PixelPioneers: The Birth of a Gaming Empire

Chapter 94: Chapter : 93 : Childish



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Rather than being a horror game, it is better to say that "Resident Evil" is just an action-adventure game with a horror theme, and the horror in the game is simply a side dish. The right atmosphere allows players to feel a trace of tension without creating too much discomfort.

This is different from "Outlast," where high-intensity scares continuously affect players. In "Resident Evil," the goal is a more humanized experience.

The follow-up content of the demo version is still unknown, but at least from the demo, some clues can be seen. The tense zombie crisis in the gas station is alleviated when a character arrives, offering the player a moment of relief from the original tension.

Then, after the cutscene, players must find the path to the police station. Amid the countless zombies, finding the correct route leads to the beautifully lit hall. Unlike horror games, this hall serves as a safe zone, allowing players to breathe easily.

Later, through a roller shutter door, they enter a dark area reminiscent of an escape scenario. However, within this dark location, a seemingly safe place can have lights with no monsters inside.

Not every place is dangerous, nor is every place discomfiting. This is what the demo version of "Resident Evil" reveals.

And it's not hard to see in the previous trailer, where a mysterious woman wearing sunglasses and a coat appears, this character should be a teammate for Leon. The combination of a handsome guy and a beautiful girl is a major appeal for players.

All game professionals understand this well. Why can't 18+ games be promoted, yet still survive on game store search lists? This market is substantial.

[ ===== ]

In the PixelPioneers Studio office, John, Evelien, and other team members are working on new content. It's not a brand-new game but rather additional content for "Resident Evil."

The Resident Evil series in John's memory, which has been in development for over 20 years, is an enormous IP, so completing the entire story in one game is simply not feasible. Such a huge IP can sustain a game company's efforts indefinitely, but John doesn't want to focus only on the "Resident Evil" series.

However, working on just one game feels limiting because this IP series has too many classic stories and characters. The charming villain Wesker, along with Chris and Jill, are unforgettable characters.

With the resources available, John wants to bring these characters to players worldwide and establish a dedicated team, with himself as producer and plot master strategist. This is John's vision.

Of course, these plans hinge on the success of "Resident Evil." If its final sales turn out abysmal, John will need to explore other ways to generate revenue.

"Wow-!" During the lunch break, a group gathered around the large screen in the company's lounge, exclaiming.

On the screen was a "Resident Evil" scene showing Ada being injured and kissing Leon as she asked him to retrieve the virus.

"Mr. John, was it Ada who gave the rocket launcher to Leon last time?"

"Is Ada Leon's official match, or Claire's? It should be Claire since the ending scene is with Sherry."

"I feel like Ada might be using Leon more."

"No, Leon took a bullet for Ada and saved her; clearly, they have mutual feelings."

The group looked at John, the game's story lead, hoping for an answer.

"Maybe you'll find out later," John replied, not giving a definitive answer.

Who is Leon's official match? Ada or Claire? John doesn't know either. In the parallel memory, many years later, Leon has gone from a young rookie to a handsome man, and Ada has grown, and yet both remain single.

Unhappy with John's answer but mindful of his authority, they could only look at him, hoping to sway him with disappointed glances.

Sighing, John tossed the coke can in his hand into a nearby trash can, then walked back to his office under their expectant gaze.

In his office, Luna was seated at her computer, focused on typing, and wearing headphones, oblivious to John's entrance. However, his pet dog noticed him and quickly trotted over, circling his legs. Gently patting its head to signal it to play, John walked quietly over to Luna.

On her screen was a long text, a basic Game Design Document (GDD) for a game, though it was quite rough, with many assumptions.

Seeing this, John smiled. It reminded him of his early days in the industry.

"Not only the gameplay but also the storyline and basic programming tasks, all of these need to be included," John whispered as Luna saved her work.

"Ah-!" Surprised, she quickly closed the document and turned to John, "When did you come in? You startled me!"

"What's this GDD you're working on? A simulation game?" John asked curiously.

"It's just something I'm doing for fun. There's still so much I need to learn, so I was up late last night working on it, and I'm exhausted," Luna replied with a playful sigh, then headed to the massage chair to relax.

Watching her, John chuckled and reopened the document she had just closed. But as he read it, he froze. After a few moments, he glanced back at Luna, now dozing in the massage chair, and smiled.

Leaning back in his chair, he slowly skimmed the amateur GDD document. A few minutes later, he stood up and returned to his office.

Closing the door, he took out his phone and dialed a number.


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