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In this so-called San Andreas, it felt like stepping into a whole new life.

For many people, it was an incredibly novel experience.

Until now, no one had really imagined what a truly open world ga could be.

But now, it seed like they were finally getting a glimpse.

Takayuki... his ambition was imnse. Was he really trying to create a world inside a video ga that mirrored reality itself?

All at once, Ueto Hayakawa began to think much further ahead. He had a hunch—this might actually be the beginning of sothing huge.

The overview of San Andreas' gaplay lasted only about ten minutes but showcased nearly all of the ga's core systems.

However, the storyline itself wasn't revealed in much detail. This was intentional—holding back story elents kept the mystery alive. Gaplay spoilers could attract players; story spoilers, on the other hand, could turn them away.

...

Imdiately after that, the Direct revealed the latest installnt in the Pokémon series.

At this point, Pokémon had beco a staple annual release.

Its core identity was crystal clear: built around collection, social interaction and trading, and gym challenges.

The plan was to retain these fundantal chanics while enhancing graphics and adding side features that wouldn't overwhelm the main experience.

Sotis, a ga didn't need groundbreaking innovations to remain popular.

Just look at FIFA and Call of Duty—these series barely evolved over ti, but continued to rake in profits based on players' habits.

As long as new entries were released, they could still move millions of copies reliably.

But that kind of success was rare. In the original world, only a handful of franchises could truly claim that status.

And Pokémon was undeniably one of them.

Thanks to the series' lovable and approachable designs, most players were always willing to co back for more.

After the reveal, fan reactions weren't overly enthusiastic, but most were still interested in buying it.

Of course, Takayuki himself had long been frustrated by the stagnation of Pokémon's original-world developers. He was committed to pushing his team to keep evolving the franchise—ensuring that this world's version of Pokémon would surpass the original.

After all, he hadn't co to this world just to copy what once was—he wanted to right so wrongs, too.

Following Pokémon, a few previously confird third-party gas were shown.

Compared to Gastar's first-party titles, these gas were fairly conventional.

Still, they'd built solid fanbases over ti, and the developers were happy to keep making them.

As the Direct moved into its latter half, more footage from Uncharted was revealed.

Previously, so info had been shared—this would be a treasure-hunting adventure, with ancient ruins and a globe-trotting explorer at the center.

It was a story-driven ga, aiming to make players feel like they were watching a cinematic blockbuster.

Now, actual gaplay footage was shown. The protagonist, Nathan Drake, was on a quest for a legendary treasure linked to an ancient figure.

Only the opening portion of the story was shared.

In terms of core gaplay, it wasn't particularly groundbreaking.

After Assassin's Creed had already introduced the thrill of climbing and parkour in cities, Uncharted's chanics didn't feel entirely new.

But what really wowed people was the cara work, the facial animation, and the performance capture—all powered by Gastar's latest motion-capture tech.

So of it hadn't even been publicly disclosed yet.

The characters' expressions looked almost human.

This caught the eye of even non-gars—people drawn purely by stunning visuals.

Even if they weren't into gas, many considered buying Uncharted just to experience it as a movie.

In Europe and the U.S., a two-hour Blu-ray film could cost $40–50—about the sa as a ga.

So this didn't seem like a bad deal.

After Uncharted, the next reveal was the new Need for Speed title: Need for Speed: Underground Rush.

At the sa ti, Gastar announced that the Need for Speed series would be temporarily put on hold.

This shocked many racing fans.

But soon after, Gastar's racing dev team announced they'd be developing a new racing IP, one that would offer a more realistic driving experience—complete with cutting-edge visuals and a stronger simulation focus.

This was part of Takayuki's long-term plan.

With open-world gas rising, traditional arcade-style racing gas were in a tough spot.

Simple "race and repeat" gaplay could now be built right into sandbox gas like GTA.

And in fact, GTA V later broke new ground in this area, turning in-ga racing into a fully-fledged competitive mode.

If Need for Speed didn't evolve, its popularity would definitely fade.

That said, the series wasn't being cancelled—just no longer released annually.

Instead, new titles would co out every five to six years, reeling in veteran fans with modern graphics and features.

This was a smart move.

And Takayuki already knew what the successor would be: the Forza series from the original world.

Forza had two main branches.

One was the core Forza Motorsport gas—focused on professional racing simulation.

The other was the more casual, open-world Forza Horizon spin-off.

Together, these two sub-series could win over almost every racing ga enthusiast out there.

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