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Chapter 428 - UK:GSW Chapter 429 – “The Last Ninja” Pre-Launch, A Benchmark and a Legendary Work 

UK:GSW Chapter 429 – "The Last Ninja" Pre-Launch, A Benchmark and a Legendary Work 

"What? A new game? There's finally a new game?"

"Heavens, it's been so long! Finally, a new game! I thought the Konoha Gaming Association wasn't going to release anything new."

"Who said they wouldn't? Didn't they release a new game recently?"

"What new game? How come I didn't hear about it?"

"Heh heh, that wasn't just any game—that was a new title created by Konoha's other game master, Jiraiya-sama."

"Hss~~ Jiraiya-sama? Jiraiya-sama released a new work!? No way, I have to go buy it right now!"

"Baka! You bunch of lust-addled fools—how could those works compare to the masterpieces directly released by the Konoha Gaming Association? Especially when you look at this time's promotion—an unprecedented, ultimate, peerless creation!"

"'The Last Ninja'? What a strange name… what kind of story is it about?"

"More than the story, I want to know what kind of content it has. If possible, I hope it's like 'Ultimate Storm.'"

"Combat, right? The thrill of it?"

"Yes, the thrill of battle!"

"Tch, I prefer something like 'Shinobi World War.' Commanding armies, outwitting enemies, plotting and scheming, and then leading your forces into battle—that's the best feeling."

"Tch, you guys just like those fighting games. I'm different—I prefer relaxing games like 'Homestead.'"

"Hey, hey, hey—what about something like 'Homecoming'? Honestly, I prefer games with plot and story, something that leaves a lasting impression, with scenes that hit you right in the soul!"

"Yeah, yeah, I like that too. After all, some stories really stick with you."

"Then… is it possible that this new game combines everything you just mentioned, creating a truly unprecedented game? After all, the Konoha Gaming Association's promotion says it's an ultimate, peerless creation."

"!!"

"Yes, yes, yes! That's exactly what I want!!"

The entire shinobi world was abuzz with heated discussions. Anywhere the Konoha Association had a store, it was the same—large-scale promotion had begun, and a brand-new game launch event was on the way.

The same was true within the genjutsu network. People debated passionately in forums and chatrooms, all excited and eager for the upcoming genjutsu game The Last Ninja.

After such a long wait, a major title was something everyone was itching for.

Although the last game's release had been followed by numerous updates and even a large-scale map editing competition, for most players, only a brand-new game could hit their true weak spot—throwing them into the passion of an imminent release.

Even though, for now, there was only text—no images, no gameplay—everyone believed it: "A Konoha Gaming Association production—quality guaranteed!"

And so, people waited in anticipation.

Then, the very next day, the official team released new content.

It was a poster—showing a somewhat tattered ninja standing in a wasteland, back to the world, facing the desolation. In the far distance of the image, shrouded in shadow, various kinds of monsters could be faintly seen—but too obscured to make out, leaving endless mystery, sparking curiosity, and evoking an instinctive fear.

On the poster, a line of text was printed:

This… is the last ninja. The last story…

A classic kind of line—seemingly vague in meaning, but full of suspense—pulling at people's curiosity and triggering endless speculation.

It was a simple, even crude, promotional method, but in today's shinobi world, it was very fitting.

Incidentally, this promotional strategy wasn't orchestrated by Uchiha Kei—it was by Uzumaki Kikyo. This time, Kei handed the entire job of promoting the new game to Kikyo, giving her a chance to shine, and offering the girl he liked a real-world case to gain experience.

Kei gave her full control and all relevant materials, letting her work freely. No matter how she promoted it, the important thing was her growth.

Even if she made mistakes or caused problems, Kei would handle the cleanup—because with genjutsu games, in the end, quality decides victory.

And with the current absolute monopoly, Kei could afford the cost of trial and error.

Meanwhile, the production of genjutsu game scrolls was going at full speed. This time, even the initial stock would be 500,000 units—since the game would launch not only in the main world but also in the No. 2 World.

Of course, in the No. 2 World, only the No. 2 Konoha currently had network connectivity—everywhere else still used traditional promotional methods, so the hype was far less than in the main world.

Still, it caused a stir. Anyone who had played genjutsu games was eager for this new release.

As an AAA title, its biggest feature was that it could be played offline, with a full single-player mode. And indeed, the single-player campaign had massive story content. Using the mental network system's capabilities, Kei built an incredibly vast world—the main story alone exceeded 60 hours of gameplay, and with side quests, even the most hardcore players would need over 200 hours to complete more than 90% of the story content.

On top of that, there were many hidden secrets and easter eggs to discover, and with its open-world gameplay, players could treat it like a real living world.

In fact, in Kei's previous life, a game of this scale could have redefined AAA titles—compared to The Last Ninja, other so-called AAA games wouldn't even deserve the label.

For most AAA titles, even counting every side quest, 80 hours of story content would be considered huge—sometimes excessive. Only constantly updated MMOs or mobile games could exceed such playtime.

But MMOs and mobile games usually weren't considered AAA in the first place.

As for its cinematic storytelling, The Last Ninja was in another league entirely. Kei had drawn inspiration from many top-tier games he had played in his previous life, combining their strengths, and fully exploiting the unique features of the genjutsu platform in both gameplay and freedom.

On this point, Kei could guarantee excellence—because even as the creator, he found himself thoroughly enjoying it.

Everyone knows that for game developers, it's rare to truly get hooked on their own game—usually, they only play it for testing, having grown numb from endless repetition during development. The process of building a game involves tedious playthroughs and adjustments, draining one's passion.

Of course, if the game is genuinely outstanding, that's another matter—only truly great games can make their own creators addicted.

Kei was one of those rare cases. Though at times during development he felt numb, bored, and even wondered whether making a genjutsu game this way was self-torture—especially when easier "creation" methods existed—he pressed on.

After all, he could have taken the easy path: using the mental network's pre-existing game data packs, modifying them slightly, and packaging them as new releases. That would have been effortless—and in this era, still highly successful.

So yes, Kei had moments of self-doubt.

But in the end, perseverance was worth it—The Last Ninja fully satisfied him, filling him with pride and fulfillment. It was both an excellent commercial work and a personal creative pinnacle.

He didn't know whether he'd create games this way again, or if he'd take the easy "copy-paste" route in the future, but for now, he was proud and energized, with ideas for his next work.

It was only an idea—still in the "new folder" stage. Actually making it would take time.

Kei figured the next AAA game would come in about six months at the earliest.

When the time came, he planned to release game creation tools, form a development team, and build a true MMO—a cross-era work for the shinobi world, something like World of Warcraft had been for Earth's gaming scene—a true "Second World."

That was Kei's vision for the future of gaming.

For now, though, patience was needed.

Not to mention, the Shinobi World War map editing contest was still ongoing—something Kei had deliberately set up to find creative players. The best among them would become the shinobi world's first generation of true game creators, the key to making the genjutsu game industry shine brighter and brighter.

But that was for later.

Right now belonged to the era of the shinobi world's first AAA title—a game destined to become a classic, a benchmark, a legend.

Three days later, new promotional material arrived.

This time, it was a one-minute video.

A classic AAA marketing style—the early part showed an in-game, real-time-rendered cutscene. But through the genjutsu platform, it looked utterly real.

The scene was simple—the cloaked protagonist walking across a barren wasteland. The land was bare, windswept with heavy sandstorms. The only vegetation was some scattered weeds and withered thornbushes, with a few hardy animals eking out a living in the desert.

The background music swelled from low to high, heavy in tone, evoking desolation and solitude.

The whole segment carried a strong Japanese chuunibyou atmosphere, reminiscent of classic Japanese RPGs.

Yet on closer inspection, it also had the epic scale of Western games—a blend of both styles.

At first, Kei had considered abandoning the Japanese aesthetic entirely, but given the shinobi world's own cultural flavor, he decided not to throw it away just yet. As a producer, he knew better than to deliberately work against the market.

Even if success was possible that way, game-making wasn't about proving personal skill—it was about never intentionally going against the players.

Kei was very clear on what he wanted.

In the video, the protagonist stopped. The camera shifted—with the music reaching a crescendo—to show what lay ahead.

The scene made every viewer's jaw drop.

It was a ruin—one that countless people in the shinobi world instantly recognized.

The ruins of Konoha!

The once-mighty Hidden Leaf had collapsed—its land sunken, its buildings in rubble, the Hokage Rock broken and scarred, its faces smashed beyond recognition, only faint outlines remaining to prove what it once was.

In truth, Kei had scanned Konoha and modified it for this scene.

He had actually used the No. 2 World's Konoha model, making it different from the main world's, and the Hokage Rock's faces were destroyed—only outlines visible—so anyone thinking they could glean secrets about the main world's Konoha from this would be wasting their time.

Still, the shock value for viewers was immense.

Countless people had the same thought:

"Baka! This time, they've really gone all out!"

A "real" location appearing in a game—this had never happened before.

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