another snippet! my first Flight Rising one, featuring my darling couriers Honey and Grace having a chill time <3
~
If he had to choose his least favorite place in Sornieth, Honey wouldn’t hesitate to name the Southern Icefield. More specifically, port Hillberg.
The ramshackle town nests at the base of the Cloudscrape Crags, near where the continent starts to break apart into the Floes. It’s large, but shabby - tarp and rope holds together half of the buildings. Honey suspects that the residents simply couldn’t be bothered to rebuild time and time again. Sparse vegetation dots the steep landscape, if it could be called one. The dragons who have made Hillberg their home are just as blunt and harsh as the environment.
None of these things are strangers to Honey. Perpetual bad moods and subpar architecture aren’t what makes him dread every delivery to the region.
No, no… it’s the wind.
The constant, inescapable, Shade-cursed wind.
It isn’t that Honey doesn’t like wind - oh, he does. He hails from the Windswept Plateau, and spent his happiest years tumbling through gusts and zephyrs. His blood sings in the air.
Hillberg’s wind, though, is an utter nightmare.
At best, it’s a frigid breeze that even a tundra can feel through their thick coat. At worst, it’s a howling force barreling down from the Crag’s peaks, tearing through Hillberg with a vengeance. It carries biting flurries of ice and sleet with it, leaving a trail of frost and unfortunate frozen creatures in its wake. Everything not bolted down is lost in moments. Hillberg is lashed together and fixed to the earth to withstand the daily barrage.
It’s so terrible that ropes line the streets for dragons to cling to so as to not be blown away in the gales. Wings are bound, claws are left long for purchase. Hillberg’s larger inhabitants have an easier time of it, but they’re few in numbers. The majority of residents are too small to withstand the greatest winds.
This horrible natural force even has a name - the Crag’s Breath.
Honey wouldn’t give it such a tame title. It’s a roar, a howl, a bellow. It rivals the Crescendo’s outer winds.
Luckily, he doesn’t have to put up with the Breath’s ordeal all that often. Hillberg doesn’t get many deliveries, and Honey isn’t the only courier available on this route. More often than not Honey gets months between trips here - sometimes he gets even luckier when the Breath isn’t howling during his brief stop.
That luck isn’t holding this time around.
Honey untenses one of his talons to flex feeling back into his claws. It’s a useless endeavor, of course. It serves him right for not wearing full gloves. He shivers and puts his talon back down, curling his claws into the frozen divots they’ve carved. A gust hits him from the side, and he clenches his leg muscles to keep from staggering.
The wide, desolate landing zone offers no comfort. The frozen ground yields no natural protection from the freezing wind, and the setting sun gives no relief. The gales yank at his apparel, his tail, his tightly folded wings. Honey doesn’t dare imagine what would happen if he opened them.
It’s cold. So devastatingly cold. The chill cuts right to Honey’s bones, and he’s certain that he’ll never be warm again.
During times like these he curses his lifestyle. Being constantly on the wing keeps him fit and light. Not enough fat lingers in his muscles to provide insulation, and his lithe form struggles to withstand the wind. He rarely meets a dragon larger than himself, yet right now he feels no bigger than a fae.
Honey huffs through his nose and glares across the icy field at the lights in the distance. The debris from the Breath and the shadows deepened by the waning sunset cast Hillberg into a darkening haze. Soon all that will be left of it in Honey’s sight are the lights. Those too will vanish as everyone hunkers down to wait out the brewing storm.
At least the wind doesn’t allow ice and snow to melt on him. The only thing worse than being in the Breath is being in it while wet.
If only his welcomers would hurry. In Honey’s opinion, the protocol Hillberg has for arrivals - especially inter-regional ones - is absurd. Honey always has to wait an hour or more before they lead him into town, and more importantly, shelter. He wouldn’t mind it if the Breath wasn’t active, but at this rate he really will freeze in place. At least Hillberg would have a shiny new statue for their proverbial doorstep.
In truth, though, Honey is being dramatic. Even if he was forced to wait all night, he’d survive. It would be long and miserable, but he would make it to sunrise. It isn’t him that he’s worried about.
It’s his assistant, Grace.
Honey crouches lower and cranes his neck to try and peer into his scarf. His slush-smeared goggles blur everything into indistinct shapes and monochrome colors. He shoves his nose into the scarf and snuffles - he can smell her, he thinks, but she hasn’t moved in some time.
“Grace,” he grunts. The wind snatches his words away, and he says louder, “Grace!”
Tiny talons push his snout, and he pulls back. Grace peeks out from the navy folds to peer up at him. Getting a read on her expression is impossible - the helmet and goggles betray nothing. Despite how sheltered she is, the wind still snags at her frills and presses them around her face.
“Hanging in there?” Honey yells.
Through the blur, she nods.
“Still warm?”
Grace makes a show of shrugging before burrowing back down. She squirms further down into the scarf to rest where Honey’s neck meets his chest. Hopefully both the scarf and the thick arctic coat provide enough insulation for her, along with her own matching apparel. Not enough of his own body heat will seep through - staying warm is up to her. Still, Honey wishes that he could tuck her into his jacket.
Honey shakes out his frosty mane and casts another look at the vanishing town. The guideropes staked into the ground leading there dance in the wind, empty.
Please, he thinks as a violent tremor wracks his body. He lifts a talon and immediately lurches forward - he slams his haunches down and angles against the wind. He rests the lifted talon over Grace. The faint press of her eases the knot in his ribs, though it won’t entirely untangle until they’re both out of the cold and warming by a fire.
It was a harsher trip than usual, getting here. Usually the route takes them along the Floes, where they can rest at established checkpoints along the way. But the first checkpoint had directed Honey to make one continuous arcing journey over the ocean to Hillberg. Why, he doesn’t know yet. There was some sort of issue.
What he does know is that he’s beyond exhausted. Flying for so long unbroken is well within his capabilities, but it isn’t fun. Not to mention that the transition into Hillberg airspace had nearly knocked Honey out of the sky. The battle to the landing field almost did him in - his limbs almost gave out upon landing. Only half of his current trembling comes from the weather.
As soon as they’re in the hanger, Honey is sure to collapse and sleep for hours. It will set back their schedule, but it’s a much needed rest. Especially so if they can’t take the Floes for the return trip.
Honey hunches his shoulders higher. At least his folded wings protect the courier satchels. It would be horrific if the straps broke or the clasps came undone. Dozens of letters, documents, and parcels all spilling out and whisking away into the sea… Honey’s next tremor isn’t so much of a shiver as it is a shudder. He might throw himself into the ocean after them if that happened.
Frantic tapping against his talon shakes him from his thoughts. Honey’s eyes snap open and focus on Grace, who’s frantically waving and pointing. He follows her gaze and relief soars in his ribcage.
A tundra slowly struggles towards them in the growing darkness. They’re big and burly for their breed, though that must be the uncountable pounds of fur covering their body. They remind Honey of the giant shaggy goats he sometimes sees while flying over the Icefield.
The tundra stops, gripping the thick rope with both claws as they angle themself into the wind so that they’re nearly sideways. Their fur billows around them. When Honey lifts his head, the tundra jerks their own towards Hillberg. They carefully turn around to make the return journey.
Thank the Windsinger.
Honey helps nudge Grace back down to safety, and they spend a moment making sure she’s secure. Once they start walking, Honey won’t be able to spare her a moment of attention - he’ll be too busy staying upright.
The Breath gusts under and around Honey as he stands, filling the new openings. He curses and stumbles. One talon slips on an icy patch, nearly sending him to the ground. In any other situation, Honey would be embarrassed about shuffling forward with his hindquarters still tucked. It must look ridiculous, but it’s the most stable position.
Honey moves as quickly as he can manage, though even that is still slower than he’d like. It only takes a few minutes to catch up with the tundra. They don’t seem to be struggling, which is expected of an experienced Hillberg resident. Still, it can’t be easy.
“Would you like assistance?” Honey yells over the howling wind. The tundra looks up at him, and he moves the wrist of his wing away from his body to open up a pocket the tundra could climb into.
They regard him for a moment through their own goggles, then at the long path ahead. They nod. Honey crouches as low as he can and angles his wing to create a buffer from the wind. The tundra lets go of the rope and flings themself at him, clinging to his thickly-padded shoulder. They clamber into the offered pocket and press up against his side, their fur frigid against the seam of his wing. Once they seem secure, Honey closes his wing tight and continues the trek.
Each stride gets slower, and Honey’s legs tremble more with every one. The lights grow brighter and streak across his goggles, incandescently blinding him. The path curves up as he heads to the mountain-carved bunker.
This isn’t the worst weather he’s withstood, Honey reminds himself. Yes, it’s freezing. No, he can’t feel his own body anymore. But when has that ever stopped him? He has deliveries to make, including two lives tucked against him.
The icy soil finally gives way to an equally cold stone plaza. Honey staggers across it to the huge door. Carved stone and wood arc into an overhang, jutting directly out of the foothills and offering very little relief from the Breath. The hanger is the only area entirely safe from the wind - something carved into the earth itself can’t be blown away.
Honey slams his shoulder against the thick heartwood door, tough as iron and sturdy as the Crag. He leans desperately against it, flagging fast.
Eternal seconds drag by.
Snowflakes gather in Honey’s exposed fur.
The sun’s final light fades from the horizon.
The door shudders, groans, and lifts. The horizontal slats fold into the roof, and Honey yearns for the firelight spilling from inside. Only a couple more steps, now. Only another minute or two.
Honey squeezes through as soon as the door lifts enough for clearance. He slips into a long, warm hallway ending with the glow of a roaring fireplace. The door slams back down behind him, nearly landing on his tail. The door locks into place.
The abrupt silence almost hurts. Honey blinks hard and tosses his head against the ringing in his ears. The crackling of embers is barely audible.
A tap against his side - ah, right. Honey uncurls his wing to let his passenger out, wincing at his frozen stiff muscles. The tundra jumps to the floor and shakes themself out. Ice crystals fly from their fur to shower the ground in glittering bits.
“Thank you,” the tundra says, her voice clear in the hall’s calm. When Honey inclines his head, she butts her head against his wing and inhales deeply before trotting down the hall. He hopes she remembers his scent as an ally.
“We’re in the clear,” Honey murmurs into his scarf as he pushes himself forward once more. Just a little further.
Grace clambers out of his scarf. She shakes herself before launching into the air, flitting in Honey’s blurry peripherals and performing complex acrobatics. That’s one way to warm herself.
Only part of the bunker’s warmth reaches Honey, and he still feels frozen. His apparel crunches with every step. The stone floor seems to burn under his talons, even though it’s surely cold. Grace perches on his unbroken antler as they enter the bunker proper.
There aren’t many dragons inside, shockingly enough. The tundra he already met is settling into cushions set up by the circular fireplace. Three more tundras lounge about, along with a ridgeback that looks Arcane, a young guardian brooding in the corner, a pearlcatcher who already seems set on ignoring him, and a few specks that may be faes or spirals. Perhaps both.
Not that any of this matters much to Honey. He only has eyes for the empty cushions surrounding the blazing hearth. He stumbles towards it even as his vision tunnels until only the bright firelight remains.
Just a little further.
A few more steps.
One more…
Honey is unconscious before he hits the ground.
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Last year in classic games
For motives I cannot expand on with much glee, I found a little more time than usual this year to reduce my seemingly endless backlog of classics. Despite all the fine new releases 2023 has greeted us with, I was able to finally dive into this eclectic handful of games I gathered over time. It is perhaps no coincidence that I reached out for more direct game experiences than story-driven ones. I find myself increasingly drawn to games designs that are mindful of the player's time as a commodity not to be carelessly squandered.
One note, if I may: I would like to inspire my readers to progressively discard the use of the word retro this year. We are all of advancing years and wisdom, I trust. The introduction of the term retro to the videogame vernacular was a gross mistake furthering the abhorrent notion that games were as ephemeral in their nature as fashion. It is a purely commercial designation by which to profitably repackage old software as a category of its own, originating from the same minds that considered games as mere novelty trinkets of limited marketable lifespan.
It is up to the player to individually decide on an older game's appeal, whether they may be discovering it for the first time or revisiting it for the umpteenth one. This is not only an appeal for those of you who write about games in any capacity, rather to anyone who takes videogames as a serious interest and communicates with others about this the object of their predilection. Thank you.
This loose cart came with a Famicom bundle auction I won in 2009, if memory serves. I turned on the Famicom and tested it merely to verify if it was still in working condition and found myself engrossed in that trademark Pajitnov/Pokhilko elegant approach to game design. As per the cassette's label, Hatris was originally a concept developed in collaboration with ParaGraph, a Russian studio that went on to develop specialized professional software, a year before the Bullet-Proof Software licensing deal. They produced a few games in the turn of the decade that were rather unusual and, some would say, even visionary. I recommend that you look up their story, if you're curious.
The only entry from the group that isn't of Japanese provenance - though it is a Japanese edition - I played it for purely nostalgic motives, perhaps a yearning for a certain pixel, palette and parallax that resoundingly evoke a time I was fortunate enough to experience, first-hand. If I may be honest, I purchased the game for the visual value of its unique cover art, which I deem superior to the US edition's. In saying that, I must highlight that the original Amiga game box art was quite accomplished.
In the Summer of 93 while on holiday at the beach, there was a French Nintendo magazine for sale whose purchase I could not resist. It was very common to find Spanish, English and French publications at the time in Portugal. This edition had a striking four page preview of this Jaleco gem, Ikari no Yōsai, or Operation Logic Bomb as it was named in the West. For years I searched the PAL version in vain, then ultimately decided to import it on account of - you'd never guess! - the superior box art. Playing it this year at long last, I was instantly reminded of an old Game Boy favourite, Fortified Zone, which I now know to be its prequel. Most top-down shooters are best played in co-op. Ikari no Yōsai is strictly and single-player affair and not once did I miss the absence of a friendly companion.
Keio Flying Squadron 2 first came to my attention via an infamous Saturn demo disc, which came into my hands through circumstances I have since forgotten about. I use the word infamous because the entire game code was available in the disc and the level select cheat code enabled me to unscrupulously play the entirety of the game for no additional expense - at only the cost of missing out on the colourful Studio Pierrot anime FMV interludes.
Having played the sequel first, I was somewhat disenchanted to learn the original game did not feature any platforming segments, it being a pure scrolling shooter in the same whimsical vein as Parodius or, say, an AirZonk. Still, a jolly good time with the old three buttons.
For reasons that will not be immediately apparent to younger reading audiences, I pride myself in having completed most Shinobi games, The Revenge Of and GG being my preferred ones. Shin Shinobi Den, or Shinobi X in Europe, was a game not readily available from my usual game dealers. I eventually borrowed the PAL version once, though not nearly long enough to master it. I finally saw it through this year, mere days before SEGA announced a new episode. While the live action clips looked a tad maladroit in the 1990s, they came to acquire that nice patina I now look for in classic games.
Omega Force was known to take the sporadic breather from producing some of KOEI's most cherished and profitable series. I distinctly remember enjoying Destrega quite a bit in its day, a game quite unlike any other. What their 1998 Enigma lacks in consistency and originality, it more than amply makes up for with its own bizarre concepts, extravagant characters and unexpected genre fusions. Of all the titles in this post, this was the one whose pace felt the most sluggish, and needlessly so.
Microsoft Game Studio Japan release schedule plans were not at all kind on this, their first production, Magatama. Earlier this year I praised this era for its highly inspired H&S action adventure titles and even spent a few days delighting myself with the likes of Blood Will Tell, Nightshade, Bujingai, or Chaos Legion. This most unusual creation, developed by the aptly-named Team Breakout - a group composed of many talented ex-Square employees - is one among the finest of the era. Sadly, it did not do enough to persuade players at the time that it was a better purchase than Otogi or its sequel. Playing it with my mind and heart set back in time to 2003, I can say that this misguided consideration may not have withstood a second thought.
I've long wanted to write an extensive article on Japanese firefighting games. In fact, I have the structure laid out for a Japanofiles entry gathering moss in my Tumblr drafts for over a decade now. For a brief period this year I convinced myself I could finally fulfil this aspiration and resumed Sakurazaka Shouboutai as research. Developed by Racdym - later Racjin - for Irem, it is every bit as good as Firefighter F.D.18 or Hard Luck, and in many ways more inventive from a conceptual standpoint. While Konami and Spike found a way to have their games released in the west, Sakurazaka's poor regional sales performance clearly accounts for Irem's reluctance to bear the cost of an overseas ticket.
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