121: Chapter 121 Project - Fate/stay night!
After finishing the planning for the Integrated Strategy mode to fill the content gap, Gu Yi turned his attention to the final part of the proposal.
This was the most crucial link in his entire Type-Moon IP completion plan, and the first shot fired to fully activate the "full-genre development" function of the new engine: "Fate/stay night" (FSN for short).
"The current Blue Star players may have saved the world alongside Chaldea, but they still only have a superficial understanding of the underlying logic of the 'Holy Grail War' and the pasts of the original veteran characters like Artoria, Archer, and Gilgamesh."
It was like watching "Avengers: Endgame" without ever seeing the first "Iron Man."
To fully maximize the prestige of the Type-Moon IP, he had to give these Blue Star Masters a proper "remedial lesson"!
A mischievous light burned in Gu Yi's eyes.
Utilizing the newly exchanged engine, he not only intended to launch the three-route story mode of "FSN" (Fate route, UBW route, and HF route) within this composite network—allowing players to personally experience Shirou Emiya's struggle and redemption like an interactive, immersive visual novel—
He also planned to launch a high-potential multiplayer Battle Royale PVP game mode: [Holy Grail War]!
Seven Master players would be airdropped into a highly realistic 3D map of Fuyuki City.
Starting with zero resources, players would need to scavenge for Mana Crystals and Mystic Codes in the streets, schools, and temples of Fuyuki City to strengthen themselves and their Servants.
Then, driven by the randomly shrinking [Poison Circle (Mana Contamination Zone)], they would lead their Servants into a brutal slaughter against other Masters.
There would even be periodic [Command Spell] supply drops in the center of the map that could turn the tide of battle!
Of course, how to manage "dual-control" in VR mode became a major challenge—if it relied solely on voice commands, it would turn into a Pokemon game where you just shout, "Artoria, use Thunderbolt!"
But if they controlled both the Master and the Servant simultaneously, the players' brains would short-circuit.
Therefore, Gu Yi tailor-made a [Spiritron Synchronization (Rayshift Synchronization)] control switching system that perfectly captured the Type-Moon flavor.
During daily scavenging for Mana Crystals or running from the zone, the player would primarily control the Master's body, while the Servant would either hide in spirit form or follow via AI management.
Once an encounter began, the player could instantly activate [Spiritron Synchronization], seamlessly descending their subjective consciousness into the Servant's body to personally manifest as a Heroic Spirit and experience realistic, hardcore action combat!
However, this thrill came with a price.
When the player's consciousness descended into the Servant, the Master's physical body would fall into a "sleepwalking" state, becoming extremely vulnerable.
To add depth to the tactical maneuvering, Gu Yi specifically added a [Master Instruction Editing] system.
Before switching consciousness, players could write simple logic commands for their physical bodies, much like programming code—such as "find a hidden corner to crouch and wait" or "run in the opposite direction if an enemy approaches"—which the system AI would execute meticulously.
This meant that before starting a fight, players would have to rack their brains to find a hidden safe zone to "host" their physical body far from the battlefield.
But this also gave rise to even more brutal psychological warfare and sneaky "camper" tactics.
After all, in this game, an absolute safe zone did not exist. Scheming players could completely avoid the front-line battle between Servants and conduct a carpet search across the map.
This perfectly recreated the core and most realistic tactic of the Holy Grail War: "If I can't beat the Servant, can't I just beat the Master?!"
To enhance the sense of immersion and the blind-box-like excitement, Gu Yi also planned to include the original [Pre-battle Summoning Phase].
Before airdropping into Fuyuki City, the seven players wouldn't simply pick a character from a menu; instead, they would enter a preparation hall filled with an occult atmosphere.
As the biggest selling point of this mode, the number of Heroic Spirits available for selection would be fully synchronized with the main "FGO" game, reaching a staggering three-digit number!
The system would randomly spawn a batch of [Catalysts], and players would need to rely on their own knowledge (or pure intuition) to snatch and choose a relic for the Heroic Spirit summoning!
Whether they summoned a god or a monster depended entirely on what the player chose.
For example, if you were fast enough to grab an "Ancient Snake Skin Fossil," congratulations, you'd have a high probability of summoning a top-tier combatant like the Hero King, Gilgamesh;
But if you were blind enough to pick an "Unknown Bloodstained Cloth," you might end up shivering in a corner of Fuyuki City with Angra Mainyu, the one hailed as the "Weakest Servant."
Furthermore, to satisfy different audiences, the matchmaking mechanism would be divided into "Ranked" and "Casual" modes.
In the "Ranked Mode," which focused on competition and skill, no matter how heaven-defying a Heroic Spirit was summoned via a Catalyst, the initial stats and comprehensive values of all seven Servants would be balanced to the same baseline, purely testing the Master's imagination, tactical planning, resource gathering, and on-the-spot reactions.
In the "Casual Mode," which focused on entertainment and chaos, there would be no constraints on combat power. Drawing Gilgamesh would be a literal dimensional strike, while drawing a weakling meant you'd have to try your hardest to be a sneaky camper.
This "Blind Box Holy Grail War," full of drama and suspense, would definitely become the favorite source of content for streamers across the net!
In addition to the two-pronged approach within the game, Gu Yi also prepared to exchange for the top-tier "FSN" animation produced by Ufotable to be released simultaneously on his own C-Station video platform!
The game's story mode would fill in the lore, the Battle Royale mode would generate hype, and the top-tier anime would be used to attract fans and go viral!
A trinity of promotional bombardment!
After clearing all his thoughts, Gu Yi put down the holographic memo in his hand, interlaced his fingers, and lightly stretched his wrists.
"Well then, let's get to work."
He turned his chair, woke up the workstation consisting of three ultra-wide curved screens, and opened the newly loaded "akasha" base engine editor.
The efficiency of the new engine was terrifying.
First was the reconstruction of Chaldea's social network domain.
Gu Yi directly imported the original Chaldea map data package into the engine. Under the powerful algorithmic reorganization, the originally closed personal rooms and independent planes were instantly connected, and the server capacity exploded exponentially.
In less than a few minutes, a grandly structured, seamless, fully-connected version of the Chaldea base—where countless Masters could chat and interact online simultaneously—was generated on the screen.
Next was the "Count of Monte Cristo Roguelike."
Gu Yi attached dark and deep art assets, set the basic framework for random drops and enemy stats, and left the remaining changes in the roguelike maze routes to the engine's powerful underlying algorithms to generate automatically, ensuring a fresh experience for players in every run.
Finally, the main event: the 3D seamless large map of Fuyuki City.
Gu Yi split the map project in two. On one side, he imported the three-route text and voice packs of "FSN," utilizing the engine's built-in movie-level camera direction to quickly construct an immersive visual novel storyline;
On the other side, he mapped out the shrinking range of the "Mana Contamination Zone," scattered resource points and supply drops throughout the city, and a complete Battle Royale gameplay loop was established.
Three massive projects with completely different gameplay styles operated on the same engine's backbone network without interfering with each other, running extremely smoothly.
Gu Yi hit the enter key and clicked "One-click Compile and Deploy to Server."
Shortly after those three green lights representing successful project deployment lit up...
Across the entire Blue Star, tens of millions of Masters—still immersed in the sorrowful aftermath of the Final Singularity, or even feeling a sense of emptiness and aimlessness after clearing the game—all had an official announcement pop up on their in-game personal terminals:
[Chaldea System Upgrade and Major Version Update Preview]
To all Masters:
Thank you for your persistence and dedication to the humanity Continuity Guarantee Organization—Chaldea.
After defeating the powerful enemies in the Temple of Time, in order to prepare for even larger and more complex Rayshift missions in the future, Chaldea will undergo an unprecedented underlying system architecture reconstruction in the near future.
The preview of this update's content is as follows:
1. [akasha-class Engine Implementation—Chaldea Omnidimensional Hall Open]
After the maintenance, the originally closed single-player personal rooms and corridor areas will be fully connected and upgraded into a super-large seamless interactive hall.
Masters will be able to personally stroll through Chaldea and engage in real-time meetings and communication with other Masters across space.
2. [New Permanent Derivative Gameplay—Integrated Strategy Mode Open]
"In the abyss of dreams, the black flames of revenge burn."
The new gameplay [The Count of Monte Cristo and the Deep Prison of Spite] is about to go live!
In this mode, Masters will not rely on their original Servant progression but will instead delve into an unknown dream maze with limited basic resources. By recruiting random Servant Phantoms and collecting various unique collectibles, you will challenge trials filled with infinite variables and tactical depth!
3. [Top Secret Archive Decryption Preview: Fuyuki's Holy Grail War]
"The origin of all causes is buried within that fire that Chaldea has yet to fully analyze."
Before you embark on a more brutal new journey in the future, perhaps we first need to return to the source of time to witness that crucial and true [Holy Grail War] with our own eyes.
Seven Masters, seven Servants, a brutal struggle for the omnipotent wishing machine.
What exactly is its truth and its end?
(This project involves a massive reconstruction of underlying rules; Rayshift calculations are currently in progress. Please stay tuned for the specific implementation date.)
...
When this announcement dropped like a thunderclap, the various player forums—which had been filled with lamentations and the double torture of a content drought and PTSD—instantly reached a boiling point, completely exploding like a lit powder keg!
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