Lucky One

Batman crouched on the edge of the rooftop, gazing at the brightly lit modern skyscraper across the street. It was an imposing structure; however, Charlie was uninterested in its architecture. What caught his attention was the striking circular bat symbol displayed above the building, reminiscent of the iconic bat signal from the comics. This symbol served a similar purpose to that of the traditional Batman series. It guided the player, paying homage to the original work by indicating that Batman's presence was needed.

Like many players, Charlie typically ignored the plot in games, focusing only on the location, targets, and enemy count. However, the tutorial taught Charlie not to underestimate the game's NPCs. It showed him that recklessness was counterproductive; charging headstrong into danger was futile and only led to failure. Stealth and strategy were essential.

So, instead of rushing in, Charlie maneuvered Batman around the perimeter, using detective mode to assess the building's situation carefully. Detective mode was highly effective. After scanning the area, Batman's analysis highlighted potential sneaking routes with different colors. The background appeared in cool ice-blue tones, while marked people or objects stood out in warm hues, making them easy to spot.

The first marked area was the building's main entrance. Two security guards were stationed at the door, and cameras were positioned in the corners. Charlie considered this option only as a last resort. Batman knocking on a door seemed absurd, even though there were instances in recent movies where Batman did just that.

In the "New Batman" film, the rookie Batman went to a bar owned by the criminal Penguin, knocking on the door to gather information. He then defeated all the bodyguards to get in. That scene felt oddly reminiscent of playing Assassin's Creed rather than a Batman movie. The new Batman seemed to have abandoned stealth for heavy armor and firearms, relying on brute strength rather than finesse.

From the tutorial, Charlie knew that this game's Batman was still a traditional assassin, not a tank. Therefore, careful planning was crucial. Engaging in direct combat would be better suited for characters like Superman, who will be available later in the game.

Charlie soon realized this game was different from other Batman games he'd played. It offered genuine freedom of choice, unlike the illusion of freedom in many other games. He explored the building's perimeter using detective mode, discovering at least seven possible infiltration routes. Charlie could choose any of these routes or opt for a more direct approach, like in the new Batman movie. However, the latter would be far more dangerous.

Considering the game's AI intelligence, Charlie decided against a berserker approach and selected one of the routes identified by Batman's analysis. Batman pried open a utility room window from the outside and entered the building through it. Detective mode revealed another camera in the corner outside the door. Charlie used the keyboard to activate one of Batman's gadgets—the universal decipher.

Batman crouched and used the decipher to disable the camera. With his black leather-gloved hands, he operated the holographic screen with impressive precision, soon hacking into and deactivating the camera. Such advanced technology was familiar to Batman fans from previous games and movies. Charlie then directed Batman to open the door and walk confidently down the corridor, now free from the camera's surveillance.

A security guard was approaching at the end of the corridor, but detective mode had already alerted him. Charlie had Batman crouch at the corner, waiting patiently for the guard to come closer. When the guard neared, Batman emerged unexpectedly from the corner. The guard saw a shadow flash by, and before he could react, Batman's powerful hand slammed his head against the wall. The guard fell to the ground, unconscious. Of course, it wasn't lethal.

Batman's code of not killing was well-known. In the games, players could be aggressive, breaking bones or using the Batmobile to knock enemies around without worrying about killing them. They would be incapacitated or, at most, left in a vegetative state but not dead. With his position secured, detective mode revealed several figures in a room upstairs.

For a stealth master like Batman, this task seemed easier than the novice tutorial. Charlie felt the NPCs in the first level were less intelligent than those in the tutorial, possibly due to his increased skill. Charlie guided Batman to the top floor, where detective mode revealed multiple heat sources in an office. A group was gathered around a long conference table, seemingly in a meeting.

Instead of taking the direct route, Charlie opted for the classic Batman approach—the ventilation duct. The game was committed to high realism, even in the ventilation pipes. The pipes were covered in exaggerated dust, mold from condensation, and various bugs crawling across the screen. The grimy scene made Charlie shiver, even through the screen. Indeed, superheroes weren't as glamorous in real life as they appeared in movies. The ducts were often pristine in games and films, but this scene made Charlie think, "As long as you don't vomit, you've succeeded."

Batman, however, remained unfazed by the dust and bugs. Charlie maneuvered Batman to the end of the duct and paused to listen. From here, he could hear the conversation in the conference room, which might be crucial to the plot. The people in suits were not speaking at the moment but seemed to be involved in some activity. A short-haired man with a cold smile stood at the end of the table with a small box placed in front of him. Each person at the table stood up, took something from the box, and returned to their seats.

Charlie used Batman's perspective to zoom in, discovering they were drawing lots. The crew-cut man glanced at what he drew and then scanned the room. "So, who is the lucky one today?" A blond man stood up. He was stocky with a typical Western appearance. Charlie noticed that about two-thirds of the people in the room had Eastern features, while only a third looked Western, which was unusual for a superhero game.

The crew-cut man took the drawn paper from the blond man, checked it, and smiled while patting him on the back. "Edge, you lucky guy," he said. Edge smiled and followed the crew-cut man to the front of the table. The crew-cut man retrieved a blade from under the table. It appeared to be a samurai sword gleaming with a mirror-like finish. The blade is about 28 inches long and curves gracefully with a sharp, single edge.

The crew-cut man handed it to Edge with a solemn expression. Edge held the handle with his right hand; everyone's eyes were on him. Charlie felt he wouldn't forget what happened next on the screen for at least a week. Edge swung the blade in a peculiar motion. Swish! The blade cut through the air with a sharp sound. Then, Edge's head fell and landed in his open left hand.

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