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Showing posts with label Plague. Show all posts
Showing posts with label Plague. Show all posts

Wednesday, 29 September 2021

Fantasy with bite


A lot of what goes under the banner of fantasy isn't really all that fantastical. Quaint half-timbered taverns filled with half-elf barmaids and dwarves with Scottish accents where you go to be given your latest quest. My own experience of these games is that the players tend to sit knitting or stroking the cat while saying things like, "My halfling thief asks the innkeeper if he's seen any strangers passing through." There will be a dark lord, and an item you must destroy to defeat them and fix everything. It's made up, but it's not exactly fantasy. Where's the wonder? Where's the weird?

Good fantasy isn't cosy. It isn't a safe space. It takes you somewhere new and unpredictable. In Wightchester you're sealed up in a walled city where the plague is turning people into undead. What are you going to do now? "My drow ranger-witch hides in the shadows and listens for rumours" isn't going to cut it. No theme-park retread of Tolkien's tropes, this, but a dark and exciting roleplaying setting that'll immerse you like quicksand.

The crowdfunding has just hours to go. If you're looking for real fantasy, drop the knitting and get over there now.

Wednesday, 4 August 2021

Dawn of the plague-ridden undead

I'm not usually a big fan of zombies (except in a Voodoo context) but I could revise that opinion for 17th century plague-ridden zombies. James Desborough's Wightchester: Prison City of the Damned starts with the closed-up streets of the Great Plague and runs with that to its sanity-rending beyond-all-logic conclusion. 

Wightchester is a low-fantasy horror campaign that sounds perfect for gamers who play to discover the story. As the Indiegogo description explains, this is "a setting where blades and gunpowder are more important than magic, and where the magic that does exist demands a price. Not a hex crawl, or a conventional adventure, but a free-roaming setting where you can decide what you want to do. Do you want to try and escape? Do you want to create a fortified place to live within the prison? Do you want to clear the entire city of the undead and earn your release? Good luck with any of those." 

You've got till the end of September to back it. And after the last eighteen months of real life, what could be more cathartic?

Friday, 2 October 2015

Breaking the butterfly


Last week I was talking about Plague, the game I designed at Eidos in the mid-90s that morphed from sim-medieval London to "the game of war, Black Death and taxes" to the unabashed RTS that was Warrior Kings.

I wish I had more than snippets from old documents to show you. Sam Kerbeck's 3D engine was amazing. He and lead artist Richard Fletcher worked 24-7 for weeks to build a demo that would make the execs at Eidos take notice. Unveiled at E3, that demo reportedly rattled Peter Molyneux enough to put Populous: The Beginning back by six months. The engine was whisked over to Eidos subsidiaries like Pumpkin to use for Warzone 2100, but development on Plague itself was dogged by the politics that comes of being located at a games publisher's head office. One day I'll write the novel, only nobody will believe it.

So this (below) is the second attempt at an intro for Plague. The idea of writing these was more to give the team a creative focus than to necessarily be the actual game intro, as by this stage development had entered a kind of reverse Zeno's Paradox whereby the projected shipping date seemed to be receding into the far future. Within another year I had seen that the only way to fix the whole thing was to junk Plague and start afresh with Warrior Kings. It worked for a little while, but - Oh, maybe I'll save that story for the novel too.


Plague Intro Movie

A glimmer in darkness. Words briefly appear on the screen: Sunset, on the Day of Judgement. The words fade.

There's the sound of screams and moans, of many people. Flames licking up out of the darkness around ruined towers. We're pulling back gradually as the flames die down and the screams recede away...

The fires fade and we continue pulling back. What seems to be the walls of an immense dark cavern reveals itself to be the socket of a skull. We continue pulling out. It's not a whole skull, the lower jaw's missing, and it's charred and blood spattered. We see a black clawed hand is holding it.

The hand crushes the skull. There comes a hideous gasp of triumph. Continuing still to pull back, we see (from low angle shot - he looks immense) a figure. Under his cowl, you can't quite make out his face - it could be black bone, or hard black beak like a raven's. He has black raven-wings and a scythe.

We stop tracking out with Death in three-quarter shot and pan across as he turns to survey a wasteland, shrouded in smoke or fog. Music: the "Dies Irae" from Symphonie Fantastique. The sun hangs on the horizon, strangely close. Death lets the last fragments of the skull fall.

DEATH: It is over. Mankind's day is done. The last mortal soul speeds on its way to Hell, and Death holds illimitable dominion over all.

Hold on the scene a moment. The music fades away.

There's a flare of white light from behind Death. A wind roars across the plain, dispersing the fog. We pan round as Death turns to see...

A figure all in white, delicate features, with jagged fractal wings like a marvellous butterfly. The wings may have caused the wind, but now they're relaxing slowly back into position as we see the figure. White light shines from behind him.

DEATH: I thought I had slain everything.

ANGEL: I am the last of my kind.

DEATH: You come too late. This is the end of Time. Eternity is drawing to a close.

ANGEL: Perhaps.

DEATH: There's nothing you can do for Man. He has been judged for his sins and sentenced to extinction.

ANGEL: Perhaps not.

DEATH: Who are you? Tell me what name to carve in the stone that shall press your corpse into the earth!

ANGEL: I am hope. While I live, Mankind has a future.

DEATH: While you live - ? I'll putrefy your body with a thousand pestilences, rack you with a thousand agonies... break you down to atoms and less than atoms and scatter the debris across the cosmic void.

While they've been talking we've tracked across towards the angel (the whole thing is one continuous shot all the way through with no cuts), who turns briefly to look into the sky. With the fog gone, a long swathe of dim stars is visible in the darkness. The angel reaches up and takes them from the sky - a sword made up of a million stars that flare with renewed light at his touch. As he turns back to face Death, his eyes and mouth glow with inner white light.

ANGEL (smiling): Want a bet..?

As they move together, the scene blurs and starts to fade, becoming a swirl of black and white that spirals around and around...

The game options are superimposed, set out on bars that mirror the Light vs Darkness theme (ie, hardship level, difficulty level, etc). The player selects his options...

The swirl, like a whirlpool, opens up to reveal the start of the game.


Plague outro 1: Dark Lord victory

The same desolate plain seen the start, now completely shrouded in a thick blanket of mist. Slowly a hump rises, like a black mushroom. Tracking in, we see it's a hunched figure in black robes: Death. Slowly he rises to his feet, the mist swirling around him in slow eddies as he moves, and the camera POV moves around likewise, ending close in and to one side of him.

DEATH: So that was Hope...

He swings his scythe round. A single tatter of white robe hangs from the tip of the blade.

Death plucks off the tattered fabric, gazes at it a moment. In his hand it blackens and shrivels.

DEATH: ...but now he too is gone. In all the universe, there is no living thing left...

Death suddenly looks straight at the camera. It's a bit of a jolt, seeing into his eyes for the first time. More of a jolt is the implication that we're actually present in the scene.

DEATH: ...except for you.

But does he mean it as an acknowledgement of victory, or something more ominous?

As he starts towards us, suddenly, cut to black.

Plague outro 2: Bright Angel victory

Death and the Angel are locked in combat, but Hope has the upper hand. Death falls back, and behind him a swirl of nascent stars forms in the dark void. The mist is sucked away into them - and the plain too, leaving Death and Hope suspended in a cosmos which is starting to glow with new nebulae.

Death's scythe is pulled out of his grasp, sucked back into the swirl of stars, which now begins to resemble a galaxy - setting the scale as cosmically huge.

Death braces himself against the cosmic wind. His robes flutter and snap, but the Angel is unmoved. Remorselessly he reaches out to place his hand around Death's black mask-like face.

DEATH: You can't destroy me! I am Death...

We cut to the Angel's face. With the brilliant light behind his eyes and mouth, he hardly looks human at all.

ANGEL: Not any more.

Cut back and pull away fast as he closes his grip. Death's head seems to shatter, and as it does there is a blinding burst of light as the Universe begins again.

Cut to a man's face, waking startled from a dream. He's a BEGGAR, wearing rags and sleeping in the gutter of a medieval town. From the angle and colour of the sunlight we guess it's dawn.

The beggar gasps and mops his brow, relieved that it was all a dream. Then a shadow falls across him and he looks up, momentarily alarmed. We see him shield his eyes, squinting into the sun.

BEGGAR: Who are you..?

Cut to the beggar's POV, looking up at a STRANGER who is silhouetted against the rising sun so that we can hardly see his face because of the halo of light.

STRANGER: Do not be alarmed. I'm not here to hurt you.

BEGGAR: Stay away for your own sake. Do you not see I have the plague?

The stranger bends to help him up, and as he does we cut back to the beggar's face. Before he may indeed have been pockmarked, but now there are no sores on him.

STRANGER: The plague has gone. You do not have it.

The stranger steps back out of shot. The beggar gets up, feeling his face in growing amazement as he realises it's true, he's been cured.

He looks up for the stranger, then we see him look puzzled because the stranger has gone. He looks around.

Cut to see the stranger walking off down the narrow medieval street, trailing his fingers past beggars who are waking up to a new day. There's astonishment and delight as each realises that he too is free of the plague.

As the sun rises higher, there comes the sound of birdsong and the growing bustle of the town. The beggar watches till the stranger is out of sight, then notices something in front of him. He bends down and plucks it: a beautiful flower coloured like a butterfly's wing.


I do remember showing it to Ian Livingstone and he thought the intro script would be better if, after the Angel says, "Want a bet?" Death curls his (unseen) lip and purrs, "Oh really...?" I tend to think one punchline is enough, but that's the problem with being a writer. Everybody thinks they can do your job. There was also an Eidos game called Gangsters. The copy for the poster read: "Real power is never given..." with an image of a wild-eyed wiseguy with a tommy gun spitting lead. The Eidos brass added a line at the bottom of the poster: "...It's taken " - just in case you hadn't got the point. Two punchlines again, you see. May Death and the Angel of Life both save us from execs with too much time on their hands.

Friday, 25 September 2015

A journal of the Plague years


Jamie and I went to work at Eidos Interactive in late 1995. I don't even think it was Eidos yet - that was some kind of reverse takeover manoeuvre cooked up by Charles Cornwall to finagle ailing software house Domark into a big money-spinning confection. As he put it at the time, "It's a minnow swallowing several whales."

None of that made any difference to us developers. Jamie was hired to do level design on the Deathtrap Dungeon computer game, while Ian Livingstone asked me to design a SimCity-type management and building game set in medieval London, or something like London. The inspiration was Daniel Simpson's short claymation movie H, in which a mark in the form of the letter h appears on the hand of a medieval stonemason who is sculpting a gargoyle for a cathedral. The stonemason is branded a heretic - or something else beginning with h - and burned at the stake We decided to call the game Plague, happily having talked Ian out of calling it P.

After struggling with economic models and architectural plans for a few weeks, I saw Ian in the corridor brandishing a copy of Warcraft 2 that he'd brought back from the States. He knew Warcraft was a favourite game of mine. "Have you played this yet?"

"No."

He chucked me the box. "You better take a look. Plague's got to be like this."

"OK, but Plague is a SimCity game."

I might have sprouted antennae, the way he looked at me. "Nobody wants more sim games. We want excitement. We want realtime strategy."

This was news to me, since I'd been hired to design a sim game, but I loved Warcraft 1 so I wasn't about to argue. I duly started to pack RTS elements into the city-building game the team were working on. It was going to be nearly a year before I realized that what was needed was to throw Plague out and start afresh - which is how Warrior Kings came to be conceived. That got mixed up in the political and business fallout of extricating a team from Eidos and forming Black Cactus, so the Warrior Kings that got released was a bit of a mishmash. A story for another day, that. We were talking about Plague.

As the wargame elements started to get bolted onto the original design, I realized that the team were still thinking of it as a city-building game. Our lead artist was an architecture graduate, and he had a lot of sway in the company, so it wasn't politic to junk the SimCity stuff right away. To help steer everyone's vision onto the new page, I wrote a script for the game intro sequence and got Martin McKenna to storyboard it. This wasn't even the intro I intended to use (more on that next week) but it made the team aware that the game they were working on was going to be about rather more dramatic issues than where to put the fish market...


Opening titles cards appear in sequence:

“The High King is dead.”

“The rule of law and justice is dead.”

“The dragon wing of night o'erspreads the world…”

We see the funeral of the High King. He's carried by his knights and laid in a burial mound, which is then sealed. As the knights and mourners file away, a storm-cloud darkens the sky.

Unhindered by the old King's edicts, resentment festers among his former knights. Each believes himself the rightful inheritor of the crown. Honour withers and treachery takes root, spreading like a poisoned weed in embittered hearts.

Across the countryside, the peasants huddle in fear. Murder, acrid-smelling, wafts on the air. The knights scent it; they grow grim and battle-keen. Each dreaming of dominion, they marshal their forces and prepare for the carnage to come.

In the court, knights look at each with hooded eyes, distrustfully. Some glance towards the empty seat at the round table, behind which hangs the dragon's-head banner of the High King.

Shadows on a castle wall: an assassin stabs a man in the back.

Kindled by intrigue, old grudges ignite. The kingdom is plunged into civil war. Armies surge and clash. Ringing steel and the wailing of widows drowns out the voice of reason. While Death sharpens his scythe, men who were once closer than brothers slaughter each other like wild beasts.

Crops and homesteads burn, great castles are shattered and left to ruin. A hundred noble knights lie dead, swords buried in mud, armour rusting. The victors bay for yet more blood. No quarter is given. The vanquished are hung on gibbets, ripe fruit for ravens.

Scenes of erupting battle, fire, dying men, executions...

A shadow sits now upon the vacant throne: the shadow of terror. The High King's dream has become a nightmare.

Sunset, falling through a narrow window on the deserted hall of heroes, leaves a slash of blood-coloured light across the dusty throne. The dragon's-head banner is by now moth-eaten.

Such brutal passion soon is spent. The fury of battle at last is lulled to sullen silence. In the aftermath thrive pestilence and famine. The soil, blood-clogged, yields weeds instead of wheat. Grain rots in dank barns where rats breed in the darkness. Behind the fortified walls of their towns, the survivors cower in dread of the plague that now sweeps the land. The sick are nailed inside their houses and abandoned to die. Bodies thrown into carts are left to blacken and bloat, the living too few and too fearful to bury them.

Prophets preach that Doomsday is near, that God means to wipe Man from the world for his sins. To most this is welcome news. The suffering is too much. Better the endless sleep of death than to endure the relentless horrors of the world.

Scenes of hardship. Narrow empty streets in a town, with smoke drifting on the breeze. Flagellants wearing crowns of thorns shuffle along, crying out as they whip themselves. A few peasants trudge miserably past – a weeping funeral cortege carrying the bundled body of a child.

Then, one night when the high winds howl, a traveller comes to your court. In these times, strangers are feared as carriers of the plague but he walks past your guards unchallenged, as if in a dream. With your ministers you listen to his words, even though he comes from far away and his tongue is hard to understand. In your hearts you hear him, in your memories you recognize the ring of noble speech. There is wisdom in his strange words. And he reminds you of the secret that in these terrible days of turmoil and death had been forgotten:

The court. Lightning outside. Knock at the doors, which swing open and a stranger enters. He looks like the High King seen on his bier in the first scene. This whole bit seems dream-like. We’re closing in on the stranger's face and into his eyes, sparkling in the firelight, and we hear the stranger speak:

“The soul of the land is its King. It withers because its soul, the King, is dead. So there must be a new King. His reign will mark a new beginning. For good or evil? Time will tell. But power cannot be shared. Others also come to take the throne. Therefore grasp you now this sword. Conquer by might, rule with right. One land, one King.”

While the stranger speaks, the view pushes into his eyes, fades to black, and then shows the faces of those listening to him. We pan around the court, ending on the lord's face.

The stranger reaches the bit about others seeking the throne and his voice becomes more emphatic and resonant. Cut back to where he was standing to find he's no longer there. A gleaming sword hangs in the air. The lord rises, reaches to take it –

The lord wakes, sitting bolt upright. He is surrounded by his ministers and men, who had fallen drunkenly asleep at the benches. Now they stir and, seeing the resolve in the lord's eyes, are instantly alert. Perhaps they shared his dream? We see his hand close, remembering the phantom sword he was reaching for. Jaw set sternly, he repeats the final words of the dream:

“One land, one king...”

Friday, 13 July 2012

Story development for Frankenstein's Legions

For the last couple of weeks we've been looking at the Frankenstein's Legions game design document, which dates back to the late '90s when I was working alongside Martin McKenna on a bunch of games at Eidos, notably Plague, which later became Warrior Kings.

About a decade after we dreamt up Frankenstein's Legions, Martin and I had a go and rethinking the idea for comics. This got a little further along, and you can even find a link to part of the script here, but we soon found that the artists whom the comic book company had hired were not familiar with our Napoleonic Wars setting. Instead it was all massive Civil War sideburns and zombies torching Atlanta.

Well, if we learned one thing in big development teams it's how to be flexible. And, short of waiting for the long-promised Temeraire movie to come out, we couldn't see any way of bringing the (American) artists up to speed. So we started thinking about how we could move the whole caboodle over to the US during the 1860s. Here's the first of two story development documents that might interest you if you want to find out what a lot of iceberg goes under the surface of the comic book, movie or game that you get to see.

* * *

Frankenstein's Legions: US Civil War story notes

In the treatment, the setting was Napoleonic Europe and there were two distinct threats. First, the left-wing revolutionaries of the French government (kind of Khmer Rouge extremist communists, if you like!) were willing to use the Frankenstein tech in really horrible ways: grafting human heads onto giant eels, dog heads onto human bodies, etc. In real life, those were the same guys who invented industrialized executions 150 years before the Holocaust, so it makes sense they would blithely authorize experiments that would horrify any normal person.

I wanted that because we have a world in which horrific things are happening - the dead being brought back to life to serve as slaves and soldiers. So pretty soon that becomes the new status quo and we need something even more horrific, like creating hybrid monsters, to define our bad guys for whom fanatical logic dictates the unthinkable.

Secondly I had Napoleon as a personified bad guy. The French revolutionary government sent a commando team to bring his body back from St Helena, where he died in a British prison. After being restored to life, he had to be kept in a tank of preservative chemicals because he'd been in the grave a while. He was slowly recovering his memory, so whereas the fanatics thought they'd just acquired a kind of military strategy computer, they didn't reckon on him hatching plans to overthrow them.

I needed both those elements, the fanatics as a group and Napoleon as an individual, because the story couldn't just be "the Brits are good, the French are evil". Both sides use the Frankenstein tech, and the villains are individuals or creeds who go a step further. I think you'll need to keep this idea in the Civil War version. Most Confederates were not evil racist autocrats; most Unionists were not fighting like paladins with the lofty goal of emancipating the slaves. There is good and bad on both sides. You may need an equivalent mythic figure to Napoleon (perhaps from the War of Independence? though I guess the world has had few dictators of Napoleon’s calibre) and an equivalent to the extremist fanatics of the French revolutionary government. It needs to be a creed, not just a few mad scientists. Maybe a crazed cult who believe God has authorized a new Eden on Earth and it's okay for mankind to play around creating abominations.

Incidentally one of the key ideas in Frankenstein's Legions is that you aren't just brought back to life by the technology. When you get off the slab, you don't know who you are. It's a new you. Like Frankenstein's monster - he didn't think, "Oh, my brain came from a criminal who was hanged" or whatever. The brain got rebooted, so in a sense it's a newborn person getting off that slab. Lazarans are like amnesiacs in that they know the skills they had before – how to shoot a gun or play the piano, how to speak – but specific personal memories are lost. The tragedy is that they may encounter their loved ones, but they don't remember them. There may be snatches of memory, that's all.

So the search to recover memories is one way a resurrected character may go. Another might want to shun anything to do with who he used to be: "today is the first day of the rest of my life". Interesting character tensions.

As far as the artwork we've seen so far, it's important that the lazarans don't look like zombies. I'm sure there are a whole bunch of Civil War zombie books out there already, and we need to be brandably distinct. A resurrected guy may have scars if he was stitched together from separate parts, so some of the ones who've been resurrected many times could be quite monstrous: hands or arms out of proportion, different skin tones, asymmetric bodies, etc. Others who died a clean death could look almost normal. Almost. Here is Mary Shelley's description of the original creature:
I had selected his features as beautiful. Beautiful! Great God! His yellow skin scarcely covered the work of muscles and arteries beneath; his hair was of a lustrous black, and flowing; his teeth of a pearly whiteness; but these luxuriances only formed a more horrid contrast with his watery eyes, that seemed almost of the same colour as the dun-white sockets in which they  were set, his shrivelled complexion and straight black lips.
I like the idea that such a face, with skin taut on the veins and muscles, could be both ugly and beautiful at the same time. In some cases, the yellowish skin colour (caused by their differently colored blood) might be the only sign at first glance that the person is a lazaran. Most certainly they aren't undead – the opposite, in fact: full of vigor, intimidating to ordinary men because of their raw energy and animal strength. They are the homo superior of their time, and it's only a matter of time before we see a lazaran Magneto, or even some people who are willing to kill themselves in order to get the enhanced strength, speed and senses that come with resurrection.

Okay, so back to that prologue. A raid on a remote farmhouse where lazaran hybrids are being created? Or perhaps a cult who have their own unique interpretation of Revelation 20:6:
Blessed and holy are those who have part in the first resurrection. The second death has no power over them, but they will be priests of the Lord and will reign with him for a thousand years.
So these cultists are deliberately committing suicide, performing surgery to enhance the bodies, and resurrecting each other as the new "chosen ones" who believe they're going to reign for a thousand years. (Obviously you'd need to have some normal, sane preachers on the good guys' side to show that this cult is a definite aberration!) We start with a small band of Civil War deserters looking to raid a remote homestead. They sneak inside, bit of banter, the place seems deserted – then they are picked off one by one, fast like Alien, and that pre-title sequence ends with the last of them being leapt at by a horrible hybrid: human head, wolf-like body, serpents growing out of its back or whatever. Let Martin have some fun here! Then cut to the opening we have already, a quieter scene with a family pushing the body of their loved one in a cart.

Thursday, 14 October 2010

Fever dream

Just when I think I've run out of utterly obscure curiosities to dust off and show you, I go and open a box in the attic and find a dozen more. This time it's a top-level design concept for a browser-based 3D realtime strategy game. This would have been written back around 2000. Having just left Eidos along with Plague lead coder and Warzone 2100 engine creator Sam Kerbeck, the two of us we were looking for a project to work on together.

I got the 'flu and had this weird dream about a guy searching in the dust of Mars a million years ago for the last drops of water. When I woke up, I wrote it down exactly as I saw it and then started sketching out the combined arms principles of the game.

The aim was to make a very simple little game with not too many units, all of which would be low-poly models, so that we could get it done quickly and cheaply. (Yeah yeah, you should always laugh when somebody says that about an RTS.) Then we got more ambitious - as we always do - and decided to turn it into a much bigger game using the astonishing graphics engine Sam created to replace the one for Plague, later Warrior Kings, which was "based on a concept by Ian Livingstone", as the saying goes, insofar as the actual concept in question was for a turn-based 2D version of SimCity set in 14th century London. I kid you not.

Anyway, this game was based on a concept by my virus-cooked subconscious. In my dream it was called Liquid, and I envisaged the ad in Edge with three coloured dots beside an image of Mars, labelled as follows:

Water - the colour of Life
Poison - the colour of Death
Blood - the colour of War

Yes, I know - a bit rough-edged to say the least. But to come up with this stuff while you're asleep and running a temperature... Well, you try it. And I believe it is always worth taking the raw material that you get that way and seeing if you can make something good out of it, because it is the one and only time you're creating without the nagging whisper of your critical faculties.

First thing to go would have been the title. It was about the desperate struggle for resources. Thirst seemed to fit it better - and that's a name I've always liked.

What happened? The dotcom bubble happened. We should have stuck with the quick-n-dirty version, because after the shit hit the FTSE there wasn't nobody handing out a million or two for a start-up game developer. But here is the original fever-fuelled outline:

The red desert of Mars. A fissure in the ground. Our view descends into a crevice, down and down towards the sound of running water. A skin of water ripples down the walls, which are covered in astonishing patterns of phosphoric salts. Further down, far below the planet's surface now, the water runs into a gushing underground river. The river is bubbling, pounding, frothing... A living force in the heart of the dry rock.

The pressure builds, sending a jet of water up the crevice. Back on the surface, the dry edges of the fissure moisten with droplets of water bubbling up out of the interior of the planet. It seeps out into the dusty red sand –

A man wakes. His grey eyes stare in shock, fatigue, despair. His blond hair is plastered with sweat. He is wearing a white environment suit and a mask across his mouth and nose.

The image of bubbling water must have been only in his dreams, as all around him lies a desolate dry landscape: ochre-coloured dunes tinted with patches of olive lichen, red sandstone boulders like giant fossilized eggs. Huge flat-topped mesas stand out darkly against a cobalt blue sky. The sun is smaller, dimmer than it appears from Earth, and there are two swift moons.

The man stands and takes a flask from his belt. Removing his mask, he lifts the flask to drink. But there are only a few drops left. Barely enough to wet his cracked lips. He throws the flask down at his feet.

There is a rhythmic hum on the air. As the man looks around trying to work out where it's coming from, his eyes fall on the shadow at his feet. It is cast by the mesa behind him.

So why is the shadow moving?

The man stands with the mesa behind him outlined against the sky. As he turns his head, an airship prow emerges over the edge of the mesa. Slowly it drifts overhead, filling the sky. There is a hieroglyph on the side of the airship - not the same one that is on the man's suit. He grabs his harpoon rifle but it's obvious that it would be futile for one man to attack such a vast ship. As he watches, ports open in the sides of the cabin slung below the balloon. Green droplets are ejected and fall in slow motion towards him.

He's frozen for a moment watching the green droplets fall. Then he runs. Behind him, the poison bombs splash against the red dust - splattering heavily, they contain dozens of gallons each. There is an acidic hiss and clouds of green vapour start to spread. The man pulls goggles down to cover his eyes.

He rounds the mesa. Reflected in his goggles is a horde of giant crustacean – or insects, maybe. Their hard limbs make a thunderous chittering on the rocks as they march towards his location. Carried in their mandibles are the creatures' riders: soldiers in black environment suits. There are hundreds of them.

The man looks back. The airship has manoeuvred into position between two mesas and is continuing to bombard the ground with poison charges. As he stands undecided, an electrical blast from the vanguard of the insect riders catches him a glancing blow and spins him around, sending him sprawling in the dust.

He's lost his rifle. His arm is stiff where the electrical bolt hit. Maybe he blacked out for a few seconds. With desperate bone-weary strength, he pulls himself to the foot of the mesa. Sheer luck guides him to a cave, the entrance partly concealed behind a jagged rock. He crawls inside, his feet tumbling over the pebbles. He disappears just moments before the insect riders come into view.

He peers out. There is a haze of dust as the riders mill to and fro, the huge insects gleaming like oiled machinery. At close range the insects look like scorpions, their heads tiny in comparison to their massive chitinous bodies. The riders sit in massive jaws that protect them like a cage, while above them gleam the insect's inscrutable jewelled eyes.

The airship has dropped anchors. They are tethering it between the mesas, lowering a ladder so that the crew can descend to the camp.

The man retreats deeper into the cave. As the noise of the soldiers outside grows fainter, he hears a trickling sound. He looks at the wall of the cave. Something odd. The rock seems to quiver and swim...

He reaches out and touches the wall. Water flows around his fingers. Tentatively he touches it to his lips - then he is splashing it over his face and pressing his face against the rock to drink.

Half crazy with the discovery, he runs back up the passage towards the mouth of the cave. But a rider of the enemy army is there, his insect mount stooping to allow him to look into the cave. As he sees the man, he levels his gun. The man cries out in panic, pointing back into the cave. He's trying to tell them about the water.

Too late. A blast of electricity burns through the air, flinging the man back. The last sight we see is the liquid gleam of his eyes as they go dull and dead.

GAMEPLAY

Units

Ground units:

Infantryman - Carries a polearm with a white-hot welding-type arc at the end. Very tough in close combat. Medium armour.

Plasma Artillery - Carries a heavy bazooka that fires plasma blasts. When artilleryman is in position, bazooka takes a few moments to set up on its base before it can fire. Weak in close combat, because they cannot fire at point-blank range (the plasma blasts have a detonation radius). Medium armour.

Kelid Riders - Humans riding in the jaws of giant scorpion-like insects. They fight with magnetic guns that fire thin metal harpoons. Light armour.

Aerial units:

Airship - Huge hydrogen-filled balloon driven by solar-powered propellers (the solar panels cover the balloon surface). At manoeuvring altitude, the Airship moves a little slower than an Infantryman. At cruising altitude (higher) the Airship enters the Martian jet streams and potentially can move faster than any other unit, but only in the direction of the jet stream - in order to switch to another jet stream in a different direction, it must first drop to manoeuvring altitude. (Note: the directions of the jet streams are very predictable, like rivers, but their speed changes slightly with the seasons.) Airship weaponry consists of bombs that explode into clouds of acidic gas when dropped - Infantry and Artillery will die before they can get out of a direct hit, but Riders are fast enough to escape the cloud with only about 50% damage.

Skimmer - A very fast, low-flying intelligent creature like a dragonfly. Skimmers live in hives in the caves inside a mesa and will collect ore, which they deposit at the nearest friendly Command Post. As aerial units, Skimmers can see further than troops on the ground and this means they also act as an early warning system of attacks on their city. However, they are not intelligent enough to distinguish troops' type or allegiance - to a Skimmer, they just appear as generic units.

Armour Weapon Range Move
Infantry 3 7 1 5
Artillery 3 6 9 4
Rider 1 3 8 7
Airship 2 9 - 4/6-8
Skimmer 0 0 0 9
(For comparison, mesas are about height 6-7 and Airships fly at heights 9-20.)


BUILDINGS

All buildings except Bridges must be placed on top of mesas. They are built by Infantry, using the arc-welding effect of their lances.

Bridge - A means of spanning the gap between mesas to extend a city. Energy can be carried along the Bridge's cables, allowing a network of mesas to draw off a shared set of Pylons. Troops can cross bridges, and Fulmin Turrets can be placed on them. Force bubbles do not protect bridges, however. Bridges can also be built across chasms.

Command Post - Generates a force bubble that covers the top of the mesa. The strength of the bubble depends on the energy available. Force bubbles can only be destroyed by Artillery. All types of ground troops can be spawned at a Command Post.

Fulmin Turret - Has a ranged electrical-blast attack that is effective against all units (weapon strength 8 if Turret fully powered, range 7).

Hydroponic Farm - Must be built on the edge of a mesa. Pipes lead down the side and into the ground at the base of the mesa, extracting water from the deep wells below the planet's surface.

Hangar - Used to spawn Airships.

Pylon - A high metal tower stretching up into the jet stream. This continually attracts an electrical halo, generating Energy.

RESOURCES

Energy - generated continually by pylons and fed to all buildings within that city. Energy is used to power Fulmin Turrets and a Command Post's force field - these continually draw energy, and if not enough Energy is available they are weakened. Spawning new units also drains energy. Since space on top of a mesa is limited, you have to balance Pylons for Energy production against other buildings.

Ore - available scattered across the surface of Mars. Some areas are particularly rich in Ore. Meteorites sometimes fall from space, creating a new source. Ore is usually collected by Skimmers, but can also be picked up by Infantrymen, who use their arclite lances to break down the ore. (Infantrymen given the order to gather Ore move at reduced speed until they can return to the Command Post or are ordered to drop the ore.)

Water - an "implied" resource, like food in Warcraft. You don't have to collect and store water, you just build Hydroponic Farms and that sets your population limit.

COMBAT PARADIGMS

It's possible to describe typical combat results, assuming equal numbers on both sides. These paradigms can be changed by other factors such as terrain.

Infantry vs Artillery
Infantry will take some damage but will catch up to Artillery (who move a bit slower because of their heavy guns). In close combat, the Infantry then win easily. (Note: the Infantry will take greater damage if advancing in close formation, because of the detonation radius of the plasma bolts.)

Infantry vs Riders
The Riders can back away (the insects go equally fast in all directions, and are swifter than men on foot) while firing. The guns don't do a lot of damage, but they will slowly whittle the Infantry away. So the Riders win with no damage to themselves.

Artillery vs Riders
The Artillery's plasma blasts do more damage than the Rider's guns. A further problem is that an insect taking a direct hit will scuttle burning through the ranks, causing confusion. Artillery wins, but will sustain about 50% damage.

Infantry vs Airship
The Infantry can do nothing.

Artillery vs Airship
Artillery's range is unaffected by the direction in which they shoot - even straight up. Assuming the Artillery start firing as soon as the Airship is in range, a sufficient number should be able to destroy it before it is in place to drop bombs. (Note: this is not a literal 1-on-1 paradigm, as one Airship costs as much as maybe six Artillery.)

Riders vs Airship
The Riders can do some damage to the Airship, but their guns are affected by the altitude they are firing at, so it's minimal. If the Riders stay in position, the Airship will bomb them before it has taken much damage.

TACTICAL & ENVIRONMENTAL PLOYS

Sandstorms reduce the effectiveness of ranged units (Riders especially).

Riders shooting downhill get a damage bonus that can turn the tables against Artillery (whose weapons do the same damage whether shooting up or down).

Riders who can get close enough to ambush Artillery (eg, by hiding in sand dunes or behind a mesa) will beat them because the Artillery cannot fire at point-blank range.

Infantry who can trap Riders (eg, in a narrow pass between two mesas) will be able to slaughter them easily, as the Riders cannot then retreat while shooting.

Riders who are on a mesa can do more damage to Airships (because there is less of a difference in altitude).

ORDERS

Rout - Units drop their weapons and flee back to nearest friendly base. You have to re-equip them, but at least you save the men.


It's rather strange to come across this after an interval of ten years, especially given the atypical inception of the concept. It's a never-was project, of course. You get through a lot of those in the videogames industry - which is the main reason why I returned to writing.