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Chapter 512 - Chapter 509: Unexpected Viral Hit

However, this criticism was quickly drowned out by a wave of "I was wrong!" discussions.

"Don't be fooled by the game's simple graphics and straightforward controls," a player who considered himself a strategy game expert said to his friends. "The resource management is incredibly detailed! To save that old man trapped under the rubble, I gave him my last half bottle of water. Later, I became dehydrated, my QTE judgment time shortened, and I died in an aftershock. Who's the numerical designer? I want to send them a blade."

In ordinary households, the black cartridge sparked an unexpected reaction.

Saitama Prefecture, Imai family.

After dinner, Imai Kenichi, the family patriarch, confidently picked up the controller, determined to project an image of an all-knowing father before his son.

"Watch this, son. I'll show you what it means to stay calm under pressure."

Alarms blared on the screen, and the image shook violently.

Kenichi instinctively tried to dash toward the door.

[ GAME OVER ]

[ Cause of death: Forced movement during intense shaking; struck on the head by a collapsing bookshelf. ]

His younger son, sitting beside him, let out an unsparing snort. "Dad's so dumb. The TV just said you're supposed to hide under a table when things shake."

Imai Kenichi's old face flushed crimson. He cleared his throat awkwardly. "That was just a slip of the hand. Let's try again."

Half an hour later, their roles had completely reversed.

"Dad! Stop picking up that can—the backpack's full! Go get the first-aid kit!"

"But that can restores 30 stamina—"

"But that NPC up ahead is bleeding out! If we don't save him, we can't clear the roadblock!"

This scene played out repeatedly in living rooms across Japan.

What had started as a "digital educational tool" meant to keep the kids busy had somehow transformed into a full-family strategy session.

Though Disaster Relief Little Hero hadn't achieved explosive sales, it had sold over a million copies in its first two weeks. The game was clearly a long-tail type, and its long-term sales potential looked very promising.

A million copies wasn't just a impressive business metric; it was a social phenomenon.

NHK even produced a follow-up special on Disaster Relief Little Hero.

In the video, the owner of a hardware store in Tokyo was pouring out his woes into the microphone, yet his face was beaming with a smile. "I don't know what's going on lately, but we've sold out of L-shaped furniture brackets that had been sitting in our inventory for two years! And those hand-crank flashlights are flying off the shelves—we can't restock fast enough. When I asked why, I found out it's all because of that Sega game. People are playing it and realizing their own disaster preparedness supplies are lacking, so they're coming here to buy them specifically."

The scene shifted to a reporter entering an ordinary home.

On a weekend afternoon, instead of going out shopping, a family of three was "practicing" in their kitchen, following the prompts they'd accumulated from the game.

"Honey, that box on top of the cabinet is too heavy. The game says it's a major hazard. Get it down quickly!" the wife instructed her husband.

"And this too," the elementary school son pointed at the gas valve. "We need to stick a glow-in-the-dark sticker on it so we can see it during a power outage."

This unexpected "sales power" that transcended the gaming community caught everyone off guard.

The renowned gaming magazine Famitsu gave the unconventional game a rare 35/40 score in its latest review, granting it entry into the Platinum Hall of Fame. The review simply stated: "Sega has proven one thing: the reason educational games are boring isn't because of the 'education' itself, but because the game developers didn't put in the effort. Disaster Relief Little Hero strikes a perfect balance between the urgency of life-or-death situations and the logical approach to survival."

This was just the beginning. Games that leverage the long tail effect, like this one, would generate a steady stream of cash flow for years to come. More importantly, it had earned Sega an invaluable reputation as a "socially responsible company."

The development of next-generation consoles by the major game console manufacturers was no longer a secret in the industry.

Sega acted swiftly. The development kit codenamed "Jupiter" was reportedly already quietly placed on the desks of core development teams at Capcom and Konami.

Although Nintendo kept its efforts tightly guarded, rumors about "Project Reality" continued to surface from time to time.

Everyone had been eagerly preparing to battle it out on the next-generation hardware. Yet, at this critical juncture, Sega had managed to boost its public image through a simple disaster prevention game on its aging 16-bit Mega Drive.

Seeing the newspapers filled with endless reports about Sega's "corporate conscience," Ken Kutaragi felt that Sega was simply playing dirty.

"Not taking their work seriously," he muttered.

Kutaragi tossed the newspaper, emblazoned with Sega's logo, into the trash. Turning to his technical team, he said, "If they want to play house, then let's show them what real men's toys look like."

In late April, a technical demonstration video—devoid of background music or gameplay—materialized without warning in the editorial departments of major gaming media outlets.

No preamble, straight to the point.

Against a black backdrop, countless triangular grids rapidly constructed themselves, instantly filling with textures.

A Tyrannosaurus Rex, its skin texture vividly rendered, stepped out of the darkness.

It opened its massive jaws, and its sharp fangs gleamed coldly under the light and shadow calculations.

This wasn't a CG film or a pre-rendered cutscene.

As the camera rotated 360 degrees without blind spots and zoomed in, every joint in the Tyrannosaurus Rex moved with fluid naturalness. One could even see the contraction of its thigh muscles.

The silky-smooth 60 frames per second left editors, accustomed to mosaic-like color blocks and 2D paper-thin characters, their eyes nearly popping out of their heads.

PlayStation Technical Demonstration—T—Re.

Sony didn't issue press releases or engage in petty arguments.

They simply unleashed a dinosaur and let out a deafening roar that shook the entire gaming industry.

This prehistoric beast, constructed from polygons, crudely announced to the world: The 2D era is over. Welcome to the 3D world.

The jeers about Sony being just an "appliance manufacturer making game consoles" abruptly fell silent.

Rumors of Sony's official entry into the next-generation console market were now confirmed.

Major game developers received invitations to develop games for the PlayStation.

While Sony's Tyrannosaurus Rex caused a stir in the gaming world, Takuya Nakayama remained unfazed.

After all, Sega had long been aware of Sony's progress. Moreover, the successful tape-out of the PlayStation's R3000A chip followed closely behind Sega's R3000S. Sony's moves toward a next-generation console came as no surprise to Sega.

The technical demonstration Sony released was merely an attempt to seize the initiative before launch, giving a much-needed boost of confidence to Third-Party Manufacturers still on the fence.

Moreover, Sony's move would help ignite interest in the concept of 3D games.

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