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Chapter 52 - Chapter 51: Unhappy Foreign Netizens

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Richard Reeves had spent years dismissing Alex Morrison as just another privileged kid with too much money and too little direction. In his mind, Alex, Danny, and Jake were basically expensive hobby collectors - young men who dabbled in various interests without ever developing serious business acumen or long-term vision.

But Alex's transformation from gaming enthusiast to industry innovator had completely changed Richard's perspective. The success of Avatar had been impressive enough, but the strategic sophistication behind Fast and Furious revealed genuine entrepreneurial talent that Richard couldn't ignore.

What really caught Richard's attention was how Alex had orchestrated the interconnected web of businesses: the idol group venture, the StreamCast Video acquisition, and the gaming content development. Most people would see these as completely separate industries, but anyone with serious business experience could recognize the overlapping audience demographics and potential synergies.

Gaming enthusiasts, idol group fans, and niche video platform users represented remarkably similar market segments. Alex had essentially created a vertically integrated entertainment ecosystem where each component could promote and support the others.

"The idol group concept was Alex's suggestion originally," Danny admitted, though he tried to downplay the extent of Alex's involvement. "But I've been developing it into something that fits my own vision."

Richard smiled knowingly. He'd raised Danny and understood his son's ability's perfectly well. Without Alex's guidance and strategic good framework, Danny would probably still be bouncing between expensive hobbies without ever committing to serious business development.

"Your model isn't immune to competition," Richard warned, shifting into business mentor mode. "Once other investors recognize the potential, you'll face imitators trying to replicate your success. Speed is everything now - you need to establish market dominance before competitors can organize effective responses."

Richard leaned forward in his chair, his expression growing more serious.

"Being first to market with innovative concepts requires more than vision - it demands execution speed that leaves competitors scrambling to catch up. You need to become the industry standard that everyone else measures themselves against."

Danny nodded earnestly, genuinely appreciating this level of strategic discussion with his father. For years, their conversations had been limited to disapproval and lectures about responsibility. This felt like the first time Richard was treating him as a legitimate business partner rather than a disappointing son.

"Build your audience base, establish your content library, and lock down the best talent before anyone else realizes what you're creating," Richard continued. "Once you control enough market share, late entrants will be fighting for scraps rather than competing for leadership."

Over the following weeks, JND48's popularity continued climbing despite - or perhaps because of - the constant criticism and debate surrounding their amateur performances. StreamCast Video's user engagement metrics were skyrocketing as fans followed their favorite group members' daily streaming content, and the Isabella viral incident had finally faded into internet history.

Alex thought the whole situation had been successfully managed and forgotten.

Then someone decided to reignite the drama in the most unexpected way possible.

The catalyst was Dylan , a former Titan Games story designer who'd recently joined Stormwind Studios. Dylan was relatively well-known in gaming circles - considered one of Titan's youngest "golden boy" narrative designers and also maintained a popular gaming content channel with significant follower counts.

Apparently deciding that his career transition deserved documentation, Dylan posted a detailed video explaining his resignation from Titan Games and successful application to Stormwind Studios.

Under normal circumstances, this would have been routine industry news that generated minimal attention. Talented developers switched companies regularly, and career transition vlogs were common content among gaming influencers.

But Dylan's primary motivation for leaving Titan Games was... unusual.

He wanted to work at Stormwind Studios specifically because he'd become obsessed with after seeing her viral moment from the Game Designer Weekly episode. His goal was literally to get a job where he might encounter her during her regular office visits.

To expedite his departure from Titan Games, Dylan had actually forfeited his accumulated salary and profit-sharing bonuses - walking away from significant money just to change jobs faster.

The internet's reaction was immediate, intense, and absolutely merciless toward Titan Games.

"Brandon, you better hire some attractive women or your entire workforce is gonna bail!"

"Careful hiring beautiful employees at Titan - I heard their office building has really high windows. Accidents happen, you know?"

"What's that supposed to mean?"

"You haven't heard about the Titan Games employee who 'jumped' from their building? Word is she was being harassed by executives..."

"Oh shit, is that real? I thought that was just rumors!"

"Everyone knows the attractive women at Titan Games are basically executive property. Regular employees aren't allowed to interact with them."

"Brandon Sterling should study Alex Morrison's management style. Look how well Alex understands his employees' needs!"

"If you don't understand what motivates your workers, how can you understand what motivates your customers? That's why Stormwind creates better content than Titan!"

"This is the funniest resignation reason I've heard all year!"

"Alex Morrison is running a honey trap operation! Without firing a single shot, he's dismantling Titan's development teams!"

"The genius part is using Isabella as bait. What red-blooded guy wouldn't want to work somewhere he might meet her?"

"Brandon should invest in his own idol group company, or he's gonna lose more employees to Stormwind!"

"I heard a bunch of other Titan developers have quit recently. Did they all go to Stormwind too?"

"Smart strategy by Alex - surround yourself with beautiful women and your competitors' best talent will come running!"

The comments grew increasingly vicious as internet users piled onto Titan Games with gleeful enthusiasm. Some were making serious allegations about workplace harassment, while others were just enjoying the opportunity to mock Brandon Sterling's apparent inability to retain employees.

Brandon himself remained publicly silent about the situation, probably hoping it would fade away quickly. But his silence only encouraged more aggressive trolling as users interpreted his lack of response as admission of guilt or incompetence.

The whole situation was deeply ironic. Brandon had faced minimal consequences for the actual serious misconduct that had occurred at his company, but was now getting destroyed online because one employee had quit for romantic reasons.

Alex almost felt bad for Brandon. Almost. and got chill for himself if Isabella dad saw this his life will be over , this guy Dylan i need to take care of him who the hell he think he is .

Summer heat was intensifying across the city as Fast and Furious development reached its final stages. After months of design, programming, testing, and refinement, the team was finally ready for their official launch campaign.

Stormwind Studios announced the release timeline and debuted their first official trailer - a high-energy montage of automotive action, character drama, and racing sequences that perfectly captured the franchise's signature blend of speed and emotion.

The response exceeded even Alex's optimistic projections.

Gaming communities exploded with excitement as fans analyzed every frame of the trailer, debated vehicle specifications, and speculated about storyline details. The automotive showcases had built enormous anticipation, but seeing everything integrated into actual gameplay footage took the hype to unprecedented levels.

"FINALLY! I can drive my dream Lamborghini!"

"That Viper is going to be mine! Look at those lines!"

"Bugatti supremacy! No other car even comes close!"

"The trailer gave me chills! This looks like it's going to be incredible!"

"The production values are insane! Every shot looks like a movie!"

"I saw those muscle cars Alex mentioned in his interview! The Charger looks absolutely savage!"

"Sports cars are nice, but give me that McLaren and I'm happy!"

"The plot scenes in the trailer looked genuinely compelling! This might actually have a real story!"

"If the gameplay matches what Alex promised, this could revolutionize racing games!"

"Day one purchase for sure!"

"I'm taking vacation time when this launches!"

But the most interesting development was happening on international servers.

"Did you guys hear about the drama on overseas servers? Fast and Furious is creating a massive controversy!"

"What kind of controversy?"

"Apparently international players are furious about the standard regional release delays! They're demanding simultaneous global launch!"

"Really? This is getting international attention?"

"Makes sense - those automotive designs are universal appeal. Car enthusiasts everywhere want to experience this."

"Wait, what does Infinite Realms administration say about simultaneous launch?"

"Radio silence so far. Probably involves too many licensing and localization complications to change quickly."

"This is hilarious! Remember when we used to complain about waiting for international content? Now they're the ones throwing tantrums!"

"I suddenly feel very patriotic about our gaming industry!"

"Alex Morrison is literally creating international incidents with his car designs!"

"The reversal is so satisfying! Usually we're begging for faster access to foreign content!"

International gaming forums were indeed in chaos. Players from Europe, Australia, Japan, and other regions were organizing petition campaigns, boycott threats, and coordinated social media pressure demanding that Infinite Realms abandon their traditional regional rollout schedule.

The standard six-hour delay between regional launches had never generated this level of international outrage before. Fast and Furious had somehow become a symbol of cultural prestige that transcended normal gaming demographics.

Alex found the whole situation surreal and gratifying. His project had generated enough global demand to create genuine diplomatic pressure on Infinite Realms' corporate policies. International players were essentially arguing that Fast and Furious represented content too important for regional barriers.

The irony wasn't lost on him - for years, domestic players had complained about delays accessing foreign-developed content. Now international audiences were experiencing the same frustration in reverse, and they were not handling it gracefully.

Comments from overseas players ranged from entitled demands to genuine pleas:

"This is discrimination against international players! We deserve equal access!"

"Stormwind Studios created universal content that transcends regional boundaries!"

"These automotive designs represent global car culture - they belong to everyone!"

"Six hours might not seem like much, but when you've been waiting months, every minute counts!"

"We're organizing coordinated login boycotts until Infinite Realms guarantees simultaneous launch!"

"This is the most anticipated racing content in years! Regional delays are unacceptable!"

The pressure was clearly affecting Infinite Realms administration, though they hadn't issued any official statements about policy changes. Altering their established regional launch protocols would require extensive coordination between multiple corporate divisions and potentially renegotiate existing agreements with regional distributors.

But the level of international attention Fast and Furious was generating suggested that normal rules might not apply to this particular release.

Alex watched the global drama unfold with deep satisfaction. His project had transcended gaming industry boundaries to become a genuine cultural phenomenon that was forcing established corporations to reconsider fundamental business policies.

Brandon Sterling had predicted that Fast and Furious would serve as a cautionary tale about overambitious developers. Instead, it was becoming a case study in how innovative content could reshape entire industry standards.

The best part was that they hadn't even launched yet. If this level of international excitement was building based purely on promotional material, the actual release was going to be absolutely explosive.

Alex smiled as he scrolled through increasingly desperate comments from international players. Sometimes the best revenge was simply succeeding so completely that your critics' predictions became obviously ridiculous.

Fast and Furious wasn't just going to save racing games - it was going to prove that innovation could still surprise everyone, including the people who thought they understood how the entertainment industry worked.

Plz THROW POWER STONES.

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