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Chapter 241 - Chapter : 239 : Is This Human Language?

With the upper performance ceiling of Resident Evil 2, after just the first day of release, players across the internet quickly split into two distinct camps.

From Outlast to Resident Evil, these titles have always shared a common label: horror games. Although Resident Evil toned down the overwhelming darkness and horror found in Outlast, it still delivered an intense atmosphere. The grim visuals, the ever-present echo of the Tyrant's heavy footsteps, grotesque zombies, and dimly lit environments, paired with chilling background music, all of it combined to create an experience that kept players constantly on edge, their nerves stretched tight with anxiety and fear.

However, in Resident Evil 2, after Martel's adjustments, the overall feel of the game had shifted. As part of a long-standing series, and out of respect for long-time fans, the core tone of puzzle-solving and horror was preserved. Yet, it was no longer a purely horror-driven experience.

As many players pointed out, while Resident Evil 2 remained tense and thrilling, it lacked the overwhelming fear that defined earlier entries in the Resident Evil franchise. Even John himself couldn't definitively say whether this change was for better or worse.

But when it came to sheer quality, one thing was undeniable: Resident Evil 2 was an outstanding game. And it was precisely this level of excellence that fueled the growing divide among players.

Interestingly, the debate wasn't about quality. Instead, it centered entirely on the game's style. Some players, who had originally been drawn to Resident Evil for its horror elements, felt that this shift represented a kind of decline. In their eyes, even though the game itself was polished and well-made, it had abandoned the core horror identity of the series, something they viewed as nothing short of a betrayal.

On the other hand, another group of players had a completely different perspective. These were players who had been drawn in by the story, characters, and lore of Resident Evil. Many of them had first encountered the series through later entries, spin-offs, or even its expanded universe, like comics.

Although they appreciated the narrative and world-building, the intense horror elements had always discouraged them from fully engaging with the games. For them, the changes in Resident Evil 2 were exactly what they had been hoping for.

Of course, the game still had its terrifying moments. For example, certain boss encounters, like the relentless Tyrant lurking in the shadows, launching sudden attacks and applying constant psychological pressure, still delivered plenty of tension. And in the barracks section, the Regenerator-like enemies created an oppressive atmosphere: without the proper scope, players could only hear the creatures' horrifying sounds echoing through the darkness, unable to pinpoint their exact location. That sense of helplessness was more than enough to unnerve anyone.

However, most of these sequences appeared in the mid-to-late stages of the game. At the current point in time, most players haven't progressed that far yet. Additionally, while many bosses were undeniably intense, they leaned more toward creating tension rather than pure fear. Encounters like the chainsaw-wielding sisters or the overly "welcoming" village chief made players nervous but not truly terrified.

At the same time, changes in gameplay further reinforced this shift. John's original GDD, combined with the refinements made by Martel, had significantly altered the structure compared to what existed in his "dream memory."

Originally designed as a purely single-player experience, Resident Evil 2 now includes multiple cooperative segments and scenarios that require players to work together. This design choice further reduced the overall sense of fear. After all, fear is always easier to bear when you're not alone.

Despite the heated debates, however, the game's performance told a clear story. Sales of Resident Evil 2 continued to climb steadily, and its review scores remained impressively high. Even though some long-time fans criticized the reduced horror elements, the game still maintained an outstanding rating of 9.1. In just one day, sales had already surpassed 2 million copies.

Looking at these numbers, Martel and Malcolm finally let out a long breath of relief. It had to be said, when Martel left Gemtechs to join PixelPioneers Games, he had been under immense pressure. What if the game failed? What if expectations weren't met?

Fortunately, Resident Evil 2's performance answered all those doubts. Even if some players complained about the reduced horror elements, both sales and reputation spoke louder than any criticism.

"Actually… Resident Evil 2 doesn't really have much to do with us." As if recalling something, the smile on Martel's face slowly faded. He glanced at Malcolm, who was still brimming with excitement, and let out a soft sigh.

At first, the data had been exhilarating. But the more he thought about it, the more conflicted he felt. Yes, he had led the project, but could he truly claim credit for its success? The GDD had been provided by John early on. The Resident Evil IP itself was already a massive franchise under PixelPioneers Games. At best… perhaps only thirty percent of the achievement could be attributed to him.

"Malcolm, I'll leave the studio and the follow-up content for Resident Evil 2 in your hands," Martel said seriously. "I'm planning to travel around to gather material. You can think of it as preparation for the next project."

The smile on Malcolm's face froze instantly. He stared at Martel, eyes wide in disbelief. "…Are those even words a human would say?"

Meanwhile, at PixelPioneers Games, John had only been closely monitoring Resident Evil 2 during its first two days after launch. After that, he had largely shifted his focus elsewhere. From the current trajectory, it was already clear that the game had virtually no chance of failing. Despite the ongoing debates among players, the steady rise in both sales and ratings was proof enough of its success.

Compared to that, John had far more pressing matters to deal with. In particular, development on Metal Gear: Phantom Pain demanded his full attention. On top of that, the upcoming annual Game Producer Awards and his own wedding left him with very little free time.

"This Easter egg needs to be hidden deeper," John said, pointing at the design document. "Players should discover it naturally, but it shouldn't be too obvious. We'll monitor the situation over a two-to-three-week cycle. If no one finds it by then, we'll arrange for selected players to reveal it. Coordinate with the marketing department when the time comes; they already have experience with this."

In the office, Koch was currently overseeing development on Metal Gear: Phantom Pain. As for the DLC storyline involving THE BOSS in Red Alert, it had been temporarily assigned to John himself.

The other teams, while capable, were still relatively inexperienced. They had the technical skills but lacked refinement. Facing several young planners, John patiently broke down the design logic, offering detailed explanations and guidance. His tone was calm, but his expectations were anything but low.

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