Chapter 13: Chapter 13
Sam reviewed the guidelines and rules for the Expo competition, which is set to begin in two months and will last for one month. Each developer is required to submit one simulation, either E or D rank, that meets the following criteria:
The simulation must include skills related to swords and guns.
It must feature different types of enemies.
It should enhance proficiency in using various weapons.
This was Sam's opportunity to create a new simulation. His "Batman: Arkham Asylum" simulation's number of active players has been steadily dropping. Most Hunters can only enhance their physical abilities and hand-to-hand combat skills in the simulation. It's disappointing, as many of Batman's skills are not well-suited for Hunters. While Batman's stealth is effective, Hunters generally prefer powerful, offensive abilities. Additionally, Batman's gadgets are not appealing for Hunters who focus on hunting and killing monsters.
Sam leaned back in his chair, tapping his chin as he pondered the requirements. He knew he needed to create something that would capture the attention of the Hunters and showcase their combat prowess. Swords and guns were essential, but he also wanted to incorporate magical elements of strategy and adaptability.
Sam ponders the ideal simulation. He imagines a world that will push Hunters to their limits, testing their reflexes, strategic thinking, and weapon proficiency. In his mind's eye, players confront a diverse array of enemies, each demanding a unique approach.
Given the restrictions of a D-rank Gem, Sam knows the map must be confined to a city setting. He considers how to craft an engaging experience within those parameters.
Sam could think of multiple games that match the criteria, but one stood out to him: the Devil May Cry series. The Devil May Cry franchise was known for its stylish, high-octane combat, blending swordplay, gunplay, and demonic abilities.
Sam recalled the series' protagonist, Dante, a half-demon mercenary with an unparalleled arsenal of weapons and a flair for the dramatic. The games often featured a diverse roster of enemies, from grunts to towering demonic bosses, each requiring a unique approach. Dante's agility and mastery of styles like Trickster and Gunslinger allowed players to chain together devastating combos.
Beyond the intense combat, the Devil May Cry series was renowned for its rich lore and complex narrative. The saga of the Sparda family and their struggle against the forces of darkness would provide the perfect backdrop for a simulation catered to Hunters. Sam could envision Hunters stepping into Dante's shoes, honing their skills against the denizens of the underworld.
As Sam delved deeper into the series' history, he became increasingly convinced that a Devil May Cry-inspired simulation would be the perfect fit for the Expo. The blend of swordplay, gunplay, and supernatural abilities would cater to the Hunters' diverse skill sets, while the cinematic storytelling would captivate their imaginations.
He would need to carefully balance the combat challenges with narrative progression, ensuring that Hunters remained engaged throughout the experience. The Devil May Cry series had a proven track record of delivering high-octane action, and Sam was determined to capture that essence in his own creation.
The Devil May Cry series includes multiple titles, but Sam decided to base his simulation on Devil May Cry 3.
"This game is perfect for what I'm trying to create," he said, leaning back in his chair.
"The setting fits the requirements, and Dante's origin story will really resonate with the Hunters."
Devil May Cry 3 takes place in a city, and the demons fit the D-rank Gem criteria, allowing Sam to craft an immersive, self-contained world for the Hunters.
"The focus on Dante's early days as a demon hunter is exactly what I need," he mused, tapping his pen against the desk.
"These Hunters are going to love stepping into the shoes of a young, cocky protagonist who has to grow and adapt to his destiny."
Sam could already envision the Hunters being drawn into Dante's saga, as the half-demon mercenary grapples with his family's legacy and the forces of darkness.
"The blend of swordplay, gunplay, and supernatural abilities is going to push these Hunters to their limits," he said, a determined glint in his eye.
"And the cinematic storytelling will keep them hooked from start to finish."
Sam envisioned the game featuring Dante's iconic arsenal of weapons, including his signature sword Rebellion, dual pistols Ebony and Ivory, and a variety of demonic Devil Arms. Hunters would face off against a diverse array of enemies, from nimble demons to towering monstrosities, each requiring a unique approach. Challenging boss battles would test the players' mastery of Dante's combat styles, such as the acrobatic Trickster and the devastating Gunslinger.
Throughout the simulation, players would encounter environmental puzzles that blend strategy with action, forcing them to think creatively while maintaining their momentum in combat. Sam aimed to create a thrilling, high-octane experience that would showcase the Hunters' versatility and adaptability.
Sam knew the game also needed to feature popular characters from the Devil May Cry 3 storyline. Vergil, Dante's twin brother, would be a central figure, embodying the opposing philosophies of power and freedom that drove the narrative. Lady, the human demon hunter seeking vengeance, would provide a compelling contrast to the half-demon Dante, representing the resilience of humanity.
Incorporating Vergil and Lady would not only enrich the simulation's narrative but also present new challenges for the Hunters. Vergil's disciplined swordplay and pursuit of absolute power would force players to adapt their strategies, while Lady's skilled marksmanship and acrobatic abilities would test their ranged combat proficiency.
Sam envisioned the story unfolding in a way that mirrored the original Devil May Cry 3 – Dante's initial encounter with Vergil, their clashing ideologies, and the emergence of Lady as a reluctant ally. Hunters would be tasked with navigating the complex relationships between the characters, making difficult choices that could impact the outcome of the simulation.
The inclusion of Vergil and Lady would also allow Sam to delve deeper into the themes of family, power, and the balance between humanity and the demonic realm. Hunters would grapple with their own motivations and morals as they witnessed the tragic confrontation between the Sparda brothers.
Sam took the D-rank Simulation Gem in hand, a grin spreading across his face. He knew exactly what he wanted to create - a thrilling Devil May Cry experience that would captivate the Hunters at the upcoming Expo. Brimming with excitement, he began planning the details of his ambitious simulation.
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Advance chapters in my P@|r$0n/Najicablitz