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Chapter 128 - Chapter 128: The Office Game

Sekiro is a hit!

A new storm has swept in!

No surprises there. With its stellar demo performance and spot-on marketing, Sekiro caught fire fast. Countless players are buzzing about this "soulslike" game, a unique blend that stands apart from any ARPG or action game before it!

The TGS Summer Expo is a global event, drawing eyes from both inside and outside the gaming world. For a hot topic like this, the media couldn't possibly look the other way!

[Famous game reviewer Joseph in an interview:] "Oh, absolutely, Sekiro is a very, very, very unique action game. The first half-hour had me dying left and right—I even thought about challenging Mr. Fuyukawa to a real-life duel (laughs). But once I got the hang of the gameplay, it was a completely different beast. 

You folks in the gaming press know this: a game's success hinges on delivering positive feedback at the right place and time. And Sekiro nails this almost perfectly. 

Unlike traditional games that rely on boosting stats or skill levels, Mr. Fuyukawa crafted a different kind of positive feedback loop through an incredibly tight combat system. 

The boss fights are brutally tough but fair, with patterns you can learn. Thanks to the posture system, sure, the boss hits hard, but if I can parry their attacks and break their posture, I can land a deathblow! 

Every perfect parry in combat delivers an insanely satisfying rush, making you feel unstoppable. Step back and look at it from a higher perspective, and you'll see that while Sekiro looks like an action game or ARPG, its core is built on a totally unique feedback system unlike anything in modern gaming. 

Mr. Fuyukawa wasn't kidding—this really is a new genre, a game that, once fully realized, might just shock the world!"

[Legendary Japanese game designer Hideo Oshima in an interview:] "I haven't played it myself, but last night, a friend showed me footage from the offline demo. It's clear as day—this game is groundbreaking. 

Honestly, that footage blew me away. Boss fights, positive feedback, gameplay, world-building—Sekiro nails it on every front. 

What's more, Mr. Fuyukawa knows how to surprise players. When I saw the first boss defeated in the video, followed by the sudden reveal of the [Shiranui Mai Arc], which was just as polished and unique, I knew this would be the brightest star of the TGS Summer Expo. Mr. Fuyukawa has an incredible grasp of what players want. 

Hmm? Yes, I haven't met him in person, but I suspect we'll cross paths at the TGA soon enough (laughs). My new project? It's already in development."

It's not just players talking—big names in the industry are chiming in too!

Back when Tetsu Fuyukawa boldly claimed that "soulslike games would make the world feel pain," the media mocked him relentlessly. Now, the conversation around soulslikes is overwhelmingly positive!

And it's not just about Sekiro itself.

The game's quality is undeniable, but for Tetsu, its bigger purpose was to cement his reputation as a top-tier game designer, paving the way for him to go independent and recruit talent.

With this goal in mind, Miya Miyano's marketing team didn't just promote Sekiro—they made sure the name "Tetsu Fuyukawa" broke into the public eye for the first time, riding the wave of the game's success.

While the outside world buzzed with excitement, Tetsu was living a calm, carefree life.

"This expo's marketing was a massive success. Sekiro topped the trending lists on several social platforms."

In the office, seated behind the boss's desk, Miya Miyano raised an eyebrow at her laptop screen. "With this momentum, how about launching Dave the Diver next week?"

"No problem. It'll save us some marketing costs too."

Nearby, munching on fruit, Tetsu shrugged casually. That's the perk of fame—not only does it make hiring talent easier, but it also cuts marketing expenses and gives you leverage in negotiations with publishers and platforms.

"Alright, then make sure the tech team's on point."

Miya nodded, tapping away at her laptop. After a moment, she paused. "Sent the spreadsheet. Phew—things are finally calming down a bit."

She slipped off her clear-framed glasses, stretched lazily, and leaned back in the boss's chair. Truth be told, it wasn't just Tetsu who was exhausted lately—Miya was too.

On the surface, she handled marketing, but while Tetsu was the deputy director and main decision-maker, he rarely meddled in the nitty-gritty of managing Light Bird's staff. That responsibility fell to Miya.

In simple terms, though they were technically superior and subordinate, their dynamic was more like subordinate-superior. Tetsu steered the ship, while Miya handled the detailed work.

It was an odd setup, but—

"It's kinda nice."

Glancing at Tetsu, who was still eating an apple and scrolling through game data on his tablet, a flicker of relaxation and contentment passed through Miya's eyes.

Yes, contentment!

Sure, as the director, playing second fiddle to her deputy sounded strange and initially grated on her strong personality. But over time, she found their dynamic surprisingly harmonious.

Tetsu had a knack for the big picture and could handle pressure like a champ, but he had little interest in micromanaging or staff oversight. Miya, despite her bold exterior, was meticulous and patient—perfect for filling that gap.

They were a perfect complement!

With that thought, Miya's gaze softened, turning almost… mischievous.

"You did great this time. Guess I'll give you a little treat."

Watching Tetsu toss aside the apple core and focus on his tablet, Miya's lips curved into a smile. She pushed the boss's chair back, quietly slipped off her heels, and knelt on the sofa beside him, her plump thighs wrapped in delicate black stockings. Leaning forward, she slid into his lap.

"Hm?"

Deep in his data, Tetsu blinked, looking down to see Miya's head nestled against his stomach.

"You little…"

Though they hadn't gone all the way yet, their playful banter had been frequent lately. Tetsu wasn't too surprised. He ruffled her hair and grinned. "What's with the sudden enthusiasm?"

"Lunch break's boring. Just playing a little," she mumbled, her voice muffled.

"Tch, always playing coy."

Her hips arched as she leaned forward.

Tetsu rolled his eyes with a chuckle, his right hand sliding down her back to her stocking-clad hips.

Their familiar little game.

Miya shivered, her eyes glinting with a deeper allure. But as Tetsu's hand gently pressed her head down, her cool, striking eyes widened.

"Mmph—"

---

A while later, a slightly limp Miya emerged from the bathroom, collapsing into Tetsu's arms. Rubbing her sore jaw, she pouted playfully. "You jerk, you went too hard!"

"Didn't like it?"

Feeling the weight of her curves against him, Tetsu held an apple in one hand and… well, a snow grapefruit in the other.

He offered her a bite of the apple he'd just bitten. "Who was the one getting so worked up when they could barely breathe?"

"Ugh, watch your mouth!"

Blushing, Miya shot him a mock-glare but took a bite of aapple anyway. Wriggling her hips in his lap, she propped her stocking-covered toes on the coffee table, savoring the moment before asking curiously, "So, are we finishing both high-profit-share games in the non-compete agreement before leaving, or…?"

"Depends."

Tetsu nuzzled her fragrant shoulder, taking a deep breath.

The non-compete agreement included two small-budget games with a 30% net profit share. That was a solid deal, but…

Sekiro's development was moving faster than expected."

At that thought, Tetsu fully relaxed, reclining on the sofa. Feeding Miya apple slices, he gazed quietly at the ceiling.

The original Sekiro took Miyazaki's team nearly six years.

Yes, six years.

Shocking, right? But that was largely because Sekiro, while sharing the same feedback loop as other soulslikes, was vastly different from Demon's Souls, Dark Souls, or Bloodborne. The first year and a half of its six-year cycle was spent wrestling with design direction, leading to a mid-development overhaul. Strictly speaking, Sekiro's actual development was closer to four years—but even that comes with an asterisk.

The original Sekiro was 13 GB, while Elden Ring was nearly 50 GB. Yet Elden Ring, with its bigger map, more bosses, and richer gameplay, also took just four years.

Clearly, the biggest factors in development time are team expertise and a clear design path.

Tetsu's system didn't just provide game creation methods—it also included the pitfalls and scrapped ideas the original teams encountered. No detours, no delays. Whenever his team hit a technical snag, he could solve it quickly, helping them grow fast. Plus, NTsoft's funding and talent pool far surpassed what Miyazaki had back then.

As a result, Sekiro, barely half a year into development, was progressing at breakneck speed. Without the [Shiranui Mai Arc], it might've been done by year's end!

Even with the added arc, progress was swift.

Why? The [Shiranui Mai Arc] was smaller than the main [Wolf] arc, and the "scrapped" ideas in the Sekiro data weren't trash. Many discarded boss fights and storylines were cut due to Sekiro's limited scope and budget, not because they were bad.

By refining these "scrapped" concepts, the Shiranui Mai arc came together quickly. And the faster the development, the closer Tetsu was to leaving NTsoft.

Rubbing his chin against Miya's head, Tetsu noticed her tired eyes and smiled. "Forget it. Once Dave the Diver is done, I'm going all-in on Sekiro, then striking out on my own."

Staying at NTsoft served two purposes: using their platform and resources to make triple-A games and build his name for future hiring, and earning his first big payout.

But that payout wasn't as critical anymore.

Surrounded by Beauties and The Binding of Isaac had already brought in hefty profits. Dave the Diver and Sekiro would add even more.

While it wasn't enough to fully fund Elden Ring's development and marketing, game development isn't a one-and-done cash dump. If Sekiro succeeds, he could pitch big promises to attract top talent, developing Elden Ring while working on smaller titles like Guigu Bahuang, Hades, or Don't Starve to fund it.

The key now was nailing Sekiro. Without it, hiring talent would take longer.

Tetsu knew this, and so did Miya.

"Focusing on the big project is the right call. Plus, it'll take some pressure off you."

Nestled in Tetsu's arms, Miya lazily rubbed her stocking-clad feet together. Looking up at his tired eyes, a flicker of concern passed through hers. In a rare move, she tilted her head and planted a soft kiss on the corner of his lips.

Feeling her gentle gaze and the sweet apple taste lingering on his lips, Tetsu rolled his eyes with a grin. "Please, no one climbs from nothing without getting tired. You've had your share of struggles too, haven't you? And you powered through."

The sudden sweet talk made Miya's face flush deeper. She grabbed the hand holding her snow grapefruit. But just then, a knock at the door and the secretary's voice broke the intimate moment.

Miya shot an annoyed glance at the door, stood up, smoothed her skirt, and said, "Alright, alright. Go double-check Dave the Diver. It's launching in three days—don't let anything go wrong, ah—!"

Before she could finish, Tetsu gave her hips a playful swat. He stood, adjusted his suit, and smirked. "Don't worry about that. Also, after Dave the Diver launches, you're keeping your promise, right?"

The "deeper, heavier" promise had been fulfilled, but the maid outfit? That had been dragged out for ages.

Seeing his teasing look, Miya glared but quickly blushed again. "F-Fine! Come to my office tomorrow at noon!"

"That's more like it."

"!"

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