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Hard, Soft and Wet
Hard, Soft and Wet
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Hard, Soft and Wet


Completely pointless detail

Walnut Creek, California. No walnut trees and no creeks, only row after row of Contemporary Mediterraneans with yard pools and mulberry trees backed up along the suburban streets.

Nancy refused to come. Says she hates the suburbs. Strawberry Point, where Nancy lives, is not a suburb, despite looking suspiciously like one, but rather a spread of coastal brush with occasional urban fill-in. Personally, I don’t care what she calls home. I’ve nothing much against suburbs anyway. They appear bland, but that’s just surface skim. Underneath, they’re the same heaving mess of calamities and cock-ups as everywhere else. Besides, I have a little mission these days. To explore new worlds and seek out new civilizations. To boldly face the future, as it were.

And to that end I’m sitting in the Virtual World Entertainment Center on the main street in suburban Walnut Creek, waiting my turn to be entertained, and making conversation of sorts with my two new friends, Todd and Jim, to pass the time. Todd, a boy of about seventeen, thin and angular, with the jawline of SS officers in war movies, is doing his damnedest to impress.

‘C’mon, Todd,’ I say, faintly wishing I were somewhere else, ‘you’re too young to have been in the marines when they stormed Grenada.’

Todd appeals to the boy next to him.

Jim, six inches shorter and still ablaze with shyness, shrugs in a noncommittal way. ‘Whatever.’ And with that he dunks himself back in the Virtual Geographic League Battletech Manual lying on his lap.

Todd throws back his Coke, addresses himself to me:

‘So you’re a rookie, huh? First time?’

‘Uh huh.’

‘Ha,’ laughs Todd, shaking his head. ‘Rookie!’

I smile back.

‘Yeah, ha,’ I say.

We sit in silence. A perky little grin spreads over Todd’s face, indicating a fresh idea for conversation.

‘Hey.’ He grabs my wrist, registers its small size then drops it, embarrassed. ‘Hey, see this flight suit?’ He smoothes an outsized palm across his chest. ‘Genuine Foreign Legion it is, I swear.’

I smile back and nod indulgently, thinking that if Nancy were in my place right now, she’d be having one of her fits about suburban militia enclaves full of inbred NRA types stashing away semi-automatics fast as Imelda M clocks up kitten heels.

‘I sent off for it in the Survivalist,’ continues Todd. ‘I wear it for luck.’

The Survivalist?

‘Listen,’ I scan the bar, trying to find an excuse to escape, ‘I think I’ll just take a look around.’

‘Yeah,’ says Todd, ignoring me. ‘This’ll be my fifty-fifth mission.’

‘No kidding?’ The Americanism tumbles from my tongue without anyone else noticing. It feels awkward and sly, like using a lover’s nickname for the first time, but good all the same. No kidding. Neat.

‘Hey,’ says Todd, pointing to his circle of bar snacks. ‘Want one of my Tesla Coil fries and some Solarian salsa?’

I’m not sure Virtual World Entertainment Centers exist as yet in Britain. But they will. In Britain and all over. Give it a year or two and there’ll be Virtual World Entertainment Centers in every major city from Uzbekistan to Angola. Since Tim Disney, nephew of Walt, and his partners took over the Virtual World Entertainment company a couple of years ago, centres exactly like this one have spread out over suburban America as fast as prickly heat, ‘and now constitute one of the peaks of the suburban entertainment landscape,’ according to Nancy’s memory of some article in Marketing America.

A strange sort of nostalgia pervades the room, running alongside the futurism. The walls are clad in fake wood panelling with brass wall lights; grim Victorian-style armchairs dominate a space presided over by yawing prints of Howard Hughes, Amelia Earhart, Sir Richard Burton and Charles Lindbergh. Old-time heroes.

Back at the bar, Todd has turned his attentions to Jim. ‘I still say that the T6 is the übermech. People go out in Loki5s because they can’t handle the idea of hand-to-hand combat is all. The Loki5 is a chicken’s machine.’

I take up my stool again, feeling slightly foolish since it’s perfectly obvious that Todd and Jim are just two lonesome Joes looking for a life, like a zillion other teenage boys, and really not the crazed splatter-brats I’d momentarily imagined them to be.

‘What is a T6? And what’s a Loki5?’

Jim looks up from his manual, puzzled and faintly disgusted. Todd just gives me the eye and says:

‘Like, hello …?’ in a tone hinting at disbelief.

‘Well?’

‘Mechs, robots, you know, the things you fight in.’ He slaps his forehead with the palm of his hand. ‘Man. Rookies! Listen, all you need to know at this stage is to select a Loki5. They’re easiest to handle. Then remember to keep your crosshairs on the black spots and don’t go up the ramps.’

‘Why not?’ I ask, returning the gaze.

‘It’s dangerous, man,’ says Todd, raising his eyes to the heavens. ‘Read the manual.’

The year is 3050. Man has colonized the universe. The one great Star League has degenerated into a corrupt feudal society riven by petty rivalries. Life is cheap. War is constant. Mercenaries equipped with futuristic two-legged tanks called BattleMechs drift from planet to planet fighting for whoever offers the most cash.

Like the jousting tournaments of old, war in the 31st century has also been ritualized into sport. Mechwarriors from far and wide gather on the desert planet of Solaris VII to test their mettle against the best the universe has to offer. Now you can join them.

At the cash till, Andromeda, a qualified Virtual Geographic League Briefing Officer, recites the mission plan.

‘For nine dollars you’ll be entitled to a mission briefing where you’ll learn about your destination of choice, followed by translocation to a virtual world with a group of other adventurers where your mission will commence. After that there will be a full mission debriefing and a pilot’s log. It’s a total twenty-five minute adventure. From ten to a hundred missions, every tenth mission is free. Take part in three hundred missions and you can become part of the Inner Circle.’

‘Which is the bit where I actually play the game?’ I ask, pulling a ten-dollar bill out of my wallet.

Andromeda looks uncertain.

‘You mean the mission?’

‘Yeah, which is the mission bit?’

‘It’s all an adventure,’ says Andromeda, handing me my ticket and a plasticized paper card. ‘Trust me.’ She advises me to choose a call sign for the mission.

The line of explorers requiring mission tickets begins to build up behind, forming a vaguely threatening mass.

‘Let’s see.’ Andromeda struggles to assist. ‘Variations on death are always popular along with pets’ names. Nexus 14, for example? Zombiewoman? Driller killer?’

My recent online adventures come to mind.

‘How’s about Fish ’n’ Chips?’

‘There you go,’ toots Andromeda. ‘We’ll enter you in the log …’ she types a few letters into a PC ‘… as Fish and … Chips.’

‘’n’ Chips.’

‘Sure, ’n’ Chips. It’ll be about forty minutes. Take a seat in the Explorers’ Lounge and you’ll get to meet some great people. We at VGL believe that one of the most satisfying aspects of interdimensional travel is the people you meet en route.’ Resigned, I hold my hand out for change. Andromeda shakes her head and waggles a finger.

‘Nine dollars for the adventure plus a dollar for the one-off pilot’s fee.’