PixelPioneers: The Birth of a Gaming Empire

Chapter 96: Chapter : 95 : Step By Step Horror



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Although it is a horror game, thanks to the advance promotion of UEGame, the global sales of "Resident Evil" reached 2 million copies on the first day. Compared with AAA-level games, this number is not very high, but for the horror genre, it is substantial. Compared with similar games in the U.S., this number is already quite impressive.

In total, 700,000 copies were sold domestically, while overseas sales, including North America, Europe, Asia, Southeast Asia, and other regions, reached 1.3 million copies.

For the performance of "Resident Evil," John did not immediately analyze it, as he had something more important to attend to.

In a VR reality experience museum, John was communicating with a person in charge. Since VR devices haven't been widely adopted, most regular players don't have access to them, but there are still a good number of VR game experience centers in major cities.

However, the cost remains high, around 30 dollars per hour, with higher-end centers being even more expensive.

After briefly discussing a few matters, John left, and the owner, a 40-year-old balding man, couldn't help but sigh as he watched him go. Ah, the enthusiasm of youth.

[ ===== ]

Inside the studio, Barton and Baker sat in an office, watching the gameplay of "Resident Evil" on a large screen.

"What do you think?" Baker suddenly asked Barton.

With a serious expression, Barton watched the "Resident Evil" gameplay closely. Even Leon, the protagonist on the screen, had been tackled by two zombies, landing him in a tight spot.

"The horror elements are exceptionally crafted, especially with the tension that the zombies and tyrants create. On one hand, you're fighting to survive, solving puzzles, and unraveling the game's backstory, the origin of the virus, and the conspiracy behind it. It seems like..."

Barton paused, and Baker finished his thought: "The series of games planned from the outset is different from your typical IP. This one was built with sequels in mind from the beginning, as the game is rich in details that could lead to sequels."

Looking at the chilling and intense visuals on the screen, Baker thoughtfully stroked his chin.

In the game, Claire finds clues in a notebook at the police station, leading into the story of the virus development company and revealing hints about why Ada seeks the virus. These plot points would make a compelling foundation for a sequel.

"The most impressive part, though, is John's expertise in crafting horror games. If 'Outlast' catered to a niche horror audience, causing even curious players to hesitate, then Resident Evil strikes a balance. It's a game for horror fans and mainstream players alike," Barton said, impressed.

Though his previous game, "Soul Hunter," was labeled horror and suspense, Barton knew it leaned more into action elements.

"Resident Evil," however, finds the perfect line, blending relentless tension with resource scarcity, keeping players on edge throughout. It's a constant battle against fear, experienced fully only when playing.

"The gradual terror is addictive, like sipping a sweet drink. Once you start, you can't stop," Baker laughed, though his metaphor may have been a little odd.

Initially, you might think "Resident Evil" isn't that scary. The game's beginning, with a truck driver hitting zombies, Leon and Claire's encounter at the police station, and initial exploration of the town aren't overly frightening.

But the game is designed to let fear build, drawing players into the atmosphere. Starting with initial encounters with zombies, players gradually face lickers, zombie dogs, and relentless tyrants. In horror games, monsters provide the greatest sense of dread, and "Resident Evil" uses this well. The mid-game tyrants are just such monsters.

A horror game with an unbeatable monster isn't unique, but in "Resident Evil," the tyrant isn't all that terrifying in appearance, wearing a well-tailored coat and a small hat covering a bruised face.

Aside from the unnerving sound of leather shoes approaching, and his capacity to kill players instantly, he almost looks endearing.

"Still, with this release, it's unlikely John will be left out of the top ten independent game developers of the year," Barton said with a smile.

The annual selection ranks game producers, focusing on indie developers. Previously, with "Binding of Isaac," "Octopath Traveler," "Outlast," and others, securing a top spot seemed challenging. But with "Resident Evil," John has earned his place on the list.

[ ===== ]

In PixelPioneers Studio, Armani sighed. "If only Mr. John could secure first place, it'd boost our visibility tremendously if managed well."

Armani, a renowned manager, felt this missed opportunity was unfortunate. To increase a game's popularity, visibility is essential. He saw this as a prime chance but found out that John, the creator of "Resident Evil," had missed the selection.

While Armani regretted this, John remained unfazed and continued monitoring the latest news about "Resident Evil." It had been a few days since its release, and hardcore players, along with various game media, had already completed "Resident Evil."

The game's popularity had skyrocketed across various streaming and video platforms. Interestingly, players' focus wasn't solely on "Resident Evil"'s horror aspects.


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