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-FIGHT-

"Kaahh!"

Accompanied by the ssage announcing the battle, above the heads of four characters appeared the buttons A, B, Y, X, in the complete Laon formation.

A diamond-shaped formation with four buttons above each character's headanyone with a sense of gaming would instantly grasp what they ant. It was an intuitive battle style, no explanations needed.

Without needing explanation, the coin that determined initiative was flipped. As Hayashi's turn to attack was announced, he skillfully directed his rcenaries using the buttons on the pad.

Firing three arrows at once and relentlessly casting flas, the damage dealers displayed spectacular effects on the screen. Users, jaws dropped, were captivated by the dazzling display without even realizing it.

As the impressive attacks of Hayashi's unit persevered, the opposing side retaliated fiercely the mont their turn began. Suddenly, a strong light emanated from the tank's shield at the forefront, erecting a massive barrier of light across the battlefield.

"Kwaah!"

The opponent's ice attacks failed to breach the robust barrier, crumbling without piercing it. When the rogue's assault also failed, a character resembling a commander brandished a huge sword, shattering Hayashi's defense.

Then, another mage in the opponent's ranks showered flas onto Hayashi's forces, inflicting damage all around.

"Wow, the controls are simple yet the effects are so flashy!"

In the battlefield where a four-mber party fought recurring enemies, timing was crucial.

Engaging in successive battles could earn reputation and rare items, but rash decisions leading to defeat incurred significant penalties.

After using a priest to heal the injured allies in the next turn, and after several rounds of offense and defense, Hayashi barely managed to clinch victory in the first battle.

-Will you proceed to the next battle in succession? If victorious in the next battle, you'll gain 1.2 tis experience and rarer items.-

The ssage on the screen was a temptation akin to gambling for gars. Rare items and experience bonuses to grow stronger...

However, in the Dragon Emblem's battlefield, sothing more crucial than those ntioned above existed.

-By achieving a certain level of reputation through consecutive victories, you can submit an application to advance to the front lines.-

"Hmm? Front lines?"

"An application...?"

As unfamiliar systems erged, users looked puzzled, prompting to signal Hayashi to proceed with the next battle.

"Kaahh!"

Unlike the tension-filled and thrilling dungeon exploration mode, the commander mode inundated players with the cacophony of battle and monster roars, creating an intense atmosphere just by gripping the controller.

Preparing within the given ti for the next battle, Hayashi inserted a broken fragnt of a holy sword into his own sword just before the battle comnced.

"Oh, I can use the broken holy sword fragnt obtained from the previous ga here."

The broken fragnt that was once an evolutionary material for the final weapon in the previous ga was being used for a sowhat different purpose in this gajust like now.

-By utilizing the abilities of the broken holy sword fragnt, if victorious in this battle, you can randomly acquire one of the enemy commander's equipnts.-

"Stealing their equipnt?"

Indeed, when equipped with the broken holy sword fragnt, in Dragon Emblem, one could perform special abilities like striking the opponent's weak points like a card battle. For instance, winning a battle like this could allow one to steal an opponent's weapon, or stun one of the enemy units for three turns.

The reason for adopting such strategic moves against AI opponents was not only to facilitate easier combat managent but also a device for striking the opponent's backstabbing 'front-line' system.

Once again, as Hayashi triumphed with grand effects, users cheered and applauded.

anwhile, so gars found amusent in Uchimura attracting too much attention from monsters in the dungeon and running away.

"We've gained the initiative in consecutive victories. As a reward for the broken holy sword, we've placed one of the enemy commander's equipnts in your collection."

"We've achieved a reputation of 100. You've obtained a support ticket to participate in the front lines with your comrades."

"Huh? Another one? A support ticket for the front lines?"

With the reappearance of the mysterious ssage, users looked at with perplexed expressions.

At this point, I stepped toward the center of the stage and asked Uchimura to pause his gaplay.

"Uchimura-san, could you pause the ga for a mont?"

"Ah, sure."

As Uchimura nodded in response to my request, he closed the ga, and the title screen for Dragon Emblem appeared.

"Well, for a while, would you mind playing as the enemy commander?"

Observing Uchimura's actions, Hayashi, who had been watching him, also withdrew from the battlefield, transitioning to the initial character selection screen.

Eventually, as the commander character clad in splendid armor, representing Uchimura, appeared, the two moved their data, previously connected to commanders, to Laon and approached .

"In Episode 1, you raided bosses with your friends or acquaintances from the community. That's using these portable Laons. Just like that, Dragon Emblem provides a unique system using portable Laons this ti too, called PVP."

"PVP?"

As users were puzzled by the unfamiliar term, Hayashi, who was holding the portable Laon, suddenly picked up a microphone and began speaking.

"PLAYER vs PLAYER. In other words, you will find yourselves battling at the forefront for dominance within the factions you've chosen. Utilizing the abilities of your broken Holy Sword..."

"Whoa... so, in that case, during battles, we could actually have our gear taken away if we lose?"

"Ugh... that can't be true. I'd rather not engage then."

"Right. We can just enjoy the story. It's an RPG, after all."

Of course, their points were valid.

But conflicting opinions sprouted up in so quarters.

"I might actually find it enjoyable?"

"What's the big deal? It's just a ga. Isn't it like a fighting ga where you level up characters?"

Amidst the various opinions, I paused, adjusting my tone to continue the explanation.

"As you've just seen with Mr. Hayashi's gaplay in Dragon Emblem, the battlefield takes a very simple command-based approach. Before a battle starts, you prepare your items, and once you engage, anyone can orchestrate spectacular fights by simply pressing buttons. Even beginners can play easily. But as you gain skills and attack motions, you can execute more advanced maneuvers."

As I finished speaking, the screen in the center showcased scenes from Dragon Emblem's combat.

"Wow!"

With a swift sound, the Monk's flying kick soared, lifting the opponent, and at the perfect mont, the Archer, having readied a skill, began raining arrows on the airborne foe.

"Whoa! Are there combo moves between allies?"

The character suspended in the air, vulnerable after being hit by arrows, was then fiercely obliterated by the Sorcerer's ultimate move, teor, as a finishing attack.

"All these moves are chain attacks that anyone can easily perform with the right timing and skill usage. In fact, besides this, there are nurous other patterns. However, obtaining such diverse techniques requires the Commander's experience."

"Commanders can distribute the experience they gain among their subordinates. With higher Commander levels, the experience available on the battlefield often feels insufficient. For greater honor, equipnt, and experience, we expect more users to seek the 'Frontline Support Form.'"

"What exactly is this Frontline Support Form?"

One user, unable to hold back any longer, raised a hand to ask.

"The Frontline Support Form is a kind of challenge ticket. It's like a ticket that allows you to battle against other players using the Commander you've cultivated. With one form, you can engage in battles up to five tis. In other words, without a form, even if you want to fight other players, you can't enjoy PvP. We felt so regulation was necessary for individuals who might excessively dominate battles. After all, the PvP system isn't about playing with your Complete Laon."

As I finished explaining, Uchimura and Hayashi connected their Laons to the arcade-style electronic devices set up on one side of the stage, showcasing their Laon's data cables.

Then, a map of the continent appeared on the massive screen, accompanied by a female voice.

"Welco to the intense world of battles. The most fiercely contested area between humans and demons is the 6th border region. The current situation stands at a 50:50 stalemate. Would you like to participate here?"

"Yes."

"Frontline Support Form confird. Wishing you luck."

Instantly, the characters of Uchimura and Hayashi appeared at the ends of the screen.

"Right after the presentation started, a user ntioned it felt like watching a colossal land-grabbing ga, didn't they? Yes, that's exactly it. As you personally engage in battles and claim victory, each sector's situation changes."

"Wow... was it really like land-grabbing?"

"Once a month, based on the win rate in the frontline area, the map of Dragon Emblem continues to evolve. And from occupied areas, players can obtain rare items exclusive to those regions through new dungeons, provided they can maintain control."

In the distant future, the second story of Dragon Emblem 2 sparked significant debate about whether it marked the pioneer of online gaming using bilateral data exchange.

The end of 1995.

A ti when text-based online gas, MUD gas, were gaining traction in PC communication communities.

However, there was a sense that online gas using character design were beginning to step into the forefront.

For anyone who enjoyed gas in the mid-90s, nas like 'Ultima Online' or the acclaid 'Winds of Nara' were heard at least once...

About a year from now, these two gas would make trendous strides that would reshape the gaming industry.

Amidst these groundbreaking achievents, I was currently building the world of 'Dragon Emblem Online.'

While the PvP system in Episode 2 might not be the first of its kind in online gas, I simply felt the need for a grander stage to imrse users more deeply into the online world...

>

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