Video games were my gateway into other worlds. Where my decisions and guile lead the main character to its destiny. But sometimes--especially lately--it isn’t enough to fill the shoes of an avatar. Sometimes I wanted myself in the game. My physical self. I wanted a game where all of my mind, body, and soul would impact the world I chose to enter. VR and surround sound won’t cut it. I speak of complete immersion.

And if such a game existed, what would I do first? Second? Last?
And what about you? Where would you go? How would you get there? And what if this game played back? What if it played for keeps? What if it was winning?

Crossworlds uses tropes seen in other media, but tackles it from another angle. Think of the Matrix, but at its infancy. Or Sword Art Online, but it wasn’t only about the players. It’s about the world this game affects, and the world it is representing. And everything in between.

This story takes place in the foreseeable future, with new technology and even newer rules to restrict it. It follows the experiences and senses of several people. How many, I am not sure. But I am sure of the goal all--if not most--characters share: getting their loved ones back.

The game began kidnapping people; a plot discovered by an employee of the company that made the game itself. And the game isn’t going to just let them go. The Elite players enter the game a few days after taking prisoners to find the world has changed within, in more ways than a programmable realm should. Further the players delve in the spirit of rescue find out more of why the game resorted to such a thing in the first place.