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Chapter 60 - Episode 31: The Unraveling.

The boardroom was too quiet. Not the kind of quiet that meant peace, but the kind that pressed on the chest like a weight, flattening lungs, making every breath feel borrowed. Behind the long mahogany table, men and women who had once spoken in the language of conquest—numbers, forecasts, hostile takeovers—sat hollow-eyed, their bodies slouched into leather chairs that suddenly felt too large for them.

 

It smelled faintly of expensive cologne and burnt coffee left too long on a warmer, but beneath that lingered something heavier, something intangible: the sour musk of failure.

 

They had expected to be celebrating that morning. Instead, they were in mourning—though none of them dared to say for what. Their empire wasn't gone, not yet. But the certainty with which they had believed it untouchable had crumbled in an instant.

 

On the far wall, screens still glowed with muted ticker feeds and news panels. Yesterday, those same screens had lit their faces with triumph, each headline confirming the success of their carefully laid campaign. Today, the same screens mocked them with cruel impartiality. Their play had not just collapsed; it had detonated in their hands.

 

They had executed it with precision, or so they had thought. A smear campaign sculpted like a blade: articles seeded across outlets they quietly controlled, headlines engineered to stir panic and outrage. 'Virtual Horror or Virtual Torture?',  'Parents Demand Answers'. Television clips of sleep-deprived teenagers and pale young men trembling as though war veterans—all of it orchestrated to create one inevitable conclusion: Meteor Studio was reckless, dangerous, a threat to the public good.

 

They had wanted a trial by fire, a scapegoat to hang before the world. They would burn Silent Hill: First Fear to the ground and salt the earth so nothing could grow in its place.

 

But the fire hadn't caught.

 

The government's inquiry, which they had leaned on every connection to force into motion, had returned not the verdict they anticipated, but the very opposite: exoneration. More than that—a coronation. What they had intended as a noose had been polished into a crown and placed squarely on Meteor's head.

 

"Clean." That was the word the report had used. Cold, clinical.

 

Devastating. The code had been dissected and found pristine. No malicious loops, no hidden manipulations. The design was declared masterful, even responsible, its intensity attributed not to malice but to artistry. If anything, the report implied that the only danger Silent Hill posed was to players too careless to respect its power. For everyone else, it was recommended, celebrated.

 

For everyone, it was as if, for Meteor Studio, Olympus itself had stamped their creation with divine approval. The silence in the boardroom stretched until it felt unbearable. It was finally broken not by words, but by a sudden, violent sound: a fist slamming against the table with enough force to rattle the glasses of water.

 

The man who had struck it—a graying executive whose name had once been synonymous with market dominance—spoke in a voice hoarse with fury.

 

"We gave them legitimacy.". Robert Eisner said, shaking his head. No one contradicted him, because it was true. Their strategy, so cunning yesterday, seemed idiotic under today's fluorescent lights. They had dragged their rival into the harshest scrutiny possible, and that scrutiny had not destroyed them.

 

Meteor Studio had been a promising upstart before. Now, they were anointed. Credibility, the one currency impossible to manufacture with money alone, had been gifted to them freely—and irrevocably—by their enemies' own hand.

 

Around the table, glances darted between executives who had once worn their arrogance like armor. That armor was cracked now, splintered. No one wanted to be the first to admit what they all feared: their age of supremacy was waning. They had underestimated the very thing they thought they understood best—the hunger of people not for safety, but for experience, for immersion, for stories that cut bone-deep.

 

And Silent Hill had given exactly that to the entire world. The boardroom fell back into silence, but it was no longer the silence of confidence. It was the silence of vultures, each calculating whether the carcass before them was their rival's… or their own.

 

"Halt everything… let's clean our hands, before anyone finds out that we are trying to bring down Meteor Studios,". Robert Eisner made the call, acknowledging that they better stay off the lane, because soon, this thing would be messy.

 

As soon as Thundra Corp. backing out and clean their hands, the smog around Meteor Studios and Silent Hill cleared quickly. With the moment the government announced its clean bill of health, no one could have predicted what would follow. What should have been the end of a messy scandal—the final, bureaucratic stamp on a controversy—turned into something else entirely.

 

For the players, for the fans who had been lurking in forums and watching the drama unfold like a slow-motion car crash, it wasn't just vindication. It was victory. It was proof that the thing they loved was dangerous in the best possible way. What the politicians had meant as a dismissal was re-forged, online and overnight, into legend.

 

And legends spread like fire on the internet.

 

A college student named Brianna posted the first viral tweet: "So, this game was literally investigated by the feds…and SURVIVED. Certified nightmare fuel." Within an hour, thousands were retweeting and adding their own bravado. Streamers turned the news into a badge of courage: "Only the brave play the game the government wanted gone." Meme-makers, like vultures circling fresh prey, plastered Silent Hill: First Fear with mock warning labels: TOO SCARY FOR POLITICIANS.

 

Then came the headlines, not from newsrooms but from fans:

"Too Scary for the Government?"

"The Horror Game They Couldn't Kill."

"Certified Terror."

 

Suddenly, owning the game wasn't just about enjoying horror—it was about being part of the movement, part of something bigger than pixels and screams.

 

The sales graphs, which industry rivals had gleefully watched dip during the scandal, now looked like rocket launches. Not a slow crawl upward, but a vertical explosion. Copies vanished from store shelves. Digital servers buckled under the demand. It became a rite of passage: to play it was to prove yourself—to declare that you weren't merely a gamer, but a connoisseur of fear. A pilgrim returning with scars from the pilgrimage of terror.

 

And Meteor Studio? Their silence, once mocked as weakness, now seemed deliberate—mystical, even. They weren't cowards; they were monks, refusing to engage in petty squabbles, confident in the sanctity of their craft. Fans recast them as stoic warriors, creators who let their work speak louder than any press release ever could. In the quiet, Meteor Studio became myth.

 

On forums, fans wrote as if they were defending an old hometown band that had suddenly made it big. "The majors tried to bury them," one post read, "but you don't bury legends. You plant them." Rivals—those lumbering, billion-dollar studios—were cast as bitter dinosaurs, roaring at a world that had passed them by. Meteor Studio, in contrast, became folk heroes: the little team that took the hardest punches and then, through some combination of talent and fate, stood tall while their enemies slipped into irrelevance.

 

Somewhere in a dimly lit apartment, in basements, dorm rooms, and bedrooms across the globe, people played Silent Hill: First Fear with headphones tight over their ears, daring themselves deeper into its shadows. They weren't just gaming anymore—they were participating in history. The horror on screen was terrifying, but the story surrounding it, the myth being born in real time, was intoxicating. This was no longer just entertainment. It was a movement to preserved the only game that can change the world.

 

 

 

*********************

 

 

 

The walls of the small apartment felt like they were closing in. The blinds were drawn tight, months of dust gathering along their edges. The faint hum of a refrigerator mixed with the electric buzz of a high-performance gaming rig, its fans laboring to cool against the endless hours of abuse.

 

Garrett —known as GasFunk to the handful who remembered his real name—sat at the desk like a soldier after battle. His chair groaned beneath him as he leaned forward into the pale glow of his monitor. His skin carried the sickly pallor of someone who hadn't seen daylight in days, maybe weeks. Around him, the apartment lived in disarray: fast-food wrappers piled on a chair, an army of empty energy drink cans lined up like rusting trophies, and the unmistakable staleness of a room where the air had stopped circulating long ago.

 

He should have been broken. By all accounts, he was broken. His mind had been consumed by that game—Silent Hill: First Fear. It had invaded his waking hours with suffocating dread, and in sleep, when it came at all, it stalked through his dreams. He had felt its fingerprints on his sanity, pressing down until his body gave out.

 

He still remembered that night—the sharp nausea, the floor rising up to meet him as the world blinked to black. Waking up in a hospital bed, a doctor explaining his collapse with clinical nonchalance:

 

Extreme fatigue. Stress-induced fainting. Nothing life-threatening—just rest, hydrate, and maybe step outside.

 

But they didn't see the hallway. They didn't hear the baby crying, or the dragging of chains, or the whisper that never left his ears.

 

And so, against reason, against the better judgment of his body, Garrett had come back. Not for fun. Not for pride. But because he couldn't not. He was possessed by a need to finish it. To be first. To leave his mark.

 

Now, finally, trembling in the half-light of his monitor, he had done it. Beaten it. Conquered it.

 

He leaned back in his chair, a dry laugh bubbling out of his chest.

 

"Finally," he whispered, his voice ragged. His throat ached with disuse, each word rasping as though dragged from somewhere hollow. "This is it… This… this is going to make me rich. This will make me famous."

 

For a long moment, he simply sat there in silence, the cool blue glow of the monitor painting his sunken face with a ghostly hue. His hands, still resting lightly on his keyboard, trembled not with fear, but with emptiness—the kind of exhaustion that seeps down into the marrow.

 

But then instinct took over. The camera was switched on, the editing software opened. His swollen eyes narrowed with a craftsman's intensity; every cut and transition made with meticulous care. He hadn't played a game. He had survived an ordeal. And now, he would share it with the world.

 

Hours later, the upload bar filled, his fate cast into the algorithm's abyss.

 

"SILENT HILL: FIRST FEAR – WORLD'S FIRST FULL GAMEPLAY CLEAR!".

 

And thus, the performance began.

 

On-screen, his familiar introduction rang out:

 

{"VROOM! VROOM! Hello everyone, GasFunk here!"}

 

But those who knew him—even the most distant of subscribers—would recognize a change. The old vibrancy was muted. His voice carried weight now, the heaviness of someone retelling a trauma rather than narrating a casual let's-play.

 

The video itself was unlike any walkthrough before it. His commentary wasn't just instructions—it was survival wisdom whispered in desperation. "Don't shine the light on the baby too long." "Don't open that door; it's a trap." "When the footsteps match yours, don't turn around no matter what."

 

There was no artifice. No manufactured reactions. What viewers saw was a man navigating terror with bone-deep sincerity. His gasps, his whispered instructions, the moments when he simply fell silent—these were not performances. They were artifacts of real fear.

 

And then came the ending.

 

The final door. The noose hanging under a bare light bulb. The crushing accusation echoing from the radio—words that had long since etched themselves into Garrett's nightmares. He didn't narrate here, didn't crack a joke or scream dramatically for the camera. He simply let it play.

 

His avatar walked forward, as if resigned. The screen faded into pure black.

 

-GAME OVER.-

 

The world fell silent.

 

When the screen returned to the main menu, viewers across the globe sat at their computers, speechless. In a landscape crowded with frantic edits, comedic commentary, and shallow overreactions, GasFunk's video was something else entirely: a document of suffering, A record of descent.

 

By morning, the video had spread like wildfire. Clips went viral. Forums filled with theories and debates. Analysts dissected the meaning of the ending while others simply stared, still trembling from what they had watched.

 

Garrett—GasFunk—had become the first conqueror. But as dawn broke through the cracks of his blinds, spilling golden light across the clutter of his apartment, he did not celebrate. He simply sat there, staring at the silent monitor. The game was over, but the voices lingered. The weight had not lifted. If anything, it hung heavier now, pressing into his skull like an infection that couldn't be cut out. He had done it, being the first in the world.

 

 

 

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