Harry greeted Sains's mother and warmly welcomed the two into the meeting room.
A month was enough time for him to become close with Sains, and he even treated Sains's mother as an elder, showing her exceptional warmth.
Harry poured a cup of tea for both Cedric and Sains's mother.
He really enjoyed being the master; it was an experience he'd never had before. But after being the master, Harry's mind was filled with the new game he'd just played.
He hasn't even chosen his three main pets yet!
If it weren't for the guests, Harry would have definitely gone to his bed and become completely absorbed in the game, oblivious to the hustle and bustle outside.
Hagrid didn't come today because he came yesterday.
He felt that the Magic Mobile Phone Lorne gave him last year was too valuable, and wanted to treat Lorne to ice cream every summer.
But Lorne told him on Cuckoo that August 8th wouldn't work, as it would be difficult to get to the ice cream shop in Diagon Alley that day, and he probably wouldn't have time to enjoy a whole ice cream.
So Hagrid went there on August 7th, his enormous cell phone clipped to his waist, looking like a rifle case.
He treated Lorne to ice cream, Lorne helped him upgrade his Magic Mobile Phone.
"You'll definitely love this new game," Lorne told him as he left. "The servers open tomorrow, don't miss it."
Hagrid, who was lying in bed, had just woken up. Yesterday, the Acromantula in the Forbidden Forest had invaded the Centaur ' territory again, and he had stayed up all night to act as a mediator.
The Cuckoo Messaging is a wonderful thing, especially now that all the professors in the school have Magic Mobile Phone. When they want to arrange for a student to be confined to their place, they only need to send a notification via their Magic Mobile Phone.
As for the other apps on his phone, Hagrid doesn't need them for now. He's actually played games Hagrid The Wizard Legend and Street Wizard Fighter, but he's not interested in those fighting games or pretty girls. He prefers to hold his own Fang and pick the tartar off it.
Lorne said he would like the newly released game, Hagrid believed him without a doubt. He still kept the book " Fantastic Beasts: Breeding and Care" that Lorne had given him under his pillow and would read a few pages every night before going to bed.
Hagrid leaned against the bed, placing the oversized cell phone, custom-made for him, on his stomach—his most comfortable position.
The icon for the Suitcase Beasts is a bright yellow, six-winged bird, whose silhouette resembles Thunderbird.
It really suits my taste, Hagrid thought.
A flash of white light appeared on the screen, Hagrid roared as he tore at his own boots with his Fang before quickly getting into character.
A gentle, soothing sound of wind entered my ears.
Hagrid's fingertips hovered lightly, and his breathing unconsciously softened.
A soft green expanse unfolds, revealing a young wizard lying on an endless grassland. The background music seems to reflect the young wizard's thoughts, mingling with the sound of the wind.
"This is a world where wizards and Fantastic Beasts live in harmony. We treat each other as partners and grow together. Whether in life or in battle, they are always by my side. Each of us has our own suitcase enchanted with Undetectable Extension Charm, which is used by Fantastic Beasts that we recognize to rest in."
"Now, let's embark on a great adventure together!"
The scene slowly advances and then suddenly accelerates, showing frolicking Erumpent on the grassland, a solitary Nundu roaring on a boulder, flocks of Diricawl, Kelpie swimming in the ocean, a lurking unicorn serpent, and finally a six-winged Thunderbird absorbing lightning and soaring through the sky.
"Wow!" Hagrid exclaimed briefly, overwhelmed by the sights.
He didn't know how Lorne had created that image, but he just wanted to see it again. There were several Fantastic Beasts that flashed by but he didn't recognize.
The worldview explained in just a few words also made Hagrid's mind wander. He thought that if there really was a world where he could play and get along with Fantastic Beasts, he would be very happy even if he couldn't use magic.
The Fang, still tearing at the leather boot, let out a soft whimper.
Hagrid continued watching; the animation on the screen had finished playing, and the game's story was officially beginning.
He was a young wizard who had just moved to Ruiliniu Town, and he needed to take his suitcase to the research institute to find the professor and collect his first Fantastic Beasts.
Hagrid noticed that even the creatures helping to move the furniture were Magical Creatures: Hippogriff carrying a bag, and a barred owl dragging a leather bag.
As the game progresses, the world's lore gradually unfolds.
Hagrid gradually became immersed in the game. He thought Lorne was a genius. The Fantastic Beasts lived in his personal suitcase, which he had captured and befriended. The two recognized each other, and the Fantastic Beasts could not only help with daily life, but also fight when necessary.
One particularly novel feature is that battles between Fantastic Beasts don't cause fatal injuries, and the suitcase has built-in healing capabilities. In other words, the Fantastic Beasts you raise will never die.
"I long to enter such a world," Hagrid, tears welling up in his eyes again. "I've had enough of their departure and death."
Some of the Pokémon concepts don't quite fit into the Suitcase Beasts, so Lorne made some changes.
For example, in Pokémon, capturing wild Pokémon requires bringing them to low health, but this setting is downplayed in Suitcase Beasts. Lorne divides capturing Fantastic Beasts into three categories: impatient, irritable, and aggressive Fantastic Beasts need to be calmed down through battle before they can be captured; while gentle, friendly, and harmless Fantastic Beasts need to be soothed and rescued, and treated with sincerity.
Many other Fantastic Beasts with special characteristics require specific methods of capture. For example, the Niffler loves to collect shiny objects, the Bowtruckle is loyal to its master, the Unicorn is pure and noble, the Hippogriff is proud and self-respecting, and the Ancient Beast is free-spirited and never submits to anyone.
Lorne also set up two main storylines. One storyline is that the protagonist wants to become the most skilled wizard in combat, and he will lead his Fantastic Beasts to challenge gyms and become the strongest; the other storyline is that the protagonist wants to become a master of Fantastic Beasts breeding, and he will travel around the world, build suitcases, rescue and collect various Fantastic Beasts, and make his suitcase a paradise.
Hagrid prefers the second option.
At the start of the game, Hagrid encounters a professor being chased by Gnome. Guided by the professor, he opens a suitcase and chooses Salamander from among Salamander, Puffskein, Beaver Monster, helping the professor drive away the Gnome.
Although the combat gameplay is novel and fun, and each Fantastic Beasts has unique attributes, characteristics, and skills, Hagrid still prefers collecting Fantastic Beasts a little more.
Especially the larger Fantastic Beasts.
He felt that the starting Pokémon shouldn't be those three little creatures, but should be chosen from Rathalos, Erumpent, and Kelpie.