least I can do. I wasn’t interested in money. More important information is contained in this,” he said as he was picking up the floppy disk. This golden diskette must have been worth a lot of cash for Zéphyr to play a taxicab driver to ensure coverage. I had perceived that something was fishy! Then, halfway to his Swift-0, Zéphyr stopped. I witnessed his hesitation. “There was nothing personal, you know. We’re all just trying to make our way. The best we can…” And he ultimately left before adding: “Maybe we’ll see each other again! You seem like fun.” Before fleeing away, Zéphyr abandoned one of the boxes near the criminal’s corpse. Thus, he validated the theory of a robbery that had gone wrong. When the security arrived a few minutes later, we were the heroes of the day. And with a little bribe, nobody cared about Zéphyr’s missing ship. This whole story surely left us a bitter taste. A feeling of defeat and humiliation that the swimming pool under the synthetic sun couldn’t make disappear even a week after. “He undoubtedly played us as we were rookies, with his little face of a young innocent girl in distress,” I said to Ali right after the end of the daily Brett Maverick. This old show was dispensed on a couple of giant screens suspended by drones. Until now, Ali had remained silent on her deckchair; with a brick of sour juice stuck between her breasts and a pair of straws between her teeth. Only inaudible grunts emanated from her mouth since the departure of the sexually unclassifiable mugger. “I wonder what information this fucking cyber-Tootsie could have been looking for in that casino,” my human mumbled as she squeaked her rainbow flip-flops. “Admit that it’s not really that question that puts you in such a state…” I answered, now well installed on my motorized buoy that I had gotten as a gift in a diet kibbles package. “You bet! I will have a nasty tan mark on my stomach with these bandages!” she exploded, spitting out her plastic straws with infinite curls. My float slipped towards the ledge as a robot came to bring us our next glucose overdose. Ali finally added: “I swear that if we run into him again, I’ll smack his fucking angel face.” Back to business!
Written by Fortanono Edited by VoidKiller826 << Previous | Next >>(coming February) -=-=-=-= 🌟 =-=-=-=- Part 1: Jennifer Knight ”Now!” Ted barks through my earphone. I dash between the rooftops of a series of old brick buildings and look down. Courtney and Jack are shooting blasts of energy through the dense pale-green fog that fills the streets around us; Rick is looking around, clearly bored but unable to actually do anything. Darrell is above the arena, making sure everything goes smoothly, and Aunt Sandra is somewhere around here but I have no actual idea where. I jump down, twisting my dial to the “Bubble” mode as I land. Quickly, I summon a purple-black bubble around me, trapping just a bit of the Mist’s fog in it. I’ve successfully separated part of the Mist from the rest of him, but I’ll have to be quick about what comes next. The small tendril of fog in my bubble seems to realize what’s happening as I dart as far as I can down the street. I see it bend and contract, diving into my throat. I start choking; it becomes harder and harder to breathe, but I just have to go a bit further out. Eventually, as I begin to get light-headed, I release the bubble and switch my dial to “Panic.” A burst of energy surrounds me, knocking the fog away from me and out of my mouth. I cough a bit before straightening myself and speaking into my microphone. ”He’s gonna try to reassemble himself,” I say. ”Darrell, it’s your move.” ”Right,” Darrell says. I can’t see him above the battlefield, but I immediately notice his presence as dozens of tiny blue-and-red drones drift down from the sky, each one with fans. They surround the Mist’s missing piece, keeping him in one place, still separate from the cloud that Jack, Rick, and Courtney are dealing with. ”Fantastic,” Ted radios in. ”Mist’s primary goal will always be to keep himself together. It’s a sort of side-effect to his powers. Keep him there, and the rest of him’ll follow eventually, no matter how hard he resists.” It takes a few seconds, but the giant cloud of fog slowly starts drifting to meet up with the smaller one. Courtney and Jack rush over to the area with the fans, both concentrating fire on the one position where they’re merging. I turn my dial to “Energy Blast” and add my own energy to the mixture. Slowly but surely, the green fog begins to get thicker, and soon enough, the figure of the Mist begins to take hold. “I was hoping you guys still thought I was in Gotham,” he mutters in a raspy voice. I stare at the face of the villain that Ted had been so worried about, remembering how we had prepared for this battle for over a month before he felt comfortable sending us out. He looks old, weak; in his eyes, I see a man who knows he’s been defeated, a man who may have once been a titan but whom old age has gotten to. I smile as Aunt Sandra decloaks and cuffs him with a pair of power-dampening handcuffs. Nearby, a police car pulled up and Clarence, one of the older O’Dare brothers, escorts him away. “I will be back,” he hisses. “You should all know that.” I know that it’s still possible for him to come back once again, that he had even come back when the world thought he was dead. There is a sincere promise in his words. But even so, seeing the frail figure of Opal City’s legendary villain once again defeated, I smile. -=-=-=-=-=-=-=- Rick, Darrell, Courtney, and I re-enter Ted’s workshop once again; Jack and Sandra split from us and went back to the Stargazer. As we descend the stairs, I could tell that Ted was over the moon. “Wow,” he says to himself. “Just… wow. I’ll be entirely honest; I was certain we would have had to retreat at some point during that battle. I did not expect this to be one and done.” “Well,” Rick chuckles, “I think the guy’s just a fucking pansy. No offense; I get why you couldn’t beat him or whatever, but like, the dude tries to make us go to Gotham so he didn’t have to deal with us. Again, no offense; I’m sure you were, like, a great hero in your time, of course.” Ted laughs heartily. “None taken. I’m sure that as he’s gotten older, he’s had to rely more on cheap parlor tricks like the one in Gotham. I, for one, definitely knows how the aging process can take a toll on your abilities. I’m just… so happy that bastard is behind bars again.” Courtney nods. “Here here.” “Anyway,” Ted says, “I’d like to let you know that our little merry band of heroes is going to get a fifth member fairly soon.” His tone sours as he continues to speak. “My sister… she’s a vapid idiot, so you can understand that we haven’t talked in a long time, but her son started developing metahuman powers. And he started going out as a hero. She told me that she couldn’t stop him, so she wants him to at least have more support.” “Ah, great,” Rick laughs. “Because I was just thinking that we didn’t have enough people who sucked at being heroes on this squad.” “Rick,” Ted glares. “Please cool your behavior. I’ve seen what you’re able to do on the field and I must say: it’s pretty bad too.” The door to the workshop slides open once again, and a new kid walks down the stairs. He’s got dark brown hair that’s just barely covering his eyes and is wearing a grey T-shirt and jeans. He waves to us as he walks down the stairs to meet with us. “Hi,” he says. “Name’s Aaron. Aaron Munro. I’ll be working with you guys for a while.” “He’s been helping people in his hometown of Liberty Hill as the great ‘Iron Munro’ for the past few months now,” Ted explains. “Unfortunately, Aaron, when you decided to do that, you perhaps made the worst mistake you could have made in this line of work. You made your identity public. Tell me, why’d you do that.” Aaron sighed. “I… I just thought it was a small town, and I figured we all knew each other already, and… I guess I wanted to be recognized for my deeds or something.” “I’m sure you’ll feel sufficiently recognized when your mother gets a bullet in her skull,” Ted says bluntly. “Let’s be clear: I hate the lady, but not that much. Come with me.” Ted beckons Aaron to the far corner of the workshop. I stare blankly at what’s happening in front of me; Ted’s a hardass, but this is… a bit much even for him. Clearly, this was about more than just business. I had heard small things about Ted’s sister before but never met her or her family. Whatever happened to separate them had to have been a big deal. Ted shows Aaron to a costume on a stand in the corner; it consists of a brown-and-grey bulletproof bodysuit with metal accents and a full face-mask made entirely of metal. “This,” Ted says, “is going to be the new you. I’m calling it: ‘Metalsmith.’” “Th-thanks,” he says. He looks frustrated; I can tell that he’s not happy to be here, but he’s holding it all in. “I--I just have to say that… this really isn’t my style. I’m trying to go for a friendly hometown hero vibe, and having my whole face covered up… It just doesn’t seem right.” Ted grimaces. “You did the hometown hero thing, and you failed. You showed your face to everyone. Metalsmith isn’t the friendliest guy around, but he’s safe and so is his family. If you wanna talk about alterations, feel free to tell me. But keep in mind that I have to work to preserve your safety first.” Aaron nods. “Fine,” he says. I look around the room; all of my teammates are either looking at the spectacle in front of them, or looking at their phones. Starved of anything else to look at, I turn to look at Rick’s phone. He’s responding to a text message from someone named Luisa; I think she’s a girl in his class or something. It doesn’t quite look like a message about normal things teenagers talk about, though. hey, so I have a confession to make, the message begins. John and Maya and i, we knew about you being hourman and everything before we met you. we’re still your friends, we always were, but we also want to get your help with something we’re working on. a project that involves metahumans, basically. let us know if you’re interested. I immediately turn away from the message on the phone. Clearly, this is something I’m not supposed to know about, but now that I do, I can’t stop thinking about it. Some other people want Rick to help them with… something related to his powers. It sounds really shady; should I tell Ted about this? It could be a conflict of interest, whatever it is. On the other hand, Ted doesn’t seem like the most level-headed person to deal with this. Who knows; maybe it’s for some sort of superhero stunt show or something really cool, and I’d be denying him access to that. Whatever. It’s not my problem right now. It was never meant for me. “Hey,” Aaron says. “You here? You listening?” I look up; Aaron is standing right in front of me, his hand outstretched. “Sorry,” I say, shaking his hand. “My name’s Jennifer. It’s nice to meet you.” -=-=-=-= 🌟 =-=-=-=- Part 2: Sandra Knight “Well, that could’ve gone a lot worse,” I say, currently on the back of Jack’s Star-Cycle. Jack apparently figured out that he could make his motorcycle fly if he used his Cosmic Rod, which is both hilarious and something that neither Ted nor David would ever begin to consider trying out. Which is why Jack is so great; he’s questioning everything, figuring out new ways of doing things, and making a motorcycle fly. Feeling the wind rush against my face, I’m taken immediately back to my rebellious college days and my early stints as the Phantom Lady. It’s nice, almost nostalgic, but still different enough. We come to a descent in the back of the Stargazer, and Jack locks up his motorcycle. Hope comes out the back door to greet us. “Glad you could make it,” she says. “Cutting it a little close, though, I gotta say. The meeting’s in less than 5 minutes.” Oh, right. The meeting with our potential client. The Mist tends to give a lot of people tunnel-vision; I had completely forgotten about this. “Sorry about that,” Jack chuckles. “You know how it is, going out, saving the day. Maybe someday, you should give it a--” He cuts himself off as I glare at him. His expression turns more serious. “I’m so sorry,” he finally says. “I forgot about what happened with you and the Mist.” Hope sighs. “It’s fine,” she says. “We can deal with this another time. He’s behind bars yet again; he can’t hurt anyone else. That’s the best news anyone could hope for.” We walk into the office; Jack takes a seat, ready for the meeting. “So, this new client. What’s the deal with them, again? Missing kid? Brother’s a supervillain?” “She has some information on who might have been behind the prison break a few months ago,” I say. “Okay, wow,” Jack responds. “That’s sort of a big deal.” We hear the door swing open. A young woman with light brown skin and shoulder-length black hair walks in. She’s wearing a sleeveless white shirt and black winter coat; on her left hand is a tattoo of the Superman “S” sigil. “Look who’s here,” Jack smiles. “Glad you could make it.” The woman sits down in front of Jack, putting her coat on the back of the chair. “Yeah, well, me too,” she sighs. “Listen, if you have any witness protection-type deals or whatever, can you hook me up with one of them? I’m honestly… I’m honestly terrified right now.” I nod. “Well, there are a few options there. My cousin can easily create a fake ID and get you out of the city without anyone noticing. If you want to go through a more legitimate program, Hope here has contacts with the police who can get you into proper witness protection.” “I’ll take the first one,” she says. She reaches out and shakes Jack’s hand. “Name’s Sarah. I’ve been working for Maxie Zayas for the last few months; I needed work, and he seemed really nice at first.” Maxie Zayas. That’s going to be a tough one. A big-time club owner and crime boss, following in the footsteps of his father; I was personally involved in putting his old man behind bars. All of Opal City’s heroes know about him, but we’ve never been able to really do much about it. A few years ago, David flew into Maxie’s club and arrested him straight-up for drug trafficking. Not 12 hours later, he was out, cleared of all charges. This isn’t going to be a battle we can fight with force. I walk closer to the table where Sarah and Jack are seated. “And you believe that Zayas is responsible for the recent breakout?” Sarah nods. “At some point, I began to hear whispers that he was planning some meteoric takeover of Opal City. He said he needed something to distract the local heroes in the meantime. And then, a few days before the big event happened, I saw him talking to that card guy who broke them all out.” “Jeremy Tell,” Jack says. “I… I couldn’t be a part of whatever he was doing,” Sarah says. “I grew up in Opal City. Believe it or not, I loved you guys.” She points to me. “I actually had a poster of you in my room. I thought Zayas was a harmless dude who just sat around. It wasn’t a big deal, whatever he was doing. The people he broke out… I remember seeing what they did on the news. I had to talk to you.” “Glad you did,” Jack says. “Hey, that’s awesome that you had a poster of Phantom Lady. Wait, why aren’t we selling posters?” He turns to me. “Can we do that?” I laugh. “Topic at hand,” I smile. Mia leaves, and Hope walks up to us. “So… what’s the plan then? We can’t both take down Zayas and the people he released, right? Those are two huge undertakings.” “That may be so,” I say. I pause for a second. “We may not need to. If we can get the All-Stars to handle the escaped convicts, we could divert all of our attention towards figuring out what Zayas is planning.” “Okay,” Jack says, “but how are we going to take him down? David tried, and he failed miserably. The guy’s just super well-connected. We can’t just storm in there, can we.” I smile. “Jack, sweetie. There are other ways to do this kind of work that don’t involve punching all your problems away.” -=-=-=-= 🌟 =-=-=-=- Interlude VIII: Hour of Espionage ”Positions, everyone,” Al Carlyle said through the microphone. ”We need to set the scene just right.” Carlyle stared at the multitude of cameras around him. He watched as Luisa, Maya, and John made their way to the docks. Turning to another monitor, he watched as several stealth-agents readied their sniper rifles, hiding on rooftops, in windows. He pressed a button on the console in front of him; a series of machines around the docks whirred to life; to the outside observer, they looked like they were doing nothing, but Carlyle knew that they were the key to this mission. “I have to say,” Luisa said apprehensively. “I’m really worried about this. These snipers… if he doesn’t show up, they will kill us, right?” ”11:49 PM,” Carlyle reiterated. ”Unfortunately, for this to work, the snipers have to be steadfastly committed to their mission. The dude doesn’t get visions about things that could happen. He gets them about things that will if he doesn’t intervene. But don’t worry; we’ve run several experiments with the energy emitters. Every time, he shows up right on cue.” Luisa nodded. ”Okay. And what’s the deal with those machine things? You’ve explained them to me before, but I’m not good at remembering all the science stuff. Just isn’t my thing.” ”They emit a specific frequency of radiation that, for reasons unbeknownst to us, seem to massively increase the likelihood that Rick gets a vision in that area. We found residual traces of it naturally occurring in almost half of Rick’s usual visions; when we massively crank up the numbers, he always seems to show.” The three kids sat down at the dock. After a few seconds, Carlyle spoke up. ”We’ve gotten confirmation that Rick has now left his house. The snipers can now evacuate the area. The three of you, just act normal. It’ll take the better part of the hour for him to get here, so get comfortable.” As soon as they had settled in, the masked snipers quickly ran off, lowering their weapons and quickly changing into civilian wear like clockwork. John was the first to speak up after Carlyle went silent. “So, what, we’re gonna wait, like, 58 minutes until he gets there? Well, this will be boring.” He pulled out a couple of joints from his pocket. “Anyone want some?” “We’re on duty,” Maya said. “I don’t think it’s worth it.” John shrugged. “What? We have to sit around, pretend like we’re doing something, and then act all buddy-buddy with him when he shows up. It’s not like we’re taking down Basilisk; this is easy shit. It’ll be fine.” Maya shook her head. “We should wait.” John chuckled. “Alright, fine, you win. But we’re popping these babies out as soon as the man of the hour gets here. Got it?” He shoved the joints back into his pocket. “Alright, whatever you want,” Maya smiled. “Just don’t come running to me when Carlyle yells at our asses for being high on the job.” Carlyle watched the security footage, smiling and shaking his head to himself. Behind him, William Vickers walked up. He was the same age as the rest of them, but he had proven himself remarkably more mature than the others, quickly becoming the group’s de facto leader. “Sorry to bother you at this time,” William said. “I gotta talk to you about another developing situation.” Carlyle hesitated, before standing up and dusting himself off. The two of them walked into the next room, where they began to talk. “Basilisk activity’s been at an all-time high for the past few months,” William finally said. “Just recently, they’ve opened up 3 new cells in Germany, and are pulling in a remarkable number of recruits in Indonesia and Malaysia, to name a few. There’s also been a lot of restructuring; several smaller cells have been suddenly relocated to South America for some odd reason. If the ASA’s gonna be able to keep limiting their spread, we need more agents, and they need to be trained.” Carlyle nodded. “Yes, yes,” he said. “I’ll remind you that you’re looking at only a small piece of the bigger picture. We are only a tiny fraction of what the ASA has to offer, and the adults are well aware of these issues. That said, you’re not wrong; we need all the help we can get. That’s what we’re working on right now.” “Rick Tyler,” William affirmed. “He seems strong; he’d be a great start. But one metahuman won’t be enough. We need more metahuman soldiers, or at least, soldiers equipped with energy weapons and similar tech. The capes have been doing it for years; it works. But somehow, we can’t seem to find nearly enough people willing to serve. Maya’s the only metahuman on our squad right now, and her powers are still very much a wild card in combat scenarios.” Carlyle nodded. “Yes,” he finally said. “Well, I don’t think that just recruiting a bunch of people is the right way to go. If we do that, we run the risk of potentially exposing ourselves to a large number of double-agents. But… if this lead pans out, there might be a way to enhance the prowess of the agents we already have.” William perked up. “Yes? Do tell.” “Presumably, Rick could gain access to the technology that Starman and his companions use to fight crime. Luisa could take a staff, you could take the blacklight…” “I’m not the type of guy to stay in the shadows,” William said. “Have you seen my attempts at infiltration? Not my strong suit. Appreciate the offer, though.” Carlyle nodded and smiled. “Well, whatever happens, this new member could help us more than we initially thought.” -=-=-=-= 🌟 =-=-=-=- Part 3: Jack Knight I pull up to a street corner a few blocks away from what many Opal City residents affectionately refer to as the ‘Zayas Strip.’ Hope is sitting in the back seat, done up to look like a completely different person, and Sandra’s already run off to do some good old-fashioned sleuthing. The prosthetic nose I’m wearing feels so uncomfortable already; couldn’t we just have gone for the blond hair dye and nothing else? Sandra materializes on the hood of her green convertible, startling the bejeezus out of me. “Password for the night is ‘Prometheus,’” she mutters. “Alright, alright,” I say. “Hey, I know it’s technically your car and all, but maybe don’t jump on the hood, okay? That was probably the biggest scare I’ll have all night unless Grant decides that the Olympia is his new favorite haunt.” Sandra ignores me. “You two head into the bar; I’ve given you fake IDs for the absolute worst-case scenarios, but you shouldn’t need to wave them around. I’ll never be too far behind, but as usual, you won’t see me. Got it?” “Clear as ever,” I smirk. “So,” Hope says from the back seat, “you ready to raise some hell?” Her usually-red hair is now jet-black, and she’s wearing these bright blue contact lenses that accentuate her eyes. If I didn’t know who she was, I would never have recognized her in the first place. Let’s just hope my disguise is just as good. Sandra vanishes and we walk a few blocks further down Harris Street. As we walk down the street, the quiet townhouses are quickly replaced with a completely different atmosphere of bustling nightlife and flashing neon lights. On both sides of the street are a series of Zayas-owned businesses: strip clubs, brothels, bars, casinos, even a fight club at the far end of the street. It’s almost disorienting; look, I’m not the nicest guy in the world, never pretend to be, but I promise I’ve never been in a place like this. Not quite like this, at least. Nestled in the middle of the brilliant signs and faint bouncing of club music is a single building not illuminated by lights. The top floor is taken up by some sort of high-end brothel with a sign reading ‘The Elysian Fields’ on it. The stairs that lead down to the bottom floor are guarded by a dude who seems absolutely ripped--like, probably-a-meta ripped--and a sign at the front reads “Olympia Nightclub.” Zayas’ personal shining gem, for those who were affluent enough to get an invitation. I walk up to the bouncer and am immediately taken aback as I realize who exactly it is. Tony Woodward, aka Girder. Former Flash villain who got in a few fights with David before being broken out. As I get closer, it becomes clear that this dude’s entire body is made of rusted metal. He speaks up in a deep voice as we approach. “What’s the code?” “Prometheus,” I say. Girder bows his enormous metal head and steps to the left. “Enjoy.” As we walk in, the last trace of the booty-bounce music that I could hear vanishes as it’s replaced by a classical violin tune from a distant speaker in the corner. The walls are blue plaster; segmenting the walls are a series of white column-like decals meant to invoke ancient Greek architecture. The bar in the center of the room is also surrounded by similar white columns. On the far end of the club is a wooden stage, currently unoccupied, and a few poker tables. Still not nearly half as good as my restaurant’s interior design. The bartender walks up to us as we take a seat. His head is completely shaved; from what I can tell from the rest of his body, he appears covered in tattoos of vines and flowers. “Don’t think I’ve seen you lovely pair before around here,” he says. “No, you wouldn’t have,” I smile. “We’re new in town. Heard about this place from an old military buddy of mind, and as it turns out, we got just enough money to spend on a nice place like this.” I reach out my hand and he shakes it. “David Vosberg. This is my girl, Rita.” Hope offers her hand as well. The bartender shakes it. She turns down towards the cocktail menu, looking over the options. Her face shifts a bit as she reads over the various options; each one seems to be based on various tragic events that Opal City has suffered through. Down the list, I see the ‘Swift Hydro Plant’ as their fancy new drink, the ‘Prison Break,’ the ‘Doll Killer’--complete with a miniature doll in Martha Williams’ likeness--a drink simply labeled ‘The Mist,’ and, the final drink on the specialty list, the ‘Fallen Hero.’ The description listed it as ‘a tribute to the asshole who tried to bust us finally kicking the bucket. May aliens continue to do what we never can.’ My stomach drops. Fuck, while we go out and bust our balls to make this city a better place, the people in this club turn around and laugh at our failures. Laugh when one of us dies. I feel my blood boiling. I need to stay in character. I can’t blow this for all of us. Gritting my teeth, I take a few deep breaths before sucking it up. “What’s the matter?” the bartender asks. “Can’t take a couple of dark jokes? Lighten up, man.” He gives me a pat on the back like I would ever be okay with that. “Sorry,” I say. “It’s just… Well, let’s just say I lost someone personal in the hydro plant attack. One of, uh, those flying shadow things cut my brother open. I’ll take… I’ll take a Fallen Hero, I guess.” At this point, I’m flying by the seat of my pants. I’m definitely excited to get that drink. “And I’ll take a Mist,” Hope says. “Damn,” the bartender says. “I’m sorry about that. I didn’t realize that you could… I’m sorry to hear about your brother.” “It’s fine,” I say. “You couldn’t have known.” The bartender serves our drinks and we quietly sip at them. Aside from a few regulars, nothing much seems to really be happening. I feel a slight breeze on the back of my neck. I turn around; nestled in my suit is a small piece of paper. The writing on it reads, ”Can’t find Zayas, but did find something else big. Meet me outside? -Sandra”. “Hey, uh, Rita?” I clear my throat and put my arm around her, subtly passing the note over to her. “This place is getting really stuffy; I think we need to step out for a second. Whaddya think?” Hope shrugs. “Oh, alright,” she says, covertly reading the note. “But we’re coming back; this place is just fabulous, don’t you think?” “Definitely,” I say. We walk outside, brushing past Girder’s cold metal form as we do. Sandra’s waiting on the corner of the street, fully visible. Sandra turns to us as we approach, and her voice turns to a whisper. “So,” she says, turning to Hope. “Before I bring this up, I figure it’s worth asking. How much do you know about what your brothers work on in the Force?” Hope takes a deep breath. “Well, you know what’s going on with Mason, Clarence is in the same precinct as me, Barry just got a promotion to Major Crimes, and Matt works… well, I think he works around here, actually.” Her face turns bright red. “What’s going on?” “I managed to get into one of the back rooms,” Sandra says. “And… well, Zayas is there, and he’s talking to a bunch of associates. One of them was Tell. And I think one of them may have been Matt.” Hope nods. “Okay,” she finally says. “I… I guess I’m not surprised. He’s always been really secretive about what he’s doing, he’s denied promotions before… but I didn’t really think about it before.” Sandra sighs. “I know this can be hard to hear, but I, unfortunately, have to ask you for one more favor. We’re here to watch Zayas over an extended period of time, figure out what he’s planning. For that reason, you can’t tell your brothers about our suspicions.” Hope nods. “Got it,” she says hurriedly. “My… my lips are sealed.” As she speaks, I can tell she’s not fully convinced. We walk back to the car. This was a short mission, but if this goes right, it will be one of many. And once we’re done, I’m almost certain, we’ll be able to take Maxie Zayas down. -=-=-=-= 🌟 =-=-=-=- Part 4: Rick Tyler “Okay,” I snarl as I pass Luisa in the hallways of my school. She’s currently putting her bag into her locker. “I need to know what the fuck is going on, and I want you to tell me everything. What do you want from me?” “Rick, calm down,” Luisa says. “Look, there are reasons why we had to do what we did, why we couldn’t just tell you everything as soon as we met you. We’ll explain everything soon enough.” I shake my head. “Again with the secrets. Just fucking tell me what I need to know, alright? You guys pretend to be my friends, stage some sort of chance meeting with me--I got no idea how you did that. You pay some guys to shoot your heads off if I didn’t show up?” “More or less,” she whispers. “Look, keep your voice down, okay? What we’re involved with isn’t something we can talk about in public.” Oh, for Jesus fucking Christ’s sake. Luisa bows her head. “Meet me out front of the Valor Building, this Saturday at 3 PM. All three of us will be there. Once you get there, there’ll be no more secrets. You’ll get to know everything. Promise.” I sigh and throw my hands up. “Okay, fine,” I whisper. “I’ll be there.” As I make my way to class, I shake my head. Fuck this. Clearly, they don’t trust me any more than anyone else seems to. But still, for some reason, I still want to meet with them. Just to figure out what’s going on. And then I’ll be done with them. I nod my head. That seems fine. Find everything out, then leave. I can handle that. -=-=-=-=-=-=-=- The Valor Building is one of Opal City’s oldest brownstone skyscrapers; it’s not even close to the tallest anymore, but it’s right in the middle of the city center, and it’s one of the most iconic buildings here. To those who actually give a fuck about Opal City, I guess. I remember that when Dad and Mom were still together, we ended up going for a weekend trip to Opal City. Dee and I were taken aback by the Valor Building and all of the dazzling skyscrapers in the city center; it felt so much nicer than Baltimore did. Then I moved here and discovered that like every other city, it’s full of shit. Tourists just like to hide the shitty parts from view. I walk up to the front steps of the building. John is leaning against one of the pillars near the entrance, and Luisa and Maya are waiting for me up front. “Yo, glad you could make it,” John smiles. “We were placing bets as to whether you’d actually show up. Seems like Luisa here owes me ten dollars.” “Trust me,” Luisa laughs. “If you’d have been there, you’d have agreed with me. He didn’t seem like he was in the mood to keep putting up with our bullshit.” She turns to me. “Regardless, glad you could come. Sorry to put you through all of this.” “Sorry,” I say, shrugging. “I can let my nerves get the best of me at times. I’m feeling better now, don’t worry.” “So,” Maya says. “Are we ready to go?” Luisa nods. Maya turns to the keypad next to her and types in a code. 7, 8, 4, 4, pound sign. The door clicks open. Immediately, as I walk into the lobby, I feel like I’m in a place I’m not supposed to be. The floor is made up of elaborately-patterned stone tiles; large windows to the sides let in a lot of sunlight as I walk to the elevators. “So, uh, what do you do here?” I ask. “This is just, like, an office building, right?” “Just, like, 10 seconds left,” Luisa says. “Then you’ll get to know all our secrets.” She calls the elevator, and we walk in. I push my way to the back as John and Maya get on. “Alright,” John says. “I think it goes without saying that what we show you here today, you can’t mention to another living soul that we don’t approve of. Not even your hero pals. Got it?” “Yeah, of course,” I say nonchalantly. “Okay.” John reaches up above the panel of buttons on the elevator and opens up a small compartment. Inside is a fingerprint scanner; John jams his thumb onto the pad and the elevator begins to go down. After a few more seconds, the doors open. We’re in a pristine grey room; computers line every wall, and dozens of people look up as we walk in. Immediately, it reminds me of Ted’s workshop, but on a much bigger scale. A man is waiting for us in the middle of one of the hallways. He’s wearing a neatly-ironed grey-green suit, with combed-over white hair. He reaches out his hand for me to shake. “Al Carlyle,” he says. “Director of the American Security Agency. Nice to meet you, Rick. I’ve heard so many great things about you.” I turn around. All three of my so-called “friends” have deserted me, leaving me with this weird dude. “Uh, nice to meet you too,” I mutter, shaking his hand. “So what exactly is going on here?” “Well,” Al smiles, “what isn’t going on here? I suppose you’re a bit confused, a bit overwhelmed, so I’ll try and give you the long and short of it. We’re like the CIA, sort of. But a bit more secret. We’re the CIA when the CIA can’t be involved. Take, for example, metahuman agents. Do you know much about the Freedom Fighters?” I shrug. “Heard of them. The original Starman was working with one of them, I think.” Al nods. “Come,” he says. “Walk with me.” I sigh and follow him through the convoluted halls and terminals of this absolutely massive underground base. “Now,” he says, “the Freedom Fighters were a truly amazing group of people. They were a UN task force composed of one sergeant, a handful of regular soldiers, and three metahumans. Well, they fought long and hard for the values that we hold dear to us today, but in the end, the UN saw them as a threat. What’s to stop our enemies from conscripting metahumans too? It’d be another cold war, one that many countries were all-too-eager to stop. So, metahumans were banned from serving in combat.” He clears his throat and lets out a hearty chuckle. “Well, you see, terrorists don’t tend to follow by our rules. I suppose that’s what makes them terrorists, don’t you think? So that’s where we come in. One of many examples, I suppose, of where we come in. We use many of the techniques superheroes use to fight against potential threats to the land of the free and the brave. And I’ve had my eye on you for a while. I think you’d make a great addition to our cause.” I pause and look around me. This place is huge. It’s bound to take up more than a few city blocks. When I intercepted the battle Jack was having with Swift, this base was underneath it all, computers typing away. Our school is only a few blocks west of here; it’s very possible the base extends that far too. I haven’t even been in Opal City for a year yet, but I had felt like I knew everything about it. Clearly, I was wrong. I’ve never been the type of person who hated the government and everything they did. I followed the news, though, and they’ve clearly done some questionable things in the past few years. With Cale as President, that’s just going to get worse and worse. Do I want to be a part of this? Clearly, I don’t think I do. I was just here to get answers, and I got mine. That’s as far as this goes. ‘Take your time,” Al laughs. “We’d love to have ya, but no pressure either way.” Before I can tell him no, my vision flashes white. A man walking down a run-down section of Snejbjerg Street. Nearly bald buzz-cut, blue eyes, wearing a grey hoodie. A car pulls up to him, firing three rounds in his chest. The blood splatters over the sidewalk. I snap back to reality. “I have to go,” I say, my voice strained. “How do I get out of--” Al gives me a knowing smile. “What’s going to happen, and where will it be?” I sigh. “Some dude in a grey hoodie is gonna get shot on Snejbjerg Street. Drive-by shooting. It was a black sedan, I think. Just let me go, okay?” Al turns on a radio on his jacket. “I want a dozen soldiers placed across Snejbjerg Street within the hour. Look out for black sedans, check each one for weapons. And get Rick Tyler here a tall glass of water.” Immediately, the people around me start getting up and gearing into action. A young woman who was manning a computer earlier walks up to me and offers me a glass of water. I drink from it. “Thanks,” I finally say. Al hands me a burner phone from his pocket. “If you ever get any visions at an inconvenient time, text me from this phone. We’ll have it handled, and you can focus on the things in life that matter.” I smile. “Wow, thanks.” Al nods. “Look, Rick, I know that everything must be really disorienting for you right now, but trust me when I say that we’re here for you. From what I’ve heard from my agents that have been interacting with you, that doesn’t seem to be the case with the other team you’re on right now. They see you as a loose cannon. Maybe they’re right, who knows. But here, we need loose cannons. You can beat up as many terrorists as you want here--or don’t, whatever floats your boat. But you’re welcome here as you are, no matter who that is.” I pause, looking around for a second. He’s right; in the few seconds I’ve met him, Al has made me feel at home more than I’ve ever been with the All-Stars. I reach out and shake Al’s hand. “I’m in.” “Fantastic,” he smiles. “Well, let’s meet the team then.” He brings me to a room with a circular table. Around the table are John, Luisa, Maya, and another kid I don’t remember. White kid with neatly-trimmed brown hair. “Well,” Al says, “this is one of our finest covert ops units. We’re calling them the ‘Force of July.’ Right now, they’re mostly doing international missions, but we’re planning on bringing them into the spotlight as superheroes to handle domestic matters in the near future.” He gestures to John. “You’ve already met John Trujillo, Jr., alias: ‘The Black Condor.’ His dad was one of our finest officers before sadly meeting his fate protecting our country. He piloted a one-of-a-kind wingsuit that his son now uses.” “Besides that,” Al continues, “the Campoverde sisters have been fantastic assets. Luisa first came to us because she needed help with her sister’s metahuman powers. That’s right: she found us. Always a good metric for future success. Turns out, her sister has a bit of a way with plants, and it was a bit out of her control. Now, the two of them serve us as Lady Liberty and Mayflower.” The last kid, the one I haven’t met, reaches over to shake my hand. “William Vickers,” he says. “Also known as Major Victory. My teammates have been telling me a lot about you. It’s good to finally get to meet you in the flesh.” “The feeling’s mutual,” I say. And somehow, surprisingly, I mean it.” Al nods and smiles. “Now that we’ve gotten to know each other, Rick, I have a special mission briefing for you and only you. I can tell that this will be the beginning of a long and fruitful partnership.”
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