{A/Note: Hello, Angels! Thank you all so much for your support. I'll be posting an advanced chapter on my Patreon for members. Each month, after the release of the novel, I will publish a new chapter on Webnovel, and by mid-month, the advanced chapter will be available for Patreon supporters. You can check out my Patreon at patreon.com/Anjels for exclusive and early access content. My username there is Anjels.
Additionally, members will have the opportunity to become beta readers at specific levels and/or access early content. They will also be able to contribute to the development of the stories, helping to shape the plots and characters. I appreciate your support and hope you enjoy what's coming!}
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Angelina woke up for the second time in that strange place, still dizzy. She struggled to get out of bed, her legs heavy and unstable, as if emerging from a deep sleep. With concentrated effort, she managed to straighten up and leaned on the edge of the bed for a moment, trying to dispel the vertigo that enveloped her. Her head throbbed intensely, as if being pressed by an invisible force, and each thought brought a wave of pulsating pain.
Noticing a mirror propped against the wall in front of her, she saw a desk below it, with a drawer full of medications. She recognized some headache pills. Instinctively, she opened the drawer and took two pills, deciding to alleviate the pain before trying to understand what was happening. She swallowed the pills quickly and waited a few minutes for them to take effect. The pain began to gradually decrease, allowing her mind to clear a little.
Cautiously, she approached the mirror. As she looked at her reflection, she was met with a surprising sight: her face looked younger, with radiant and smooth skin, free of the marks of time. "So this is real..." she murmured, a mixture of perplexity and fascination coloring her voice as she tried to comprehend the magnitude of the change she had experienced during her sleep. It was as if time had rolled back, rejuvenating her by years. The sensation was strange but at the same time invigorating, filled with an energy she hadn't felt in a long time. Every movement seemed lighter, as if her body was free from old tensions and accumulated fatigue over the years.
Observing the room she recognized as hers, she immediately noticed the subtle differences that made it strange. While the arrangement of the furniture and the architecture were familiar, everything seemed to have been purified, as if an invisible hand had smoothed every corner and surface. The walls were clean, devoid of the posters and personal photographs that used to adorn them, and the table beside the bed was now organized in a minimalist way. These changes, though small, amplified the sense of disconnection between the reality she knew and the one she was now experiencing.
As she explored the apartment's surroundings, she noticed other peculiarities. The minimalist and modern decor contrasted with the cozier and more personal style she remembered from before. The furniture was sleek and ergonomic, designed to maximize comfort and efficiency in the limited space of the apartment.
While exploring the compact kitchen, Angelina came across a refrigerator that seemed ordinary at first glance. However, upon touching the touchscreen on the door, she was surprised to see lists of ingredients and materials inside. Small alerts indicated which foods were nearing expiration, offering a completely new experience compared to what she was used to.
Curious, Angelina investigated the kitchen cabinets and drawers further. She found advanced kitchen utensils and electronic devices that looked like they were from a sci-fi movie. A set of magnetic knives, which adjusted automatically to the desired type of cut, caught her attention. She wondered what it would be like to cook using these high-tech tools, so different from the simple knives she was used to in her previous life.
Meanwhile, a holographic window in the living room was broadcasting real-time news from a world that seemed familiar yet strange to her. Stories about technological advances, scientific discoveries, and global events suggested that she was no longer in the same world she knew. Some fundamental change had occurred, and she needed to better understand how everything fit into her new reality.
Feeling a bit overwhelmed by so many discoveries, Angelina decided to relax a bit. She headed to the ergonomic sofa in the living room, which automatically adjusted to the most comfortable position for the person sitting on it. She lay down for a moment, contemplating the strange twists her life had taken since waking up in that unknown place.
As she reflected on her situation, she realized she had many unanswered questions. What had happened to bring her to this new world? How could she have moved to a different place while she was asleep? And most importantly, how could she return home, if that was even possible?
Determined to find answers, Angelina turned her attention back to the holographic computer. She began exploring the available files and documents, looking for any clues that could help her better understand her situation. As she navigated through the digital records, she reflected on her past experiences as a casual gamer. Angelina enjoyed exploring a variety of games that offered immersive and relaxing experiences without committing to the complexity of hardcore games.
Waking up in her new world with memories of her past adventures, Angelina felt a pang of disappointment when she saw the difference between the games she knew and the new titles she was discovering. Although many games were being released, the trailers she watched revealed a lower quality compared to the games she was used to playing in the world she remembered. Advanced technology and pop culture had evolved in unforeseen ways since the Convergence, when the portals opened and monsters began to invade. However, what surprised her most was the gap between the promise of advanced technology and the execution of the films and games produced in this new world.
Knowing there were significant differences between the world she now inhabited and the one she vividly remembered, Angelina continued her search for information that could explain how she ended up in this unknown place and whether there was any way to return to her previous world.
Browsing through game and news sites, she noticed that the most popular game was "Deadly Duck Hunt." The title was new to her, but after watching the game trailer, she found it terrible. In it, the player was in a swampy environment where ducks flew and the player had to shoot them down. The more ducks the player hit, the higher their shooting accuracy. The graphics were poor, the reaction time was terrible, and the sound of the ducks... it sounded more like a dying cat than a duck. She couldn't understand how something so simplistic could be considered a worthy competition game. The lack of narrative depth and mechanical simplicity contrasted sharply with the complex and engaging games she was used to playing in the world she remembered. Technology and pop culture had evolved in unexpected ways since the Convergence, but the quality of the creations did not seem to have kept pace with the evolution.
Even clickers didn't seem so bad in comparison. In clickers, players could easily get addicted due to the evolutionary need for dopamine. If this were a clicker, the player could evolve the weapon, the environment, gain more flashy effects, shoot more, have automatic weapons... But from what she saw, none of that happened. The player just had to stay there, shooting aimlessly, forever.
Exasperated, she looked at the comments and was furious at the amount of praise the game was receiving:
Game Comments
[It's amazing that this game was developed by a college student. The idea of using the environment to camouflage while the player needs to aim at irregular ducks was brilliant. This game undoubtedly deserves first place!]
"[I have to thank the creator of this game! As a former F-rank shooter, this game was crucial for me to advance to Rank E.]"
"[Although I am already a Rank E warrior who uses weapons, this game helped me a lot. In the last battle, my companion was about to be killed by a kobold attacking from behind, but fortunately, I used the skill I learned from this game. I managed to shoot with my pistol and save my companion!]
Reading the comments, Angelina recalled the challenges she faced in the world transformed by portals and invading monsters. Since the portals opened, pop culture and technology had evolved in unexpected ways. Films and games produced by Manausers, like herself, although more realistic, still lacked the narrative depth and emotional complexity that characterized the creations of the world she remembered. These works were not just entertainment but powerful tools for developing the skills of awakened humans. Through these creations, Manausers shaped spiritual worlds where physical individuals could interact and evolve.
As she investigated the situation, she discovered that the global network was blocked due to the high concentration of mana, and only powerful artifacts could overcome this barrier to establish global connections. However, these artifacts were expensive and accessible only through the city hall or the central agency of the Academy of Arcane Arts. Her frustration grew as she delved into the blatant corruption within the local militia, where high positions were often bought by personal interests and greed. She saw that true integrity and justice were being stifled from within.
Determined to make a difference, she devised a meticulous plan to circumvent this corruption. She decided to fight alone, proving that she didn't need support to demonstrate her talent and determination in creating exceptional games and films. She saw this opportunity not only as a personal challenge but also as a means to challenge and reform the system that perpetuated mediocrity and injustice.
As she continued her research and planning, she reflected on how her vision of a world of creative and meaningful entertainment could become a reality despite the obstacles. She was determined to use her skill as a Manauser not only to create but also to inspire others to raise their standards and challenge established norms.
She realized that despite the blatant level of corruption, ironically, "Dead Duck Hunt" was still better than most available games. Further investigation revealed that the gaming platform was being bribed to favor a student, heavily funded by his family, aiming to consolidate his position in the rankings. This kind of corruption was completely unacceptable to her, increasing her indignation.
Reflecting on the role of games as powerful tools for developing the skills of awakened humans, Angelina recognized the importance of these interactions not only as entertainment but as a form of personal and cultural growth within the Manauser community. The virtual worlds within the Arcane Seeds were not just entertainment products; they represented a unique opportunity for participants to safely develop their mana skills and experience significant growth.
She pondered the divisions between Reality Arcanists, from Rank F to Rank S, and Gamers, also ranked from F to S. While Reality Arcanists created complex and evolving virtual worlds, Gamers competed and grew in skills through these environments. The Arcane profession was highly valued, as through the games and films developed by these professionals, humanity had found ways to resist the constant invasions of monsters from other worlds.
"If I were to create a game to train this skill, I would probably make something simple and addictive, like a clicker," Angelina reflected. "The player would start with a sawed-off shotgun and, with each duck shot, earn coins. Different species of ducks, identified by their colors, would be worth different amounts of coins. These coins could be exchanged for better shotguns or even other more powerful weapons, allowing them to face tougher and more profitable ducks, creating a continuous cycle of progress... something like Cookie Clicker. Doing something like this in this world, with a different theme, would probably be a success. Too bad this is just a dream..." she said while scrolling through the game page, imagining how she could elevate the standards of quality and creativity in available games.
Although she saw utility in most of these games, she couldn't help but feel that they weren't really games. "Wouldn't it be possible to write a story for the player to embark on an adventure? That way, the training would be less monotonous," she thought.
Tired of seeing examples of these games, she started looking at other tabs on the site, and to her surprise, she was already logged into a profile.
{Angelina Silva, 18 years old.}
"So my name is the same... I'm younger than I presumed," she said with a slightly raised eyebrow, realizing that this reality was stranger than she had imagined. Analyzing the information, she discovered she had recently graduated in Game and Film Development (Reality Arcana) and had a deadline to develop a truly useful game or film for humanity, thus becoming a true Reality Arcana.
Most students preferred to focus on game development rather than films, aiming to strengthen their skills and gain recognition more quickly. Creating a film within the 45-minute time limit was challenging, and she understood their thinking. However, Angelina firmly believed in her ability to develop a meaningful film within that timeframe, knowing it was an opportunity to showcase her talent and create something that would truly impact humanity.
In the universe affected by the Convergence, the interaction between Arcanists and physical Manausers played a crucial role in the development and consumption of films. As an Arcanist, Angelina manipulated mana through her exclusive Arcane Seed to direct and shape the films she would create. Every detail, from the environment to the characters, could be precisely molded by her intimate connection with mana.
While exploring possibilities for her final project at university, Angelina encountered the unique challenges of creating voices for her film characters. In a world integrated with mana, there were options like automated public voices, which, although accessible, were often criticized for their lack of emotion. Angelina considered creating personalized voices, which required a significant investment of mana and skill but promised a more authentic and engaging portrayal of the characters. Additionally, hiring physical Manausers for dubbing was an intriguing possibility, combining magical skills with vocal talent to produce truly unique and adaptive results.
In this vibrant context of the film industry in Bangu, every production decision not only influenced the final quality of the film but also reflected Angelina's creative and budgetary priorities. Determined to create work that not only impressed but also raised the standard of cinematic art in the new post-Convergence world, she knew her challenge was significant, but her determination was even greater.
Angelina knew that the more intense the emotion experienced by the player or viewer, the greater the likelihood of absorbing the skills developed by an Arcanist through the game or film. Remembering how scared she herself would get while playing or watching suspense and horror films, Angelina was aware that the emotional intensity generated by such experiences could yield significant extra points.
To her own surprise, this line of reasoning resembled the category chosen for the event that her earlier self had selected.
[Horror]
She carefully read the description of the film she was to develop: "The Arcane Developer's task is to create a horror film where Hunters can train to develop fear resistance and other psychological skills. Given the low impact of these skills against more powerful monsters, it is recommended that the Arcane Developer take this into account during development. The utility of the skills training will also be evaluated. Remember that repetitive movements are not the only way to improve a skill."
Angelina considered how she could apply horror elements to create an immersive and exciting experience, aware that the emotional intensity of the film would not only captivate the audience but also enhance the absorption of arcane skills by the viewers. Reading this description, several horror films that fit this category came to Angelina's mind. Mainly thinking of exploring psychological fear, she imagined that working with subgenres such as Psychological Horror and Paranormal could be particularly effective for developing fear resistance and other psychological skills in the Hunters of her film.
Films like "The Sixth Sense," known for its psychological twists that explore internal fears, would be essential for creating an immersive experience. Angelina immediately dismissed more intense horror films like "Saw," which focus on physical and psychological torture, recognizing that they might be too overwhelming for the training purposes she had in mind.
She reflected on how films like "Paranormal Activity," which explore the supernatural and frightening events, could help Hunters face unknown fear situations. Remembering the emotional impact of classics like "Night of the Living Dead," Angelina saw the opportunity to create a film that not only frightened but also taught viewers how to confront their fears through an intense cinematic experience.
"How challenging will it be for me to create a film that balances psychological horror with emotional skill development?" Angelina wondered, intrigued by the impact her project could have on the post-Convergence world.
As she continued her research and planning, Angelina reflected on how her vision of a world of creative and meaningful entertainment could become a reality despite the challenges. Determined to use her skills as a Manauser not only to create but also to inspire others to raise their standards and challenge established norms, she focused on developing a film that would not only entertain but also empower its viewers.
She recalled the challenges faced when trying to create games in her previous world. The process was complicated and required not only technical skills but also a dedicated team to materialize her visions. However, upon reading the credits of the games, Angelina noticed that each game was credited to a single Game Developer. This simplification of the process made her question whether creating a film might also be more straightforward and accessible.
Curious, Angelina continued exploring and discovered the existence of something called a World Seed in her email records. The Seed was described as a device that absorbed Mana from the Game Developer to create and shape a virtual world within it. Fascinated, Angelina realized that this method could be an efficient way to create not only games but also immersive and impactful films.
As she investigated further, she came across examples of games like "Dead Duck Hunt" which, despite facing challenges such as corruption and favoritism within the gaming platform, still offered valuable training and entertainment experiences. Angelina recognized the importance of these interactions not only as fun but as an opportunity for personal and cultural growth for Manausers.
She pondered how she could apply these ideas to her own project. "If I were to create a film that was more than just entertainment, something that could train important skills, how could I structure it?" Angelina wondered, reflecting on the possibility of using her intimate connection with her Arcane Seed to create a film that not only challenged her viewers but also empowered them to face their fears and develop their emotional skills.
The idea of combining engaging storytelling with emotional challenges began to take shape in her mind. Inspired by psychological horror films like "The Sixth Sense" and "Paranormal Activity," Angelina envisioned a film that would not only scare but also teach its viewers how to confront their inner fears. She envisioned a plot where the characters, faced with paranormal challenges, needed not only to survive but also to grow emotionally through their experiences.
"A film that not only simulates fears but transforms them into growth opportunities. That could be revolutionary," Angelina murmured to herself, energized by the prospect of creating something truly innovative and impactful within the Convergence-affected universe.
What intrigued Angelina even more was that, once the synchronization between the Game Developer and the Seed reached 100%, the Game Developer could control the Seed to appear or hide within their body, and could use this to upload the film to the internet and keep it within their body for modifications or updates.
"What an interesting method," Angelina commented excitedly as she finished reading.
Thinking there was nothing more interesting to do in this dream, Angelina began searching for her Seed and, after 5 minutes, found it under her pillow. Excited, Angelina started to use the method she had seen online to control the Mana that only Arcane Developers had to synchronize with the Seed. But as soon as she managed to control the Mana in her body, Angelina began to feel a headache. A large amount of information was coming from somewhere: memories she had never had, people she had never seen, skills she didn't know she had, various things she didn't know existed were appearing in her mind. It was not as if she was receiving these memories out of nowhere, but as if the memories of this life had finally broken through whatever blockage/filter had been between them. The amount of information she received was so great that Angelina, who was beside the bed after grabbing the Seed, only had time to lean forward and fall onto the bed before her consciousness faded.
Without her realizing, a voice spoke into the void:
[Initiating Connection with {user 66−33−99−88−7777}]
[Loading.....10...25...45.....69...80....99...100]
[Welcome {user 66−33−99−88−7777} to the Akashic System]