In a madcap future era, the world’s greatest secret agent struggles to rescue his young son from the clutches of his infamous former mentor.
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Mr Wickers and his class go on one final school trip after they finish their GCSEs.
During a layover in Albuquerque, work colleagues Les and Natalie discover more about each other than they ever thought possible. Anxious and irritable, Les is drawn back into the city by past experiences he can’t forget (even if he doesn’t really remember the particulars of his previous drunken adventure). Natalie, refusing to leave his side, follows along as her own secrets are slowly revealed, leaving her feeling both vulnerable and unbound.
It is the year 2546. Corporations rule the world, and an agent is on a secret mission to explore the untold stories of the past. His journey leads him into a secret virtual reality where one corporation has recreated the 1980s, an era that witnessed the birth of video game development, an event in which a politically and economically restricted small European country, Hungary, had a significant role. He discovers a strange but exciting world, where computers were smuggled through the Iron Curtain and serious engineers started developing games. This small country was still under Soviet pressure when a group of people managed to set up one of the first game development studios in the world, and western computer stores started clearing room on their shelves for Hungarian products.