Warcross (Warcross #1)(11)



“They always do it up, don’t they?” Keira’s voice makes me blink. She has a look of wonder on her face.

I smile, then take a deep breath and spread my arms out. I leap off my floating isle. And I fly.

My stomach drops as my brain believes I’m actually thousands of feet in the air. I let out a whoop as I soar over the plain, the music egging me on. There are restrictions on the official competing players—some worlds allow players to fly around or swim underwater, while others must obey virtual gravity. But audience members are always free to wander around the landscape however they wish. We’re barred from altering it in any way or interfering with the players. The players won’t see us, either. They can only hear the roar of our cheers or boos, as well as the referee’s calls.

I fly straight through the floating isles like a ghost, angling up to go as high as I can until I can’t get any farther from land. Then I turn around and dive back down like a meteor. I finally stop on one of the floating isles, right as the cheers of the audience mix with the voices of the game analysts coming from my earphones, as if I were listening to them on a radio.

“It’s time for the annual Opening Ceremony Game!” one of them exclaims. “We’ve gathered here tonight to watch this all-star performance before the real tournament season begins. At the far end, we have Team Alpha, led by Asher Wing! At the near end, we have Team Beta, led by Penn Wachowski!”

The players finally appear, scattered at opposite ends of the mass of floating islands. I fly away from Keira and head over to see them more closely.

The avatar rule for official, professional Warcross players is that their virtual selves must look like their real selves, without any of the crazy customizations typical users can have, and that each team’s members must wear the same color. Team Alpha’s color is blue. There’s Jena, all blond hair and lanky limbs in her blue, fitted Warcross armor, its dragon scale texture tailored to match the level. She’s one of the younger players—only eighteen, same as me—and is from Ireland. As I watch her, she tosses her hair over her shoulders and places her hands on her hips. Her silver armguards gleam in the sun, as do the identical knives strapped to her thighs. The audience screams their approval.

Standing on a floating island nearby is Max. Max, the son of millionaires, is a Harvard grad. His Warcross position is a Fighter, for sheer brawn and power, with the goal of taking others down instead of hunting for the Artifact. At twenty-eight, he’s the oldest player in this year’s tournaments. His shoulder armor is enormous and hulking, so shiny that it reflects the sky and contrasts sharply against his dark skin.

Then there’s Asher, the team’s captain, who is the farthest from where I’m floating. Originally known only as the younger brother of Daniel Batu Wing, an actor and stuntman, Asher’s now famous in his own right because of Warcross. He has thick brown hair so light that it’s almost blond, and his eyes are a playful blue, the same color as the virtual lagoon below him. His deep sapphire armor is finished with steel shoulder plates and leather straps along his arms and waist.

He grins cheekily, crosses his arms against his chest, and calls out a challenge to the other team at the opposite end of the game world, which makes the audience go wild. When I toggle my view to show the audience in the Tokyo Dome, they are shrieking his name and waving glowing batons frantically. MARRY ME, ASHER!!! scream the fan posters. Asher says something through his secure line, words only his teammates can hear. Over his head floats a shimmering blue gem. This is his team’s Artifact.

The game announcer has started the official pregame ritual, reading off something about good sportsmanship and honorable gameplay. As she goes on, my attention shifts to Team Beta. They’re decked out in red armor, of course—the annual opening game always color-codes the teams red versus blue. Penn, the Beta captain, has a sparkling red Artifact hovering over his head. He and Asher smirk at each other, and the shouts from the audience go up an octave.

Over my earphones, the announcer finishes her speech with a now-standard reminder of what the objective is, for the benefit of any new audience members who are watching. “Remember, teams, you have only one goal—take your enemy team’s Artifact before they can take yours!”

The players each raise their right fist. They hit them twice against their chests, the standard response to acknowledging the rules. There is a brief pause, as if everything in the level had suddenly frozen.

“Game!” the announcer shouts. The crowd chants along: “Set! Fight!”

The world trembles from the roar of the invisible audience, and the clouds in the sky start to move rapidly. The storm that blackens the horizon is sweeping toward us at a frightening pace, its lightning forking closer with each passing second. As with every Warcross world, the game gets harder the longer it goes on.

At the same time, brightly colored marbles appear, hovering over many of the isles. These items are power-ups—temporary bursts of super speed, wings to help you fly for short periods, shields of defense that can stop an enemy attack, and so on. There are dozens of different power-ups that can potentially appear in a game, and new ones are added all the time. Low-level power-ups (like something that helps you jump a little higher) are plentiful. I see three hovering over isles close to me right now. But high-level power-ups (like the ability to fly for the entire game) are very rare and hard to reach. Some power-ups are so valuable that a team might send one of their players after them for the entire game.

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