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With the director locked in, the next steps were casting and hiring a screenwriter.

Neither was particularly difficult.

For the lead actor, all they needed was a young perforr with decent acting skills — since 90% of the movie would be produced with CGI, the actor's real appearance wasn't all that important.

As for the screenwriter, Takayuki had already provided the story frawork, so selecting soone to refine the script didn't take much effort. They simply let the 70-year-old director recomnd soone to flesh out the narrative.

Tokarev was pushing forward with great energy, and before long, word began spreading in the film industry: Gastar Electronic Entertainnt was planning another big move into cinema.

In truth, most of the buzz was stirred up by Tokarev himself trying to ride the wave of hype.

But that hype quickly drew the attention of gars. The dia — always eager to exaggerate — jumped on it for clicks. So even ran headlines like "Gastar Electronic Entertainnt enters deep collaboration with Tokarev's film company."

So outlets went as far as suggesting that IPs like Super Mario and more were getting live-action adaptations — which thrilled players.

They had been eagerly awaiting live-action adaptations of Gastar's ga IPs for years.

...

...

Countless people had talked about it online.

And this ti, it seed like it might finally happen.

Gastar Electronic Entertainnt didn't step forward to deny the rumors, and Tokarev's film company confird the collaboration with a deliberately vague stance — acknowledging a partnership, but not revealing what films were involved.

Within the film industry, the mood was mixed.

So people had already been selected to join the film projects, aning they had secured work — and with a well-funded backer like Gastar, they were naturally pleased.

Others were jealous and bitter.

They resented not being chosen.

So even tried reaching out to Tokarev to see if there was still a chance to get involved.

But of course, Tokarev was going to prioritize longti partners and close collaborators.

About a month later, pre-production officially began. At that stage, keeping things under wraps beca impossible, and details about the adapted ga IPs gradually surfaced.

"According to the latest official report, Gastar Electronic Entertainnt has licensed three films to Tokarev's film studio. The first is a tal Gear movie."

"Finally! A live-action tal Gear! I've been waiting so long! If they don't release it soon, my kid will be born before the trailer drops!"

"Don't celebrate too early. I've seen too many adaptations turn into garbage. Let's be cautious."

"But I heard the lead actor will be the sa face model as in the ga — that guy nad Jobb. And the director is one of the best in the spy-thriller genre."

"What?! That's amazing! I'm watching this in theaters on day one!"

Just the fact that the live-action version would cast Jobb — the original face model for Snake in the ga — was enough to get fans excited.

A live-action adaptation! Even just seeing that is worth it. If the story sticks to the original, that's even better.

In essence, this was taking the ga's cutscenes and transforming them into cinematic storytelling.

And the story of tal Gear already resembled a film, so as long as the details weren't altered, players were more than happy to experience it again on the big screen in high resolution.

Watching a story in a theater is a very different experience than watching it on a PC or TV at ho.

Next, the dia revealed the second adaptation: Uncharted. It too would follow the original storyline. While they hadn't decided which specific ga installnt to adapt, it was confird that the protagonist, Drake, and the important supporting character, Sully, would both be portrayed by actors modeled after their in-ga counterparts.

The official statent also promised that both movies would remain very faithful to the original narratives — even if that ant lower profits.

And that was exactly what players wanted to hear.

After all, a truly great story isn't easy to write from scratch.

Both tal Gear and Uncharted already had top-tier storytelling in their original gas. Trying to improve upon them would be extrely difficult.

Where the film adaptations could really evolve was in scale and spectacle.

With proper cinematography and post-production effects, the visuals would easily surpass the real-ti rendering in the gas.

Keeping the original story and pairing it with upgraded visuals and grander scenes — that's what would hook the players.

That guaranteed a strong base for ticket sales. From there, the next challenge would be using blockbuster-scale scenes to capture the broader audience.

In that regard, Tokarev's film company had a solid track record.

After all, they had previously partnered with Gastar Electronic Entertainnt to produce the Infinite Starsea sci-fi film series.

So far, Infinite Starsea had earned over $2 billion in box office revenue for Tokarev's company — and when you factor in books and rchandise, that number could easily double.

So it wasn't surprising that fans were already shouting for early ticket sales — eager to support the film with their wallets.

But of course, seeing the final product would still take at least a year.

Still, with that kind of commitnt, Tokarev's confidence surged. With so much fan support, the movie was sure to break even. And a break-even movie is a good movie — a profitable one is even better!

This made him all the more determined to stick strictly to the original ga material.

He also found himself appreciating the power of an existing fanbase — it let him move forward boldly, without second-guessing or fearing what-ifs.

It was like having a safety net. As long as he didn't recklessly butcher the story, it was unlikely to flop.

Finally, the dia revealed details about the third movie.

Unlike the others, this film wasn't based on any single IP. It appeared to be a crossover film — an IP mashup of sorts. But very few details were released. There were no stills, no trailers, no synopsis. It left fans completely guessing.

And that opened the floodgates to speculation.

"Could it be a massive IP battle royale? Like Final Fantasy's Cloud versus Super Mario?"

"Co on, those two aren't even the sa art style! That would be such a weird clash."

"Eh, it's not totally impossible."

"But honestly, making a movie like that doesn't feel very highbrow. There must be a more elegant way to handle it."

"So what kind of style do you think it'll be?"

"Hard to say. It's really hard to guess."

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