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The promotion for Cyberpunk 2077 continued in full swing.

And as developnt was essentially complete, the scale and intensity of its marketing far surpassed that of any previous ga.

First ca the voice actors and motion-capture perforrs.

Most of them were already fairly well-known actors in this world.

The male and female leads, in particular, were voiced by two of the most outstanding voice actors in the industry.

And that wasn’t all—Cyberpunk 2077 had undergone extensive localization for many countries.

Japanese and English were, of course, included.

Other languages such as French, German, Russian, Spanish, and many more also received full voice-over support—including Chinese.

Takayuki rembered that when he first played this ga in his previous life, he experienced it entirely in Chinese. While the ga itself had been problematic back then, its localization efforts were taken to the extre, with voice acting provided in many languages.

Voice localization was very different from simple text translation.

It was far more difficult, requiring cooperation from local teams and voice actors who truly understood the ga’s core concepts and thes.

The global multi-language voice-over effort alone cost tens of millions of dollars.

In return, the ga now supported over fifty localized text languages worldwide, each paired with corresponding voice acting. This ant that the vast majority of people around the world could play the ga comfortably without even needing subtitles.

If it were another company, they might have preferred to spend that money on marketing instead.

But Takayuki was exceptionally stubborn about this point—so much so that others found it hard to understand.

After all, he had once lived in a country where video gas were not particularly prosperous. In the early days, playing good gas often ant struggling through obscure foreign languages.

Later, small communities known as fan-translation groups erged—people who localized gas purely out of passion, without compensation. Through them, Takayuki had experienced gas from all over the world and truly felt the charm of video gas.

This ti, Cyberpunk 2077 had reached the extre in every other aspect, so localization would not be neglected either—it would be maxed out as well, without considering monetary returns.

As a result, the total investnt in Cyberpunk 2077 had now exceeded five hundred million dollars, making it the most expensive ga ever produced in this world’s history.

It was unlikely that any company would surpass this level of investnt in the coming years.

Gastar Electronic Entertainnt did not publicly disclose the exact budget.

They had no obligation to do so, and as a result, the figure beca sothing of a mystery. For a long ti, people wildly speculated about how much the ga had cost—but most guessed conservatively, estimating around three hundred million dollars.

Five hundred million? And still not finished?

That was a number few even dared to imagine.

If outsiders truly knew how much Gastar Electronic Entertainnt had invested, they would probably understand why Takayuki personally stepped in to deal with those low-effort cyberpunk knockoff gas.

No one wanted a culture they had painstakingly cultivated at enormous cost to be trampled so casually.

After the exchange eting, Gastar Electronic Entertainnt finally announced the official release date of Cyberpunk 2077 at a public event.

June 2019.

This ga, into which countless efforts had been poured, was about to fully enter the world.

"Have there been any more serious bugs?" Takayuki asked.

"No, President. We’ve conducted high-intensity stress testing using AI. There’s absolutely no chance of critical ga-breaking bugs. Please rest assured!"

"Good. Then how is the in-ga AI performing? I don’t want any unpredictable behavior during AI decision-making."

"You don’t need to worry about that either, President. The AI NPCs have now been upgraded to the fourth generation. This generation operates well within normal human ethical boundaries. There won’t be any extre behavior—and even if sothing does occur, the ga has built-in detection chanisms to suppress AI instability at the earliest stage."

"Alright. Then I’ll try it myself. Let play the corporate path. I’m still not entirely at ease."

"Of course, President. Please use this computer for the demo. I can guarantee that the current experience is at its absolute peak—there won’t be any issues!"

Kouda Yukio, the head of the First Developnt Departnt—the most senior and experienced team—stood behind Takayuki and spoke with full confidence.

This was the largest-scale video ga he had ever worked on.

He even felt that he might never create another ga of this magnitude in his lifeti.

After all, even Gastar Electronic Entertainnt wouldn’t blindly pour unlimited resources into a single project.

Cyberpunk 2077 existed largely because of Takayuki’s personal obsession—an obsession no one else could truly understand.

Without that obsession, the ga likely wouldn’t have been born at all.

Nor would such an enormous investnt have been made.

Five hundred million dollars, a developnt cycle exceeding six years—and in fact, preparation may have started even earlier.

The original developnt proposal Takayuki had given them was already so complete that it felt like an improved version of a finished ga, rather than a concept from scratch.

Of course, this world had never had Cyberpunk 2077 before, so everyone could only assu that Takayuki had long prepared for its creation—perhaps it was his ultimate dream.

Takayuki calmly sat in front of the computer and launched the nearly finished Cyberpunk 2077.

Total ga size: 237 GB.

Even with this world’s technology surpassing that of his previous life, it would be hard for another ga to exceed this size anyti soon.

More importantly, nearly all of those 200 gigabytes were densely packed with content and information—nothing was wasted.

Takayuki entered the opening segnt, choosing the Corporate background.

This was the start of the corporate storyline—the sa opening path from the original ga.

But in Takayuki’s version of Cyberpunk 2077, the corporate path was no longer limited to that brief opening.

It had a complete main storyline of its own.

In fact, the corporate route could allow the protagonist to avoid combat entirely, progressing instead through dialogue choices and investigative gaplay similar to Ace Attorney.

In simple terms, the corporate path felt more like an interactive film—just an exceptionally long one.

Takayuki particularly liked this background, as it highlighted the ruthlessness and coldness of Night City.

No matter how high your status, in this world you were still just a pawn—one to be manipulated at will.

He sampled the experience briefly, which already took over two hours.

And that was only the early guiding phase of the corporate main storyline—much more content still awaited.

"Well, President? I told you—our work is basically flawless now. All we need to do is wait for release," Kouda said confidently.

Takayuki stood up and replied, "We can’t let our guard down. I don’t want this ga delayed for any reason. At this final stage, no one can afford to be careless."

"We understand completely!"

"Good. Then keep up the good work."

Takayuki patted Kouda Yukio on the shoulder, offering an encouraging look.

The joy in his eyes was impossible to hide.

This ga had truly reached the level he once dread of.

Only now—after coming to this world—did he finally dare to say that he had very few regrets left.

Well... maybe one.

An amusent park.

By now, the second phase of the amusent park should be nearly complete.

Phase two was the Final Fantasy The Park—a park comparable in scale to the Mario The Park, but larger in area and featuring more intense attractions.

Compared to the family-friendly Mario series, Final Fantasy was more serious in tone, and the park would be built with greater grandeur and solemnity.

In just a few days, the Final Fantasy Park would be completed.

And when that ti ca, Takayuki would, of course, personally attend the ribbon-cutting and celebration.

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