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Chapter 62 - Chapter 61: Update Announcement

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Sarah completed the account transfer with Alex Morrison's assistance, and the million-dollar payment hit her bank account within minutes. The transaction confirmation felt surreal—she'd expected five hundred thousand, mentally prepared herself for that amount, and now stared at twice that number. News of the purchase price spread through Perfect Nation guild like wildfire, creating exactly the effect Alex had anticipated.

Within an hour, the guild's general chat exploded with reactions:

"Wait, he paid HOW MUCH?"

"That's double market value!"

"This is the same guy who made Fast and Furious? And he's buying game accounts?"

"He didn't buy an account. He helped save a little girl. The account was just the excuse."

The guild leader of Perfect Nation, a veteran player known as Perfectionist, had been running the guild for six years. He'd seen drama, betrayals, and politics—but genuine kindness at this scale was rare in gaming communities. After confirming the details with Sarah, he made an announcement that resonated across the North American servers.

"From this day forward, Immortal Banner is our brother guild," Perfectionist declared in the guild's public channel. "This isn't about game politics or strategic alliances. This is about recognizing good people. Their fights are our fights. Their enemies are our enemies. Any Perfect Nation member who aids Immortal Banner will have my personal support."

Alex, now playing on Sarah's former character, responded immediately: "Immortal Banner and Perfect Nation stand together. Here's to a partnership built on mutual respect and genuine friendship. Also, when Sarah's daughter Emma recovers, she has an open invitation to visit our studio. Maybe we'll let her design a car for our next update."

The warmth in the responses was palpable. Both guilds had thousands of members, and this alliance—born from compassion rather than calculation—felt different from the usual political maneuvering.

His first order of business was rebranding. The character formerly known as Moonlight became "Thanos"—a name that would soon strike fear into his enemies' hearts. After formally withdrawing from Perfect Nation and joining Immortal Banner as its rightful leader, the guild reformation was complete. His officers had kept the guild running smoothly in his absence, but having a properly geared leader changed everything.

"Welcome back, boss," Triumph said in voice chat. "Your throne awaits."

"Good to be back. Now, let's talk about our old friends in Shadow Guild..."

"Shadowlord's been real quiet lately," another officer reported. "Ever since your identity got out, he's been keeping a low profile."

"Let him sweat," Alex replied. "We've got bigger plans than petty revenge. But first—who wants to help me test this character in some PvP?"

By mid-October, Stormwind Studios had another surprise for the gaming world. The new Fast and Furious content—originally scheduled for the end of the month—was completed a full week early.

Alex had set an aggressive development timeline, expecting some pushback from his team. The content was ambitious: new city, new mechanics, expanded multiplayer—it should have been stressful. Instead, he found his developers working with unprecedented enthusiasm. No complaints about overtime, no grumbling about deadlines—they attacked the project with genuine passion.

"I've never seen anything like it," the project manager told Alex. "Usually, I'm mediating disputes and managing burnout. This time? People are fighting over who gets to implement the coolest features."

The secret was simple: respect and rewards. When developers felt valued—truly valued, with bonuses that could change their lives—they gave their hearts to the work. The new content, following the fifth movie's plot, promised to push the series to unprecedented heights.

After breaking Dom out of prison transport, Brian, Mia, and the crew fled to Rio de Janeiro. The vibrant Brazilian city offered a completely different atmosphere from Los Angeles or Miami. Colorful favelas climbed the hillsides, pristine beaches stretched along the coast, and Christ the Redeemer watched over everything. But paradise quickly turned dangerous when they crossed Hernan Reyes—a businessman whose corrupt influence infected every level of Rio's infrastructure.

"This is different," Dom would tell the crew early in the story. "Reyes isn't just connected—he IS the system. Police, politicians, judges—he owns them all."

The story escalated brilliantly. To escape Reyes's reach and secure their freedom, Dom and Brian assembled a dream team of drivers from previous adventures. Han brought his Tokyo drift expertise, Roman provided comic relief and surprising skills, Giselle added tactical precision, Tego and Rico brought local knowledge. Together, they planned the impossible: stealing Reyes's own vault, containing a hundred million dollars in dirty money.

But they'd face opposition on two fronts. Reyes commanded corrupt police forces and private military contractors. Meanwhile, Luke Hobbs—a federal agent built like a human tank—arrived with his own team, determined to bring down Toretto's crew.

The gameplay evolved to match the story's ambition. Stormwind introduced true multiplayer co-op, allowing up to four players to tackle heists together. This wasn't just racing alongside each other—missions required genuine teamwork. One player might hack security cameras while another planted explosives, a third created a distraction, and the fourth prepped escape vehicles.

Each character brought unique abilities that mattered. Brian's undercover experience translated to stealth sections, Dom's leadership provided team buffs, Mia's planning revealed optimal routes, Giselle's weapons training improved combat effectiveness, Han's precision driving made difficult maneuvers easier, Roman's fast-talking could delay pursuers. Players needed to experiment with different combinations, discovering synergies and strategies.

The heist missions themselves were masterclasses in escalating tension. Early jobs taught basic coordination—one team stealing cars while another team ran interference. Later missions demanded split-second timing and perfect execution. The legendary vault heist finale would test every skill players had learned, combining high-speed chases with the absurd spectacle of dragging a ten-ton vault through Rio's streets.

Vehicle customization expanded too. Rio's car culture differed from LA's street racing or Miami's flash. Here, vehicles needed versatility—speed for highways, handling for favela alleys, durability for inevitable collisions. New modification options reflected this, letting players build jack-of-all-trades machines or specialized tools for specific roles.

But Stormwind's boldest move was the prize structure: one million dollars per region, distributed across various categories. Fastest completion times for different difficulty levels, most creative approaches to missions, best technical driving demonstrations, even style points for spectacular moves. The minimum prize—$50,000—was more than many people's annual salary.

"We made an obscene amount of money on this game," Alex explained during the announcement stream. "Sharing some success with the players who made it possible feels like the least we can do. Plus, I want to see what strategies people develop when real money's on the line."

The update would cost $10 globally—a price point that generated surprisingly little pushback. Compared to the $60 many games charged for less content, or the predatory monetization of mobile games, it felt almost charitable. Players understood they were getting hours of high-quality content, new mechanics, and a chance at life-changing prize money.

Online reactions exploded within minutes of the announcement. Forums, social media, and streaming platforms buzzed with excitement:

"FINALLY! My body is literally shaking!"

"Multiplayer heists? This is everything I wanted!"

"Million dollar prize pool from a studio, not even the publisher? Unprecedented!"

"Only $10? I was ready to pay $30. Stormwind keeps being the good guys."

"Time to call in sick for the next month. That fastest completion prize is mine!"

"My whole crew's taking vacation days when this drops. $200K split four ways is still serious money."

Content creators immediately began theory-crafting strategies. Professional esports organizations started assembling Fast and Furious teams. The competitive scene that had organically developed around the game suddenly had real stakes to play for.

But the biggest shock came from an unexpected revelation. Word had spread through the Infinite Realms community that Alex Morrison—the creative genius behind Fast and Furious—was actually the legendary Thanos, former two-time Glory Realm champion who'd mysteriously sold his account to Shadowlord months ago.

The connection seemed impossible at first. The timeline meant Alex had been developing Avatar while dominating PvP tournaments. He'd built Immortal Banner into a powerhouse guild while also creating Fast and Furious. The level of time management required boggled minds.

"Wait, THE Alex Morrison? Fast and Furious Alex Morrison? He's the same guy who pulled off the Massacre at Crow's Canyon?"

"No wonder the driving in his games feels so good. He understands competitive gaming at the highest level!"

"This explains why Shadowlord's been so quiet lately. Imagine realizing you've been trash-talking a billionaire game developer."

Shadow Guild's reaction validated everyone's suspicions. The guild that had spent months boasting about their purchased prowess, mocking the "washed-up has-been" who'd sold them the account, suddenly faced a horrifying reality. They hadn't just insulted some random player—they'd made an enemy of one of gaming's most influential figures.

The exodus was immediate and brutal. Shadow Guild's member count plummeted from over three thousand to less than two hundred within hours. Officers quietly transferred guild bank assets to personal accounts before disappearing. Long-time members suddenly remembered urgent real-life commitments requiring immediate retirement from gaming.

Those who'd participated in the harassment campaigns found themselves in an impossible position. Other guilds preemptively blacklisted known Shadow Guild troublemakers. Their reputation was so toxic that even changing character names didn't help—the community had long memories and shared databases.

Shadowlord himself vanished entirely. His last login showed him entering the guild hall, presumably to assess the damage. He stayed online for exactly three minutes—long enough to see the empty roster and cleaned-out guild bank—then logged off forever. Rumors swirled about his fate. Some claimed he'd sold his account for a fraction of its former value. Others suggested he'd moved to European servers under a new identity. A few insisted he'd quit gaming entirely, unable to face the humiliation.

As Shadow Guild crumbled from within, torn apart by the consequences of their own toxicity, Alex Morrison focused on what truly mattered: delivering incredible content to the players who'd supported him from the beginning.

Plz THROW POWER STONES.

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