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Another world Game Developers in Japan`s 1991-Chapter 185 - 167: Akechi Akaishidan Game Progress
Chapter 185: Chapter 167: Akechi Akaishidan Game Progress
Akechi sat in his private gaming lounge, controller in hand, playing through SpongeBob: Adventure of Bikini Bottom and Z-Man. He found both games entertaining and well-crafted, showcasing ZAGE's mastery in game design. He also took a moment to check out his sister Ayumi's game, Karate Bunny, and while it wasn't as refined as Zaboru's latest titles, he still found it charming and enjoyable. However, Akechi's true excitement was reserved for something else—his own game, which was nearing completion.
Akechi's development studio, Akaishidan, was working tirelessly to finish their debut title. Their game, called Master Ninja, was inspired by the stealth-based mechanics of Metal Gear but infused with ninja action and supernatural elements.
Master Ninja followed a highly trained shinobi on a mission to infiltrate enemy strongholds, eliminate high-profile targets, and uncover dark conspiracies. Unlike traditional action games, this title focused on stealth, strategy, and tactical movement. The ninja protagonist had access to a variety of unique Ninjutsu techniques, each designed to enhance gameplay and create strategic depth:
Shadow Step: Allows the ninja to increase movement speed temporarily, making it easier to evade enemies or traverse large areas quickly.
Body Substitution (Kawarimi no Jutsu): The ability to swap places with specific objects, such as logs or statues, to avoid detection or reposition in combat.
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Phantom Clone: Creates a decoy to distract guards or lure enemies into traps.
Silent Kill: A precise assassination technique that allows for instant takedowns when sneaking up behind enemies.
The level design in Master Ninja encouraged players to think creatively—there were multiple ways to complete objectives, whether through brute force or by remaining unseen. In true stealth fashion, the game rewarded patience, planning, and efficiency.
Similar to Metal Gear, Master Ninja featured boss encounters at the end of each stage, each designed with unique mechanics requiring players to adapt their playstyle. The bosses weren't just stronger versions of regular enemies; they had specific weaknesses that could be exploited through the right combination of Ninjutsu techniques and weapon choices.
Akechi also implemented a diverse arsenal of weapons, allowing players to swap between:
Katanas for close combat precision.
Kunai and Shurikens for long-range engagements.
Smoke Bombs to escape tight situations.
Blowguns with tranquilizer darts for non-lethal takedowns.
Each weapon had a unique purpose, making combat and strategy highly dynamic. The more Akechi oversaw his team's progress, the more confident he became in the solid foundation of Master Ninja.
Despite the promising progress, Akechi knew the game wasn't on the same level as ZAGE's latest titles. Zaboru had raised the bar so high that competing with him directly seemed impossible—at least for now. However, Akechi wasn't focused on instant success. Instead, he saw this as a stepping stone for his studio.
"If this game fails," Akechi thought, "I'll take it as a learning experience. It's only the beginning for Akaishidan."
He wasn't discouraged. Even if Master Ninja didn't become a breakout hit, it would still be a valuable addition to the industry, and more importantly, a sign that his studio had the potential to create great things in the future.
Akechi planned to submit the final version of the game to Zaboru for quality testing before the official release, scheduled for late February or early March. He knew that Zaboru team would analyze every detail and provide invaluable feedback, ensuring that Master Ninja launched in the best possible state.
With a deep breath, Akechi leaned back, stretching his arms before getting up. His studio's journey was just beginning, but he could feel the excitement of creation fueling him and his team.
There was still work to be done, but Akaishidan was ready.
To be continued...
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