UK:GSW Chapter 458 – Uchiha Madara Faces a Difficult Choice, and the Game Creation Platform is Released
Without a doubt, both versions of Senju Hashirama were the same—each had a heart eager to let loose.
As previously stated, Hashirama had always wanted to cause a bit of trouble; it was only his former position and various circumstances that forced him to suppress his true nature. Once freed from the need to restrain himself, he was bound to do outrageous things.
Right now, Hashirama No.2's suggestion to play the big villain ignited Muzi's enthusiasm. She couldn't wait to become one of the "bad guys," to fully embrace the legacy of the three degenerates of Los Santos in the game world.
Seeing that the main members of the two squads were both excited about it, the others naturally supported the idea.
Uzumaki Kenshin gave Muzi a surprised glance, then looked at Hashirama No.2. A thoughtful look crossed her face, her eyes narrowing slightly, lips curling into a faint, almost invisible smile.
Interesting.jpg.
It seemed the Uzumaki princess had found herself a new source of amusement.
Truly a joyous occasion—Coca-Cola worthy.
And so, a spectacle of Konoha's elders playing big villains in-game began.
…And quickly devolved into infighting.
The cause? During the game, Madara's usual "gravitational pull toward Hashirama" kicked in, leading to constant cooperation between him and Hashirama No.2, with a level of close teamwork that unintentionally left the others sidelined.
This, of course, annoyed Muzi. In her mind, such treatment was hers alone. Everything she'd experienced over the past year had reinforced that.
So why should some parallel-world Senju Hashirama come and take it away?
This Uchiha Madara was from the main world, and she was also from the main world—what was this other Hashirama but an outsider?
Some outsider coming here to steal her best friend?
Absolutely intolerable!
So Muzi took the initiative, starting a campaign to reclaim her time with her best friend.
Her motive was simple—just to take her friend back. No deeper plot. But the result was that she and Hashirama No.2 entered a state of open rivalry.
Facing Muzi, Hashirama No.2 wasn't as polite or reserved as he was with others. Knowing she was his reincarnation erased that inexplicable sense of intimidation he felt toward other people—it was the classic case of being meek toward others but throwing punches at oneself.
Although Madara had instructed him not to reveal that Muzi was the reincarnation of Senju Hashirama, Hashirama No.2 already regarded her as himself. Their personalities and tastes were so alike that she was, in essence, another him.
And Hashirama wasn't someone who treated women with special consideration. When it came to himself, he was always ready to strike hard. So when faced with Muzi's hostility and provocations, he met them head-on.
Thus, the two "Gods of Shinobi" began fighting over Uchiha Madara—each determined to have him play the game with them.
For example, during a bank heist mission, certain stages required cooperation and mutual assistance. Both Muzi and Hashirama No.2 would call for Madara's help.
But there was only one Madara. And in this game, there was no Shadow Clone Jutsu. This created a notorious "choice question" scenario—who would Madara help?
A brutally difficult problem—one that turned this decisive man indecisive, even to the point of breaking into a cold sweat.
Terrifying! Absolutely terrifying!
More terrifying than facing Hashirama's Sage Art: True Several Thousand Hands—ten times more terrifying, maybe nine.
On the side, Uzumaki Kenshin watched coldly, seemingly an emotionless observer.
But beneath her calm gaze was a spark of excitement—the thrill of a chaos-seeker witnessing a massive drama unfold.
This… this is exactly what I wanted to see!
No, she couldn't laugh yet—it wasn't the right time. She had to hold it in.
But how could anyone hold back at something this funny?
The Uzumaki princess was on the verge of becoming a living reaction meme.
Then, proving that a chaos-seeker often becomes part of the chaos, Madara suddenly looked toward "Uzumaki Kenshin" and said, "Kenshin, you seem to be having some trouble. You probably need help. I'll come give you a hand."
Without hesitation, he ran over to assist Kenshin—casually using the friendly "Kenshin" address—showing just how much pressure he was under.
And so, the melon fell right into her lap.
Kenshin's face twitched as she glanced at Muzi and Hashirama No.2, finding both stunned by Madara's choice. They exchanged a look, then both wore an expression of mutual disdain.
Yes—they had entered the "I dislike myself" state—earning a thumbs-up from a certain white-haired, dark-skinned, red-clad Archer from another world.
All of this was openly viewed by Uchiha Kei via admin privileges. The entertainment was plentiful and ongoing—a perfect unfolding of a Path of Joy scenario.
After briefly enjoying the spectacle, Kei turned his focus back to his illusion game business, leaving the recording function running for later editing into a documentary.
The "Ninja World Continent" map editor event had just ended. All the winning maps were released, and the awards were announced.
Ten maps were chosen, ranked by overall evaluation, and the creators were sent their prizes.
For the top three winners, an award ceremony was held. Two of them were from the Hidden Leaf and the Land of Fire, and the third was from the Land of Lightning.
The rest of the top ten included several more from the Land of Fire, but also other nations—showing the event's fairness and giving others hope that they, too, could achieve success in the illusion game and network industry.
Of course, most winners being from the Land of Fire and the Hidden Leaf was expected. After all, only regions with illusion network access could participate—and many nations weren't even connected.
Among the winners was a map created by Madara's group—though it only placed eighth.
Not because it was bad—it was an excellent, highly professional map, the definition of high-end design.
But high-end often meant niche—even within the illusion game community. So while it received stellar professional reviews and high player scores, its low player count hurt its ranking in a popularity-weighted contest.
Kei didn't want his awards to end up like certain real-world game industry disasters—where critics praised something to the heavens while players trashed it to the ground—creating a rift that led players to abandon both the media and the developers.
That kind of schism had already happened on Earth, sparking global backlash from players.
Of course, such limitations wouldn't last forever—people change, and Kei would eventually pass these responsibilities on to others. He'd have more and more on his plate, and even in leisure, someone had to be in charge.
Human nature being what it is, politics and mischief were inevitable. Kei didn't aim to eliminate them entirely—just to step in when real problems arose.
If it came to it, he might even take a cold, destructive approach—smash everything and rebuild from scratch.
But that was far off. No need to worry for now.
Soon after the event ended, players who had shown exceptional talent and innovation—whether or not they'd won—were approached by the Hidden Leaf Gaming Association.
Some had lost because their ideas didn't fit the contest theme, despite being brilliant.
For example, if the contest theme was "create a chaotic free-for-all map," but you made a Dota-style map—it might be groundbreaking, but it strayed so far from the prompt that it wouldn't pass the initial screening.
Kei had noted all such talent and ordered his people to recruit them as official game creators.
The Hidden Leaf Gaming Association would provide them with a proprietary game development platform. They could create their own full games, to be released via the Association and the illusion network, with revenue sharing to encourage creativity and passion.
The goal: cultivate a generation of true ninja-world game developers.
Those invited were almost universally ecstatic. Such an honor was impossible to refuse.
But some hesitated—like certain spies from other villages who'd been selected for their talent.
One such was the Sand's top spy, Yodo. Captivated by Jiraiya's "artistic" works, she had showcased her creativity in this contest—yet was torn.
Becoming a game creator could give her access to illusion game secrets—but it would also put her under scrutiny. Her mission was to infiltrate Konoha's leadership, and she was far from that goal. Switching paths now seemed a deviation.
Still, she didn't want to give up the rare opportunity. She genuinely wanted to make illusion games—ever since discovering the power of the map editor in this event.
Kei, knowing exactly who she was, also knew spies had their uses. A focused, capable spy could do much for Konoha—if placed well.
And over the past year, Yodo had contributed greatly—always believing that with enough effort, she could infiltrate Konoha's leadership, thus working even harder.
Kei also knew of her… unique tastes. While a woman's fondness for Jiraiya's "artistic masterpieces" was unconventional, everyone had their quirks. He respected that.
For this recruitment, Kei had planned for her specifically.
So, when the Gaming Association staffer saw Yodo hesitate, he smiled and said:
"Don't worry, Miss Yoko. Our Association only provides the opportunity. What kind of game you make is entirely up to you. Whether it's a normal illusion game or one like Lord Jiraiya's special works, we won't interfere—just perform a necessary review before release."
"Yoko" was Yodo's alias. Hearing this, her pupils shook violently, a terrifying gleam flashing in her eyes—something deep within her had been awakened.
The possibility of creating her own "Jiraiya-style" masterpiece was too tempting.
She agreed on the spot, thus stepping into her role as a proud artist—becoming Jiraiya's first real competitor.
Jiraiya himself would surely be thrilled and full of anticipation.
After all, for an art master, appreciating another's great works was a joy in itself.
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