Players who had been following PixelPioneers Games, along with various companies across the gaming industry, suddenly noticed something unusual. After John published the official blog post, quickly shared by the company's account, there had been no further updates. Was the confidential information really that well-protected?
Everyone felt a bit surprised. Typically, after an official announcement, leaks, gossip, or rumors would surface, usually to stir up publicity.
Now, John had just acquired the distribution channel of Social Tap. From Gemtech's perspective, this "Red Alert" might only be a trailblazer, while the true powerhouse could be the "Alloy Equipment" project that John had recently unveiled.
This 3A masterpiece aimed to seize control of their distribution channels. Yet, not long ago, they had just finished developing The Elder Scrolls: Skyrim. Even after two or three months, producing another 3A title in such a short span seemed impossible.
However, John had managed to complete most of the project's groundwork, especially after acquiring Social Tap's distribution network, purchasing a comic company to expand influence, and planning to establish a motion capture studio to enhance internal R&D. No matter how you looked at PixelPioneers, this was a massive move.
"Isn't this just like Power Storm, lying low, then suddenly dropping a game-changing bomb when it's nearly finished?" muttered a lead from Moondustries, who had recently suffered losses from their "Epic Continent" project.
Meanwhile, ordinary players flooded John's official blog with questions. Prominent gaming influencers and media outlets, both domestic and international, reached out, eager for scoops on the latest developments for "Metal Gear." Some streamers even contacted PixelPioneers directly, hoping to secure testing slots for the upcoming game.
Listening to the reports from his office, John pursed his lips. What did they expect? Right now, Koch and his team were busy developing the DLC for "Red Alert," expanding the war universe John envisioned.
"Metal Gear?" he mused. He hadn't even finished his GDD yet, nor decided which version of the story to pursue from his earlier concepts. Want to play it? Try next year.
Outwardly, he had to maintain an air of mystery. So, John responded sincerely on his official blog: "I know everyone is looking forward to our 'Metal Gear,' but game development isn't easy. We're facing great challenges and doing our best to overcome them. As for when you'll get to experience it… I honestly can't give a precise answer yet."
Inside PixelPioneers, in John's office, Martel and Malcolm sat on the sofa, watching his every move, and couldn't help but smirk.
Before arriving, they had seen the official "Metal Gear" post and were stunned. Even Martel momentarily believed John had somehow completed a new 3A masterpiece within two months. He'd even planned to discuss design details with John to gather inspiration for his next project. But as it turned out, the game hadn't even begun development.
"Looks like I've come full circle, back to working for you again," Martel teased.
"What do you mean by working for me? You've got shares in the new studio too," John replied, rolling his eyes.
They chuckled but said nothing. Sure, they had shares, but their percentage had been diluted. Unlike at Mercury Studio, they now had full operational autonomy. As long as the studio didn't run into severe financial trouble, PixelPioneers wouldn't interfere with daily management.
"So, any ideas for the new game?" John asked, glancing at Martel.
At that, Martel's smile faded into focus. "Nothing too detailed yet. We're thinking of reviving some old favorites, using elements from the Space-Time series I once developed, to steady our pace for now."
"Copyright's a serious issue," John cautioned. The Space-Time series was a second-tier IP, but it belonged to Gemtech.
"Spiritual sequel," Martel corrected, using a term both John and players understood well.
"You're thinking of developing a new series?" John asked curiously.
"A new series? You mean…" Martel's eyes lit up as realization dawned.
"The sequel to Resident Evil," John said, handing over a thick stack of printed documents.
As Martel flipped through the pages, his eyes narrowed. It was a comprehensive, detailed design document. Beyond story and gameplay structure, even the pacing of cinematic shots was clearly outlined.
"What do you think?" John asked, watching him closely.
"It's fascinating, but are you sure you don't want to lead such an important project yourself? Even with a perfect GDD, different producers bring different visions. I can't promise to match the exact picture in your head," Martel admitted, though excitement flickered behind his eyes.
There was no denying it, the Resident Evil sequel GDD was captivating. Since leaving Mercury Studio for PixelPioneers, he needed a hit to prove himself. It was both an opportunity and a challenge.
"When I worked with you on The Elder Scrolls: Skyrim, I saw your potential. You've got the skill to make this series shine. I'll serve as associate producer," John said firmly.
He didn't need to say "trust." The game's legacy and emotional weight meant too much for John to risk failure. He didn't expect to recreate the original masterpiece perfectly, but the narrative and emotional core had to stay intact.
If Martel ever shifted the story's focus from bioterrorism to having Leon, now a federal agent, fall in love with Ada while flirting with the president's daughter, he was supposed to rescue, John would personally take over the project.
Of course, that was just a joke. John knew even if Martel lost his mind, he'd never do something that outlandish.
