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Now reading: Chapter 658 655: Day One at E3 (Part 6) from Reborn in the Golden Age of Gaming: I Became the Prince of Sega, a Comedy novel by AjAnime.

WipEout.

The footage lasted forty seconds.

During that ti, the audience's reaction evolved through three distinct stages.

Initially, there was silence.

Everyone was adapting to a visual experience that completely defied the conventions of traditional racing gas.

After ten seconds, murmurs of astonishnt arose.

"The fra rate is incredible—it's practically 60 FPS, right?" a reporter from Electronic Gaming Monthly muttered, staring intently at the screen, his pen tapping unconsciously against his notebook.

After twenty seconds, soone whistled.

As the aircraft rounded a corner, it fired a homing missile that struck an opponent ahead. The resulting explosion, streaking through the high-speed motion, and the visceral feedback from the physics engine sent chills down their spines.

When the forty seconds ended, the screen froze on the WipEout title.

Applause erupted.

This was no polite clapping.

Several Western reporters rose to their feet, clapping vigorously.

For Aricans, the love of wheels was etched into their very bones.

But when Sony removed the wheels, replaced them with anti-gravity engines, and doubled the speed, the sheer adrenaline rush shattered their aesthetic defenses.

Ken Kutaragi stood on stage, observing the audience's reaction.

He said only one sentence:

"This is the gift PlayStation has prepared for you at E3."

Then he bowed and turned to leave the stage.

The entire press conference lasted less than ten minutes.

Two gas.

Clean and decisive.

The audience erupted in chaos.

Not because there was too much to show, but because there was so little.

"He only showed two gas? And then he just left?" A reporter from Popular chanics stood frozen, his recorder in hand.

He'd just changed the tape, ready to record a lengthy discourse.

"Two was enough," the editor from NetGeneration next to him closed his notebook. "Did you see the footage of that anti-gravity racer? The visual impact alone was worth a full press conference. Just that demonstration of the technology could fill a long article."

"But isn't the content a bit thin?" soone asked. "Sony's first ti at E3, and they only showed two gas and didn't even ntion their platform strategy?"

"Fewer titles doesn't an a weaker lineup," a veteran distributor interjected, his green press badge hanging from his chest. "Look at the press conference as a whole. Namco's Tekken, Ace Combat, and Ridge Racer already laid the groundwork for PlayStation earlier. Those two gas are Sony's real trump cards. Ken Kutaragi knows this perfectly well—Sony has allies supporting them, so he doesn't have to carry the whole burden himself."

The dia area buzzed with rapid exchange of opinions.

Sony's strategy was clear:

With fewer first-party titles, they would compensate with the most cutting-edge technical demonstrations. The speed and 3D processing capabilities of WipEout served as the perfect showcase.

As for the depth of the ga library, they would leave that to Namco and other third-party developers.

In a corner of the manufacturer's area, Takuya Nakayama watched Ken Kutaragi walk off the stage.

Two gas.

It sounded ager, but the impact was undeniable.

Ken Kutaragi had chosen the most cost-effective approach.

Let third-party developers handle their own ammunition; Sony would only reveal its most impressive PlayStation features at crucial monts.

Sony's monetization strategy from the early days of the PlayStation was finally paying off, eliminating the initial embarrassnt of lacking major titles.

Rather than padding the lineup with uninspiring gas to fill ti and space, it was better to highlight the presence of their flagship products.

The graphics in WipEout were indeed stunning, and its sense of speed was unmatched among its contemporaries.

While Sega's Jupiter hardware was no inferior to Sony's PlayStation, Sony delivered a masterclass in pure sensory thrill with its racing ga.

Business competition is never just about who can write the longest PowerPoint presentation.

Whoever can etch their core advantages into the audience's minds in the shortest ti wins.

Ken Kutaragi, a tech-savvy engineer, was as adept at marketing as any business school graduate.

This wolf of Sony had bared its fangs.

The first day of E3 was only halfway over.

At 11:40 AM, Sony's press conference concluded. The lights on the main stage dimd, and IDSA staff announced a lunch break, with proceedings to resu at 1 PM.

The mont everyone stood up, their knees protested.

They had been sitting since 9 AM, nearly three hours with only one brief break of less than ten minutes. The thin cushions beneath them had long since lost any cushioning value.

The dia area emptied as attendees stread out of the venue.

Dining options around the Los Angeles Convention Center were limited. The nearest burrito joint was two blocks away, but most people didn't have ti to walk that far.

IDSA had set up several rows of temporary food stalls on the open space outside South Hall, offering sandwiches, hot dogs, bottled water, and coffee.

Free.

The quality, as one might expect, matched the price.

"What's in this hot dog?" the editor from GaPro asked, taking a bite with a conflicted expression.

"Don't ask. Just eat," said the photographer from Electronic Gaming Monthly beside him, already gnawing on his second sandwich. "We've got four or five more press conferences this afternoon. How are you going to last if you don't fill up?"

The folding tables and chairs beside the food spread were packed.

Those without seats stood eating, one hand holding a sandwich and the other flipping through their interview notebooks.

Lunchti was the golden hour for journalists to exchange information.

"Who was the biggest winner this morning?" asked the young reporter from Wired, his mouth full of bread, his words muffled.

"Namco," replied the editor from NetGeneration, setting his coffee cup on his lap. "Three PlayStation exclusives, each with graphics that were the highest quality on the spot. Did you see that aerial combo in Tekken? With that level of polygon processing, to run it smoothly on a console... Namco must have spared no expense, even at the risk of undermining their arcade version. The arcade owners won't be sleeping tonight."

"I think Capcom's Resident Evil was even more brutal," another voice chid in, this one from Ga Inforr. "Namco won on technical rit, but Capcom won on sheer impact. Ask anyone here what scene they rember most clearly from this morning's presentations—eight out of ten will ntion that zombie turning around."

"And what about Nintendo?"

A brief silence followed.

"Nintendo—Shigeru Miyamoto's presentation was excellent," the GaPro editor chose his words carefully. "But their products were all SFC and Ga Boy. In a sea of Next-Gen 3D graphics, showing 16-bit gas is like everyone talking about satellite TV while you're still trying to sell rabbit-ear antennas."

"That's not entirely fair," soone countered. "No other ga here could match the art style of Yoshi's Island. The video ga industry has never been solely about hardware and technology."

"That's true in principle. But how many Arican gars and retailers here today do you think will buy an SFC just because of a crayon-like art style?"

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