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Chapter 830 - Chapter 770 Tenchu 

Saturday 12 August 1997 Akaishidan Offices

Akechi Hamazou, the stoic and once-feared former Yakuza, is the brother of Ayumi—Zaboru's wife. After leaving behind his criminal past, Akechi reinvented himself as a "legitimate businessman". Today, he owns and operates two successful companies: Akaishidan, a well-respected video game development studio, and Aoshidan, a private security firm. Akaishidan has become a recognized name in the gaming industry, having been active since the days of the original ZEPS 1 console, around late 1991 to early 1992. Over the years, Akaishidan built a reputation for producing high-quality, solid titles. Their specialty—and fan favorite—has always been ninja-themed games, which is why Akechi was especially eager to get his hands on ZAGE's latest release: Tenchu: Stealth Assassin.

Akechi grinned. "Let's see what this game is all about." His team at Akaishidan was currently deep into the development of their latest project for the ZEPS 3. As expected, it was a ninja-themed title—right in line with Akaishidan's strengths. Development was still in its early stages, primarily because the team was acclimating to the new Unreal Engine Z3, ZAGE's proprietary tool specifically built for the ZEPS 3 hardware. The engine was powerful but complex, and mastering it would take time. Still, Akechi was unfazed. He was a long-time admirer of Zaboru and the entire ZAGE legacy, and he was eager to see how Tenchu: Stealth Assassin could inform and inspire his own team's progress.

Akechi smiled as he held the rare early copy of Tenchu in his hands. The game was highly sought after, and most people had to line up in long queues just for a chance to purchase it. But not Akechi. Thanks to a discreet "backdoor" channel—his sister Ayumi, who happened to be the wife of Zaboru—he received the game effortlessly, and at no cost.

This wasn't just favoritism. Years ago, when ZAGE was still just an ambitious idea struggling to become reality, Akechi had been one of the first people to believe in Zaboru's vision. He didn't just offer words of encouragement; he stepped in with financial support, helping to fund the production of the very first batch of ZAGE's original console, the ZEPS 1. That investment had played a critical role in getting ZAGE off the ground.

Now, years later, as the company thrived and expanded its influence in the gaming world, this early copy of Tenchu wasn't just a token—it was a quiet nod of appreciation. A reminder of how far they had come, and how loyalty and belief in the early days had helped build something enduring.

Eagerly, Akechi began exploring the contents of the Tenchu game box for the ZEPS 3. The packaging itself was sleek and sturdy, designed with care and attention to detail. As he opened it, he found several items neatly arranged inside. First and foremost was the game disc, gleaming under the light. Alongside it was a full-color game manual packed with concept art, control explanations, and lore about the world of Tenchu. There was also a mysterious Black Z card

Additionally, Akechi found the latest edition of the "ZEPS 3 WOW" booklet, a glossy catalog showcasing all the current and upcoming titles available for the ZEPS 3. He flipped through it briefly, noting some names and teasers for games he hadn't seen before.

Without wasting another second, Akechi opened the clear plastic case holding the game, removed the disc with care, and placed it into the ZEPS 3 console. His anticipation was building—he was ready to see what all the hype was about and experience the game firsthand.

The ZAGE logo appeared first, bold and glowing on the screen. It was followed by the Team IZAN logo, styled in a heavy, steel-like font accompanied by the metallic clash of swords—an audio cue that sent a thrill through Akechi. The cinematic opening wasted no time immersing the player in its world. Soon, the game introduced the story: Lord Gohda, a noble and just ruler, entrusts two elite shinobi—Rikimaru and Ayame—with dangerous missions to protect his domain from corruption and treachery.

Akechi navigated quickly to the mission selection screen, choosing the first available task: "Assassinate Corrupted Official." The objective sounded simple on the surface but hinted at deeper strategic layers. The game then presented the character selection screen, offering a choice between Ayame or Rikimaru. Akechi, being drawn to calculated efficiency, selected Rikimaru without hesitation.

The next step introduced the item selection interface, which surprised Akechi with its depth. He scrolled through an impressive arsenal: Smoke Bombs for stealthy escapes, Onigiri to restore health mid-mission, razor-sharp Kunai for quick ranged attacks, Caltrops to slow down pursuing enemies, Poisoned Rice Cakes for silent takedowns, and more explosive tools like Grenades and Mines for high-risk encounters. Every player also began with the Grappling Hook, a versatile tool crucial for vertical mobility and navigating rooftops or scaling walls.

After thoughtfully choosing a balanced set of items, Akechi started the mission. A bold text prompt appeared on screen: "Assassinate the Target without causing commotion or alertness."

The game loaded seamlessly, dropping Rikimaru into a moody nighttime environment bathed in dynamic shadows and soft lantern light. The level of graphical fidelity immediately impressed Akechi. From the textures on the rooftops to the subtle ambient sounds of crickets and rustling leaves, Tenchu brought feudal Japan to life. It was clear to Akechi that this game was not only visually stunning, but also a demonstration of what the ZEPS 3 hardware could truly deliver.

With a small grin on his face, Akechi picked up the controller and leaned forward. The game had just begun, and already it had him hooked.

"The graphics and the environment really suit each other," Akechi muttered with admiration, leaning in closer to the screen. Everything—the ambient lighting, textures, and level design—worked in harmony to enhance the stealth experience. The moody atmosphere felt authentic, the eerie soundtrack drawing him deeper into the role of Rikimaru. He quickly tested the controls and was impressed by the range of movement. Rikimaru could crouch to remain silent, sprint for quick escapes, jump across gaps, hang from ledges, and even lean against walls to stay out of sight.

A prompt appeared on the screen: "Press Select to change POV from 3rd person to 1st person." Akechi toggled the view out of curiosity, briefly testing first-person mode, but ultimately chose to stick with third-person. It gave him a wider field of vision, essential for spotting enemies before they spotted him. With practiced precision, he maneuvered Rikimaru to a rooftop using the grappling hook—a tool that felt smooth and satisfying to use, adding verticality to the level design.

Akechi's focus sharpened when he heard approaching footsteps. He guided Rikimaru to the edge of a building, pressing against the wall to remain hidden. The tension built as the enemy grew closer. Then, just as the guard passed, a prompt flashed: "Press Square to Wall Execute." Without missing a beat, Akechi hit the button. Rikimaru lunged forward with fluid precision, eliminating the target in near silence. The game then offered a follow-up: "Press Circle to Carry the Body."

With a grin, Akechi dragged the lifeless enemy into a nearby bush. "Hehehe… they can grab the body and hide it? Interesting, really," he whispered to himself, thoroughly impressed. The mechanic wasn't just cosmetic—it was strategic, encouraging players to manage the battlefield carefully and avoid drawing attention.

Everything about the encounter—from the pacing to the player feedback—was hitting the mark. The game rewarded patience and punished recklessness.

Then Akechi continued playing, opting not to kill any guards he encountered along the way. He sensed that leaving a trail of bodies would only create more problems—the guards' artificial intelligence was surprisingly advanced. If one went missing, others would eventually notice and begin a coordinated search. Akechi respected the design choice; it added tension to every step. Sneaking became not just an option but a necessity.

As he moved cautiously through the level, he came across a treasure chest tucked away in a shadowy corner of the map. Inside was a talisman—an in-game tool labeled "Bird Sound at the Night." The item was a clever distraction device that created the illusion of a bird chirping loudly in the stillness of night. Anyone within earshot would turn to investigate the sound, allowing Rikimaru to slip past or strike. Akechi nodded approvingly. "This might be useful in a pinch," he muttered. The subtlety of the design impressed him.

Not long after, Rikimaru reached the top of the castle. A dramatic cutscene began as the screen faded in on a lone figure standing in ornate armor—Okabe, the corrupted official. He turned, startled, shouting, "Damn you, shinobi! Your lord must be Gohda!" The confrontation sparked the beginning of the first boss fight.

The game prompted Akechi with on-screen text: "Parry the attack with L1, or Dodge with Circle." He instnctively prepared for battle. The game shifted into its boss combat mode, activating a lock-on system that made dodging and precision strikes feel tight and responsive. Okabe wielded a massive katana—a legendary Odachi—swinging it with terrifying force and reach. Every movement carried weight, and Akechi grinned as he tested Rikimaru's limits.

He timed his parries and dodges with precision, slipping through sweeping attacks and countering with quick, deliberate strikes. The boss battle felt cinematic but grounded in solid mechanics. Each clash of blades and evasive roll brought a surge of excitement. "This combat system is incredible," Akechi thought, eyes locked to the screen. He wasn't just playing anymore—he was fully immersed.

After playing for a while, Akechi leaned back with a satisfied expression. "I haven't even tried Akame yet, but I'm really enjoying this," he thought. "There's so much here we can reference and learn from." He grinned, already envisioning the possibilities. Without wasting any time, he picked up the phone and called in his lead developers. He wanted them to experience Tenchu firsthand—not just to enjoy the gameplay, but so he could offer detailed, informed suggestions for new mechanics, ideas, and features they could consider integrating into their own upcoming title.

Zaboru personally added a wide range of enhancements to this ZAGE version, including expanded tools and brand-new weapon options for both Rikimaru and Ayame. He also carefully hid several easter eggs throughout the game world, hoping that curious and dedicated players would eventually discover them in the near future.

To be continue 

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