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[KiShin Headquarters]

After Shin successfully aligned himself with the number one Yakuza syndicate in Japan, he felt that revealing his identity soon wouldn't pose a threat. The potential sabotage or underworld attacks from his family would pale in comparison to the formidable Yakuza syndicate.

Perhaps in the near future, he would unveil his true identity once the gameboy was ready for production.

Currently, Mira sat intimately on Shin's lap in the office while they were alone. She asked with concern, nestled in Shin's arms, "Is it truly safe to proceed with our business on Kyushu Island, Fukuoka City?"

Shin responded with a reassuring smile, gently running his right hand through her hair. He whispered in her ear, causing her cheeks to flush, "Everything will be fine. Just trust me."

Following that, they shared a passionate kiss, eagerly anticipating their upcoming wedding day. However, at this point, Mira had yet to inform her parents due to uncertainty about their potential reaction. As for her university, Shin had generously donated a substantial sum, ensuring that Mira would still be allowed to attend even though she was now with him.

---

The key employees of KiShin, including Mira and Lee Han, harbored concerns about continuing their business in Fukuoka City, especially after the losses they had incurred. They couldn't comprehend why Shin insisted on persisting with their operations there.

As they spent several days in a state of worry, they anticipated something similar to previous incidents, where a group of men with black cars had attacked their distribution trucks. 

However, after several days passed, they hadn't encountered any form of attack, leaving them perplexed.

Shin then managed to convince them that nothing untoward would occur, bringing them a sense of relief.

During this brief period, numerous aspiring game developers joined KiShin to submit their work.

It had been slightly over a week since KiShin had encouraged programmers to transition into game developers, and many of these newcomers had already created video games.

Unfortunately, a substantial number of these video games turned out to be of poor quality, resulting in many rejections. Nevertheless, a few managed to succeed.

For instance, one game developer successfully created a video game centered around puzzles or chess, capitalizing on the unexplored realm of mind-based video games.

Meanwhile, Kinoshita Yoshi's team of programmers pooled their own funds to establish their own company and secure a location. There, they began developing a video game based on Kinoshita Yoshi's concept.

While the independent video game developers were still acclimating themselves to the unfamiliar market, Suzuki™ Entertainment, initially focused solely on educational learning, made a surprising move by releasing a multitude of video games, some of which were captivating and entertaining. Thousands of Tokyo residents purchased their video games.

One of Suzuki's most popular titles was "Ninja Master." It featured a ninja character wielding shuriken, capable of scaling walls. This video game even outperformed Tora's top title, the 'Happy' video game... Another Suzuki video game was "Samurai Lord," which featured an ancient samurai wielding a katana against enemy samurai.

These two successful Suzuki video games surpassed Tora's sales for several days, leaving Tora Electronics and Tora VG Entertainment in a state of solemnity.

Unlike in the past, President Taro Ikeda found himself unable to voice his complaints to the group of programmers or developers. He had been warned by the chairman that the dozen programmers who had joined Tora VG Entertainment were not ordinary individuals, and thus, he couldn't even vent his frustrations to them.

He remained silent but harbored a deep sense of frustration.

Meanwhile, Okita Ken, the leader of the Yakuza programmers' group, took on the role of the new Creative Director, while his brother, Okita Ren, assumed the position of Narrative Designer.

They weren't concerned about Tora's financial losses; their primary focus was on developing video games. At present, they had created two games soon to be released to the public.

In the conference room, Okita Ken, Okita Ren, and the team of video game programmers presented their creations to the higher-ups.

The first game they showcased was 'Rampage Tengu.' In this game, a red-faced demon or tengu wreaked havoc on a city. The gameplay was delightfully straightforward and humorous, featuring the tengu causing chaos by attacking buildings and other structures in the city. While numerous small mobs attempted to assail the tengu or the player's in-game character, they were no match for the formidable tengu. The game also boasted various backgrounds and stages.

When the executives in the conference room laid eyes on the game, they nearly erupted in curses, but their outbursts were stifled when they noticed the scars on Okita Ken's face.

In fact, it wasn't just Okita Ken; many of the newly recruited programmers exhibited unconventional appearances.

The executives and the president were all silently echoing the same thought, 'Why did we allow such individuals into the company?'

Their smiles seemed forced as they reluctantly nodded in response to the presentation of the first video game.

Then, Okita Ken introduced their second creation, saying, "Look, we've also crafted a new video game destined for fame!"

The projection displayed the second video game, titled 'Dramatic Mahjong.'

Yes, you read it right. The Yakuza programmers or game developers had indeed developed a gambling video game.

The expressions of the executives and President Taro became noticeably grim.

Indeed, they had learned their lesson from the 'Odyssey of Neren Rage,' and now, these new video game developers had ventured into the realm of gambling games.

But wasn't this a recipe for trouble?

While it might be permissible to release gambling video games under the CERO:C rating, suitable for ages up to 15 years old, they harbored doubts about its profitability.

After all, their primary target audience had always been children and young people.

As for 'Rampage Tengu,' it was slated for a B rating, allowing access to 12-year-olds, which seemed acceptable. However, they remained skeptical about its potential for profit.

After all, it was undeniably an unusual video game.

But did they really have a choice? This marked the first time when mere employees held more sway than they did, with the chairman himself cautioning them against interfering with the newly joined programmers.

Okita Ken couldn't help but chuckle as he declared, "Very well. Release this video game tomorrow."

The executives and the president were left momentarily speechless upon hearing this.

One of the executives interjected, "It's still in production; releasing it so quickly is practically impossible..."

Okita Ken snorted in response and retorted, "Then release it when it's ready!" His shout left the executives and the president in silence.

Their exchange left the executives and the president exchanging disheartened glances.

---

A week later, Suzuki Video Games appeared to be gaining dominance over Tora, and their sights were set on KiShin's position as the number one company in the Japanese video game industry.

While the video game developers at Suzuki believed Tora was already a lost cause, Tora VG Entertainment mounted a counteroffensive by releasing two new video games.

Many loyal To ra supporters rushed to buy these games, but some of them would soon face unexpected challenges.

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