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KiShin video game department

The early 2000s saw a fierce battle brewing in the video game industry. With the arrival of Microsoft's Xbox, the market share of established players like Suzuki's SP128 console faced a decline in USA market. In response, Suzuki's video game department, led by its key executives, convened to strategize.

Taking inspiration from Kishin's earlier move against Xbox, Suzuki opted for a pre-emptive strike. They accelerated the development and release of their next major title, aiming to capitalize on a potential gap in Xbox's game library. This strategy initially proved successful, with Xbox facing significant challenges in its early months. Suzuki's sales stabilized, temporarily regaining their market share.

However, Microsoft, with its vast resources and software expertise, wasn't easily deterred. They countered by investing heavily in developing original titles for Xbox and actively pursuing collaborations with other studios. This tactic aimed to quickly expand the console's game library, addressing a key weakness highlighted by Suzuki's strategy.

Many studios, enticed by the potential for significant profit and Microsoft's relatively low royalty fees compared to Suzuki and Kishin, readily agreed to collaborate. The influx of diverse games could bolstered Xbox's offerings, making it a more attractive proposition for gamers.

While the video game console wars raged, a sense of calm prevailed within the halls of KiShin. Unlike their competitors facing the direct heat of the Xbox's arrival, KiShin remained focused on its own unique path. This allowed developers like Takeru and his team to flourish, free from the immediate pressures of the market battle.

Driven by a shared passion, Takeru and his colleagues poured their hearts into a project that held immense potential. They were developing a game called "Monster Hunter," a concept envisioned by Takeru's idol, the legendary Shinro Suzuki.

At its core, Monster Hunter offered a novel approach to action RPGs. Players weren't just warriors wielding swords and magic, they were skilled hunters venturing into diverse environments to track and slay formidable beasts. The gameplay loop revolved around meticulous preparation, strategic encounters, and thrilling battles.

While Monster Hunter was their primary focus, Takeru and his team couldn't ignore the allure of another project on their plate: "Devil May Cry," designed by the genius Shinro Suzuki. This stylish action game, once again conceived by their idol, presented a stark contrast to the sprawling hunts of Monster Hunter.

Devil May Cry was a whirlwind of acrobatic combat, flashy combos, and demonic encounters. The protagonist, Dante, exuded an irreverent charm, wielding twin pistols and a demonic blade with equal mastery. Takeru and his team were captivated by the game's unique blend of it's stylish action, Devil May Cry departed from traditional button-mashing combat. Players were rewarded for chaining together attacks with fluidity and flair, creating visually stunning and strategic combos.

And the protagonists power's was also unique, Dante's demonic heritage would manifest in powerful abilities. He could unleash devastating attacks, transform into demonic forms, and utilize supernatural speed and agility. This added another layer of strategic depth to the already complex combat system.

And the narrative would blend gritty noir themes with tongue-in-cheek humor. Dante, a charismatic anti-hero, would balance his demon hunting duties with a sardonic wit and rebellious attitude. The world would be steeped in mystery, with cryptic clues hinting at a larger conspiracy beneath the surface.

While these were exciting ideas, translating them into gameplay presented challenges, such as balancing style and substance, maintaining a balance between flashy combos and meaningful gameplay depth proved crucial. The team wouldn't want the style to overshadow the strategic elements of combat.

And they also have to refine enemy design, enemies needed to be diverse and challenging enough to warrant switching weapons and utilizing different tactics. Each encounter should encourage players to engage with the full spectrum of Dante's abilities.

And also revising the narrative to be more compelling, and balancing humor and noir elements required careful writing and world-building. The team needed to ensure the story resonated with players emotionally while maintaining its unique tone.

Despite these hurdles, Takeru and his team were determined to translate their idol, Shin's vision into a reality. They believed that Devil May Cry had the potential to become a genre-defining experience, pushing the boundaries of action games with its stylish combat, charismatic protagonist, and intriguing world.

Working on Shinro Suzuki's projects, both Monster Hunter and Devil May Cry, had a profound impact on Takeru and his team.

They weren't merely developing games, they were immersing themselves in the mind of a creative genius.

Each concept was a fresh breath of air, pushing boundaries and defying expectations. From the immersive world and unique gameplay loop of Monster Hunter to the stylish action and captivating narrative of Devil May Cry, Shinro's creations were unlike anything on the market.

This consistent stream of groundbreaking ideas sparked awe and admiration within the team. They found themselves constantly analyzing and dissecting Shinro's work, trying to unlock the secrets behind his seemingly limitless well of inspiration. Was it his extensive experience in the industry? His keen understanding of player psychology?

They recognized that understanding Suzuki's creative process could unlock new avenues for their own designs, allowing them to push the boundaries of the medium further.

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