This edition of the Direct was also a kind of phase summary for Youxing Electronic Entertainnt.
Of course, the ga announcents weren't over yet.
At the very end, The Legend of Zelda: Breath of the Wild was officially revealed.
If the GTA series sets the benchmark for realistic open-world sandbox gas, then The Legend of Zelda: Breath of the Wild is undoubtedly the gold standard for fantasy-thed open-world sandbox gas.
These two gas essentially represent the definitive answers for two distinct types of sandbox experiences.
Any ga company with a bit of insight could easily ride this wave by copying either of these styles and still be well received.
In Zelda, the ga will emphasize a highly advanced physics system.
Through this unique physics engine, the ga promises an extraordinary gaplay experience unlike any other.
...
However, this is much more abstract compared to GTA. Simply watching a demonstration doesn't fully convey the ga's chanics. But just the na Zelda alone was enough to get countless fans excited.
And with that, the Direct from Gastar Electronic Entertainnt ca to a close—temporarily, that is.
"Temporarily" because the company promised that before the official release of the Switch, it would host multiple additional Direct presentations.
Takayuki wanted players to beco deeply familiar with the console through a series of Directs.
The day after the Direct, Takayuki received several phone calls.
So were interview requests from major dia outlets, others were general inquiries, and quite a few were letters from passionate fans.
Most of them asked: why does the new console look the way it does?
Takayuki didn't need to answer those questions himself.
That's what Natsu Yasutaka was for.
While the grassroots promotion campaign was still going strong, Natsu also took ti to attend various interviews to explain the features of this new console.
With Takayuki's current status, he didn't need to constantly appear in public. If he had spare ti, he preferred to imrse himself in the ga developnt teams to oversee projects.
And right now, he had a lot on his plate.
To ensure there would be enough gas ready to launch alongside the Switch, he had once again entered "crunch mode."
At a professional industry forum, Natsu Yasutaka attended as a guest speaker and addressed a crowd of marketing professionals from across the gaming industry.
Gastar Electronic Entertainnt had long been hailed as the king of video ga marketing.
It wasn't just because they had great gas—their creative and morable promotional strategies always left a lasting impression on gars.
Even non-gars, when asked about video gas, would instinctively think of Gastar Electronic Entertainnt.
At this point, the brand was practically synonymous with the term "video ga."
This brand managent prowess was downright terrifying.
As one of the heads of the marketing departnt, Natsu was more than qualified to speak at such an event and share his experiences.
After the talk ca the Q&A session.
Most of the questions had little to do with marketing, though. They were all focused on the recent Direct.
Fortunately, Natsu was well-prepared and didn't panic. Even when asked detailed questions, he answered smoothly.
"Mr. Natsu, I'd like to know: is the Switch a signal of your company's future direction for ga developnt? Does it an you'll stop producing traditional ho consoles?"
Natsu smiled and replied, "You're half right. Yes, the Switch is definitely one of our developnt directions. We firmly believe handheld gaming still holds unique advantages, and there's still a large community of gars who love handhelds. So with the Switch, we're telling them: we're back, and we're bringing gas that will get you excited again!"
The audience imdiately erupted into the sound of scribbling pens and clacking keyboards.
Among them were not just marketing professionals, but also a slew of tech and electronics journalists.
If Natsu hadn't co prepared, he could've been caught off guard.
"Then Mr. Natsu, you ntioned there was a 'wrong' part to the question. Does that an you're not abandoning the traditional ho console market?"
"That's right," Natsu nodded. "Ho consoles also have their unique strengths—mainly superior graphics and smoother performance. Mobile processors can't compare to desktop-grade ones, due to limitations in power and size. So we will absolutely not abandon ho consoles. The Switch is our new interpretation of handheld gaming—it's an expansion of our handheld product line, not a replacent for our ho consoles. In the near future, we'll be revealing more outstanding ho console products. Please stay tuned."
"Mr. Natsu! Over here!"
Natsu looked toward the next person and signaled for them to speak.
"So Mr. Natsu, is your return to handhelds ant to directly compete with the smartphone market?"
"Why do you say that?" Natsu asked in return.
The person paused, then replied instinctively, "Handhelds are portable, smartphones are also portable. Don't users typically choose one over the other?"
Natsu shook his head, "Why does it have to be one or the other? Honestly, your question is flawed from the beginning. Smartphones and handheld consoles have always been different."
"But... wasn't it the rise of smartphones that crushed the handheld market? So to bring handhelds back, don't you have to win over smartphone users again?"
"No, we've never aid to do that."
Natsu continued, "Let be clear: handheld consoles and smartphones serve different purposes. There may have been so overlap in users at one point, but handhelds are for playing deeper, more engaging gas—no question. Smartphones cater to general multidia entertainnt. The two don't really compete."
Reviews
All reviews (0)