It was during the time when John led the newcomer team at PixelPioneers Games to develop the DLC, followed by the subsequent development of "Metal Gear Solid: Phantom Pain."
After the launch of "Resident Evil 2," most players had already experienced the majority of its content. Even the so-called "grind kings," who typically ignore collectibles or higher difficulty challenges, had already rushed through the game in their first run, clearing it at an astonishing pace.
At the same time, although the online rating for "Resident Evil 2" had dipped slightly, it still maintained a solid score of 8.5, an impressive achievement by any standard.
"It's seriously annoying! In single-player mode, the AI is way too dumb. If it wasn't a little girl but some guy, I would've kicked him out immediately!"
"I feel like the early part of the game isn't that scary, but the later stages? Those definitely bring back the fear factor of Resident Evil! Especially in the Regenerator sections, the pressure is intense!"
"Ada just keeps getting more beautiful; I can't take it anymore!"
"Man, I'm crying. Leon's good friend… gone just like that!"
"And Luis finally comes to his senses, decides to help Leon, and then just… dies like that."
"Am I the only one who thinks this isn't a horror game, but more like an invasion simulator? A peaceful village gets wrecked by Leon; the crops are looted, livestock slaughtered, and every living creature wiped out!"
"Let me educate the newcomers who haven't played 'Resident Evil 2.' The story is basically this: Leon enters someone's house under the pretense of investigation. The poor homeowner resists and gets killed. Then Leon storms into the village, burning and looting, killing the village chief and several others… Well, I haven't finished the game yet, so who knows what happens next."
"Burned, looted, killed?"
"Don't believe that nonsense! New players, don't get fooled. The actual story of 'Resident Evil 2' is really well done!"
As more players completed the game, discussions online became increasingly lively. Conversations ranged from gameplay strategies to amusing in-game moments and even detailed debates about the story's deeper implications. It had to be said, although many players claimed the game wasn't as terrifying as expected, this design shift proved to be a massive success, especially in terms of sales.
With the addition of multiplayer mode, players could now experience the game alongside friends, greatly enhancing its appeal. This social aspect pushed "Resident Evil 2" to even greater popularity, and its sales figures continued to climb steadily.
There was no doubt that "Resident Evil 2" deliberately toned down its horror elements, choosing instead to emphasize tension, pacing, and action. Combined with its smooth gameplay experience and well-designed progression, the game leaned more toward mainstream appeal.
After all, a game that is too hardcore, with overly complex mechanics or an overly obscure narrative, might be considered a masterpiece, but it won't necessarily be enjoyable for the majority of players.
Some players treat games as works of art, appreciating depth and complexity, even praising such titles to the heavens. But in reality, these games often face an awkward dilemma: low sales.
For most players, the first question isn't, "Is this a good game?" but rather, "Is this a fun game?" That distinction explains why some critically acclaimed titles, despite being hailed as masterpieces, never receive sequels or AAA follow-ups. Because ultimately, they fail to meet that simple yet crucial criterion, they aren't fun enough, and the transformation of "Resident Evil 2" was about achieving that balance. It wasn't just about making a horror game; it was about making a fun game.
Although "Resident Evil 2" included multiplayer features, unlike traditional FPS titles, it did not feature a zombie mode. Martel had no intention of adding one, even in future DLC updates. The reason was simple: "Resident Evil Resistance" already existed. Not only did it share thematic elements with "Resident Evil," but it also featured crossover content, including monsters and character skins. Adding a zombie mode to "Resident Evil 2" would have been redundant and unnecessary.
One week after release, player data showed a clear improvement compared to the previous "Resident Evil." According to system statistics, approximately 15% of players had successfully completed the game, a strong indicator of engagement.
For overseas markets, John once again partnered with UEGame for distribution. The three major platforms raised no objections; after all, when it came to global publishing channels, their influence simply couldn't match UEGame's strength.
At the same time, just one week after the launch of "Resident Evil 2," "Resident Evil Resistance" surprised players with a major announcement. A brand-new PVE mode would be introduced, focusing on the stories of Chris, Jill, and Wesker, expanding the narrative in exciting new directions.
Although it had been a long time since a major update, the game's frequent smaller updates and new gameplay modes kept it alive and active. While its popularity had declined from its peak, it had successfully avoided fading into obscurity. With consistent player engagement and steady monthly profits, "Resident Evil Resistance" remained firmly at the top of the charts, much like Gemtech had before its rise.
Beyond in-game content, a comic series featuring Wesker was also announced, further expanding the franchise's universe. Throughout December, it truly felt like a carnival month for fans of the "Resident Evil" series under PixelPioneers Games.
Meanwhile, as Resident Evil fans celebrated enthusiastically online, "Metal Gear" fans could only sit quietly in the corner, feeling somewhat neglected. Since the release of "Metal Gear Solid: Ground Zeroes," John had only announced the pre-sale of "Metal Gear Solid: Phantom Pain," along with some promotional discounts.
Aside from a brief mention of THEBOSS's storyline in "Red Alert," there had been virtually no new updates about the "Metal Gear" series. This left many fans feeling uneasy. Their only comfort was the hope that John had been telling the truth that "Metal Gear Solid: Phantom Pain" was indeed nearing completion.
Unaware of these growing complaints, John remained focused on his work. In addition to ongoing development, he was preparing to participate in an upcoming official selection event, one that could have a significant impact on his future.
He planned to accomplish something major after the event, and for that reason, he intended to temporarily delay the release of "Metal Gear Solid: Phantom Pain." Without his direct leadership, several core development tasks could not proceed efficiently, an unavoidable reality.
So, in the end, he made a simple decision. He gave everyone at the company an early holiday.
