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Finally, Takayuki decided to leave the decision to the players.

In future next-generation consoles, there will also be performance and graphics modes. Trying this approach with Titanfall was not a bad idea.

As for the PC platform, there's no need to say much—if your configuration is good enough, you can have the graphics quality you desire.

After finalizing the fra rate issue, the ti had co for Christmas, and the Titanfall demo was released as scheduled.

Each sales counter of Gastar Electronics had a dedicated Titanfall section.

Even in Gastar's own stores, there were events associated with Titanfall.

Custors who pre-ordered the digital version of Titanfall on-site received so physical rewards.

This was also aid at stimulating the digital ga market.

...

...

Additionally, every custor who purchased a ga console or ga could receive an exclusive Titanfall redemption code.

If they planned to pre-order Titanfall in the future, they could use the code to obtain a unique Titanfall character design, which was a small prize for the online mode.

Players were already very interested in Titanfall.

The ga's graphics and performance were truly impressive.

On the official Titanfall discussion forum, many discussions about the ga's settings had already started appearing.

Countless players were creating various fan works based on the official Titanfall settings.

Creating derivative works for their favorite gas was a popular cultural phenonon among players, even though it could raise so copyright concerns. However, Gastar Electronics was very lenient about this, especially when individuals created non-comrcial works, often even promoting them. This made players continue to hold Gastar Electronics in high regard.

Based on Titanfall's already strong popularity, when the demo was officially announced, many players flooded into Gastar Electronics' sales counters right before Christmas.

So of them had already planned to buy gas for Christmas, while others wanted to buy gifts for family or friends, so they took this opportunity to experience the Titanfall demo.

To encourage more players to visit physical stores, larger stores added extra Titan control demo content to the existing training level demo.

When players heard this, they rushed to the stores with additional demo content, making several Gastar stores so of the most popular places on Christmas Eve.

Besides offline events and discounts, there were also special online activities for players.

The demo didn't just include a single-player training level but also an online PvP map for players to try out.

The online activity for the training level was a "Fastest Training Challenge."

The competition was divided into several regions, with the top ten players in each region receiving exclusive Titanfall rewards.

The specifics of the rewards were kept secret for now, but Gastar Electronics promised the winners would be pleased.

Next ca the online competition.

Titanfall's competitive features were already strong, and it would be a waste not to host a competitive event for such a ga.

Thus, Titanfall also held an online competition, divided into several regions. The winning team would receive many Titanfall-related prizes.

These activities were certainly exciting, but the real reason players wanted to play Titanfall was still the ga's inherent quality.

On the first day the demo was released, Titanfall's concurrent player count skyrocketed. Whether on PC or console platforms, the ga was very popular.

Since it was free, players wouldn't pass up the chance to try it. As long as they had a ga console and no 3D motion sickness issues, they couldn't ignore the ga.

By the end of the year, Titanfall had successfully beco the most anticipated ga among players.

After adopting a pre-sale system for online sales, the total pre-sale number had already reached 500,000.

And this was just the result of a little over a week after the demo was released.

This ant that once the ga officially launched, the first-week sales would already be at least 500,000, and the number was still growing. It was hard to predict how high it would go by the official release.

But no matter what, this was definitely sothing to look forward to.

Thus, 2006 quietly passed by.

At the end of the year, the now-famous annual ga awards ceremony was held as scheduled.

As usual, hosted the event, announcing the most popular gas of the year, excluding Gastar Electronics' first-party works.

After all, Gastar's gas, when they were released, would simply dominate.

It was well-known that even Stardew Valley, made by Takayuki under a pseudonym, almost took over the awards ceremony that was being prepared at the ti.

For Takayuki, awards and fa no longer mattered.

His presence alone represented quality and absolute strength. No one could deny this fact.

However, during the ga awards ceremony, Gastar Electronics didn't miss the opportunity to increase excitent.

Thus, they announced the official release date of Titanfall.

March 1, 2007.

It would also be Gastar Electronics' annual carnival.

Using the carnival to celebrate Titanfall's release was quite a high-level treatnt.

By this ti, the developnt of Titanfall had entered its final stages.

The bugs had mostly been fixed, and now it was ti for the official pressing... oh, no, it should be pressing onto cartridges.

Gastar Electronics' direct flash storage factory was running at full speed, rapidly producing Titanfall's exclusive cartridges at a rate of five to six hundred thousand per day, then packaging and distributing them worldwide.

At the sa ti, workers had gathered in the U.S., Japan, and several bustling areas in Europe.

They brought various tools and equipnt, setting up a twenty-square-ter area, which was enclosed with barriers to prevent peeking.

Then they began working frantically within this small space.

Curious passersby, including journalists, tried to figure out what was going on, but the workers remained mysterious, only revealing they were hired by Gastar Electronics.

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