The success of the GSX has allowed Gastar Electronic Entertainnt to maintain its advantage, but just maintaining an advantage is not enough.
Takayuki has even more developnt plans ahead.
In the past, many of his ideas couldn't be fully realized because the performance of the ga consoles wasn't up to par, which always left Takayuki unsatisfied. But now, those constraints are gone.
He finally feels he can freely develop the gas he's always wanted to create.
The next gas he wants to make are already clearly planned, and the first one is the tal Gear series, which he's longed to work on for years.
This series can be considered the pioneer of stealth gas and one of the first to use cinematic storytelling.
Although cinematic storytelling has already begun to show promise in this world, Takayuki still believes this series is indispensable.
It's not just about the ga itself, but about the ga creator's reflections on the wars and societal environnts of that ti.
...
...
War, nuclear weapons, social dia discourse, and much more.
So, Takayuki decided to bring this series to the public.
In fact, tal Gear 1 was created a long ti ago, and Takayuki could have made it earlier.
But the pieces that truly left a deep impression on him were the modern tal Gear installnts after the PS3 era.
His love for the series led him to try out all the gas in it and understand the general plot.
Now, he has an idea to use modern technology to remaster the tal Gear gas he once played.
In his past life, the series had no chance of being re-developed, let alone receiving a high-definition remaster, which left him a little regretful.
So, to avoid regret, he decided to remaster the original tal Gear series and present it on modern ga consoles with high-definition visuals.
Having planned this out, Takayuki didn't waste any ti and quickly gathered several developnt teams.
In fact, the ga had already been scheduled one or two months before the official release of the GSX.
This ti, it wouldn't require too many developers. Takayuki estimated that one developnt group along with support from an engine and effects team would be sufficient.
This ti, the story would be the first to touch on real-world events, which was a big departure from the traditional fantasy stories Gastar Electronic Entertainnt had made in the past.
Previously, Gastar's gas were mostly traditional stories about heroes and princesses.
Final Fantasy made so breakthroughs, but it still started with a fantasy setting, with no clear intersection with reality.
Later, gas like Counter-Strike and others set in reality didn't delve deeply into societal issues either.
tal Gear would be an attempt to change that.
When Takayuki personally shared his ideas with the team about how he wanted to express these concepts in the ga, they beca excited and eager.
This was a whole new approach—connecting with reality for the first ti and seriously thinking about so real-world issues.
It was moving closer to the film industry, and the scale suddenly felt different.
The first tal Gear ga has a pretty simple story, though.
A mysterious organization sends a special forces soldier to investigate a conflict in South Africa, but soon loses contact. They then send another soldier, nad Snake, to destroy a nuclear-equipped tank and prevent a global disaster.
The ga ends with the successful saving of the world, and the protagonist hiding in Alaska after completing the mission.
The summary is simple, but diving deeper into the story is another matter entirely.
To this day, Gastar Electronic Entertainnt puts a lot of focus on story developnt. Every team has a professional writing team.
These writing teams are mostly cultivated from scratch and have beco a valuable asset for Gastar.
For this tal Gear project, Takayuki had a new plan—he would give the team the main tone of the story and gaplay, and let them unleash their creativity.
The first ga didn't need to be a huge hit; even if it experienced so losses in sales, the sequels could make up for it.
This developnt model would give the team maximum exposure to the entire ga developnt process, allowing them to grow faster.
The developnt team was given full freedom to create, and they were extrely excited.
A story related to real-world society—if they got it right, they might leave a lasting legacy. If they went out and said they developed the tal Gear series, it would be a huge honor.
anwhile, Takayuki didn't sit idle.
He occasionally checked in on the tal Gear developnt to ensure the core of the ga was on track, and then worked on his side project—developing an indie ga under a pseudonym.
Of course, since the side project had no ideological constraints, Takayuki developed whatever he wanted.
This ti, he chose to develop an indie ga called The Witch's House.
Despite using a 2D cartoon art style, it was a full-on horror ga with a touch of neuroticism, and its ending was far from a happy, family-friendly conclusion.
After all, it's a horror ga, and with a bit of insanity thrown in, it wouldn't have a joyful ending.
He wanted to show aspiring indie developers that as long as you have creativity, you should go all out and create what you want, without worrying about whether the ga will be popular. As long as it satisfies your own desires, that's enough.
Sotis indie gas don't have as many comrcial motives.
As expected, after Takayuki released The Witch's House, the sales were clearly underwhelming.
Even with the added recognition from his pseudonym, only a few players left positive reviews for The Witch's House, while most felt deceived.
After all, Takayuki's previous ga Stardew Valley was so warm and harmonious.
But for so reason, he ended up developing a ga with such a dark, bizarre quality—it really threw off players who didn't know much about the ga.
However, the players who liked it really loved it. They gave it five-star ratings without hesitation, while those who didn't like it gave it one-star reviews.
If the rating system allowed zero stars, they probably would have given it that.
But Takayuki didn't really care about the so-called reputation. His side projects were more about testing out new gas, and he believed that the world of gas shouldn't be rigid. Showing different types of gas through indie projects was necessary.
Reviews
All reviews (0)