"When you try KRO you will finally understand what you've been missing. You might even crow about it."
Somehow KRO managed to become an extremely successful game even with the cheesy slogans, and massive opposition. When was first announced many questioned the safety of playing a game while hooked up to a simple headset that caused a coma. The company struggled for a few years, only supported by a few fans, and a couple wealthy investors, until the FDA finally finished their tests and determined the technology was perfectly safe.
When the release date was finally announced, the only information that anyone had about the game was that it would be almost like lucid dreaming, with other people and a system of rules.
This is the story of one of the first to enter KRO, and the exploration of an uknown universe.
An imagined short story based on real-life events one night in March.
Thrown into a world, where everything is against him. The story of a young man's journey to get back home and hopefully survive the harsh world he is now in.
Moving to live on a remote island, the President high-school debut was marked by a strange phenomenon of rotting smell that only he could sense. Determined to uncover the cause of this supernatural occurence, the President found two others like him to form the Paranormal Activity club (unofficial). However, their routine interrupted by a seemingly innocent outsider, heralding a rotting storm to come.
A utopia endangered. A follow-up to I Believe I Can Fly, a new group finds themselves stranded in a new world straight into the fire. In the small festive town of Saragarhi, they are surrounded and stranded. The group must identify the enemies and hold out long enough for help to arrive, it is their best chance to survive.