Takayuki ultimately chose the most expensive processor option.
However, that was just an initial decision. The bidding would continue, and the three shortlisted companies would still need to provide their processors for hardware design testing.
While the submitted specs and data were already detailed, actual implentation would surely raise unforeseen issues. How each supplier supported the engineering process would be key.
Takayuki didn't want a subpar chip supplier to drag down the project.
That said, his overall strategy of accepting short-term losses on the console and making it up through software sales remained unchanged.
Takayuki still preferred to see players happily buying a high-performance console at a reasonable price—and then willingly spending more on great gas.
By the second half of 2014, construction on Gastar Land, located in Tokyo, was progressing smoothly.
Thanks to the full support of the Japanese governnt, there had been zero resistance—logistical resources and governnt coordination were all on track.
The Tokyo municipal governnt even set up a dedicated task force to coordinate with the construction teams and proactively help Gastar Electronic Entertainnt solve any issues—so the company hardly needed to worry about anything on the ground.
As a result, in under a year, Phase 1 of Gastar Land had already completed its foundation work.
If things continued at this pace, the park could open at least one venue before the 2016 Olympics.
Gastar had even reached an agreent with the Japanese Pri Minister's office: Tokyo's Olympic launch promo would be fild in Gastar Land, with the Pri Minister appearing in the iconic Mario costu at the Rio Olympics, announcing Tokyo as the next host for 2020.
Takayuki would occasionally drop by the site to check progress.
This was the biggest project he had ever led in his life.
And if it launched successfully, Tokyo hoped to host more Gastar park developnts.
Clearly, certain people in Tokyo's governnt were already planning their own political futures—hoping that partnerships with Gastar could pave the way for higher positions or new ventures.
So even dread of taking Gastar Land global, building parks in major cities worldwide.
Of course, it was all just ambition for now—whether the park would even be profitable was still uncertain.
Without Gastar's deep financial reserves, even with full governnt backing, Phase 1 couldn't have been completed this quickly.
Money really did make things easier.
At the end of 2014, Takayuki launched a new round of ga developnt planning.
GTA: San Andreas had beco a classic open-world title by then.
It set the benchmark for sandbox gas—enough so that even copycat gas using similar formats could still sell well.
Now, Takayuki began planning a new entry.
With Gastar's AI system more mature than ever, this next GTA title would serve as the testbed for AI 2.0.
The AI in Assassin's Creed: Revelations was solid—but still not perfect. There were still imrsion-breaking monts.
More iterations were needed. Takayuki knew perfection couldn't be achieved in one leap.
Each test built toward the final goal: a flawless implentation in Cyberpunk 2077.
Thus, the project for GTA: Liberty City Chronicles was launched, with a planned three-year developnt cycle—tid to coincide with the next-gen console's release.
The ga would be the console's flagship launch title.
Six months later, a new Legend of Zelda title would follow.
"This San Andreas entry is another experint in new tech. We're going to take all the technologies researched during Cyberpunk 2077's developnt and give them a full showcase."
At Gastar's second-half planning conference, Takayuki publicly outlined the direction of the upcoming projects.
San Andreas and the new Zelda title were both unveiled.
The Zelda ga would be a smaller-scale title—The Wind Waker—entrusted to a new team for training. Twenty veteran developers would assist to guide them into the right developnt rhythm.
The goal wasn't speed—it was innovation. They would continue exploring AI applications, and if things went well, they could even develop Skyward Sword afterward.
But the flagship title over the next three years would be GTA: Liberty City Chronicles.
The main developnt would be handled by the U.S. team, with a Japanese team assisting.
The project would involve around 2,000 developers.
With a clear direction and three years to work, building a new Liberty City ga was entirely achievable.
At the U.S. office, several young developers were visibly excited during the joint eting with the Japanese team.
"Peter King, the project's yours in the U.S. I'm counting on you all to make sothing outstanding," Takayuki said.
He presented the ga's design frawork and main storyline—just the frawork alone had people buzzing with excitent. As expected from sothing personally planned by the company president.
At this point, though, people were so used to praising Takayuki that it almost felt redundant.
"Yes, sir! We'll work hard and won't let you down!" Peter King replied excitedly.
Peter was only 23 years old.
Being placed in charge of GTA developnt at that age wasn't without reason.
He had earned Takayuki's recognition through sothing that had stunned him.
Just six months earlier, Peter had still been a regular university student.
Just like any other student, he loved video gas.
But he had another hobby too—he liked to dig into open-source gas, creating new things from them.
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