This year's game expo was bound to be an exceptionally lively one.
It was as if the major game companies had all agreed behind the scenes to launch their flagship products at the same time.
As a result, rumors were flying everywhere.
Aside from Gamestar Entertainment, which had already revealed its title — Cyberpunk 2077 — the products being unveiled by the other three gaming giants were what everyone was most curious about.
Some claimed that Surei Electronics had developed a next-generation console. Others said that Mikford was planning to launch a unified gaming platform compatible with its own PC and mobile devices, allowing users to play games seamlessly across both.
There were also whispers that Brown Entertainment was preparing a top-tier open-world multiplayer game to directly compete with the current hit, GTA: Liberty City Stories.
That title wasn't just known for its excellent single-player story. Its online mode was also impressive — so immersive that it felt like living in a real city. While some initially doubted whether making a game too close to reality might backfire (since most players look for an escape from real life), they missed a key point: realism in games doesn't mean a lack of fun.
After all, in the real world, you can't actually rob a bank.You can't beat up strangers in the street on a whim. And you definitely can't drive a fighter jet or tank through a city with your crew and engage in a full-on turf war.
...
...
That kind of gritty realism — with a taste of chaos — was what truly fascinated players.
Brown Entertainment was aiming to create a multiplayer online experience comparable to Liberty City Stories. But instead of relying solely on the player's console or PC for AI processing, their new game would leverage cloud-based AI supercomputing to enhance the online experience.
In short, everything being said about the upcoming releases from the three companies was being hyped to the extreme.
Finally, the second day of the expo arrived — the day it opened to the public.
This was the most popular day for players, who had grown used to and fond of attending these kinds of game events. It gave enthusiasts a rare chance to gather and connect over their shared passion.
Surei Electronics, Mikford, and Brown Entertainment had all marked their booths with "No Entry" signs. They were determined to keep their announcements under wraps until the big reveal.
This secrecy actually gave Gamestar Entertainment a temporary surge in attention, since their booth was completely open to the public.
"Big companies really do have the upper hand," sighed Kazumi, sprawled lazily across the table.
She and her colleagues were stationed in the indie and small-studio section of the venue — and for now, very few people were stopping by. Most visitors simply passed by, scanning for eye-catching displays or interesting first impressions. Most of the buzz was still focused on the major developers.
"We don't even have our new demo out yet. No rush," Aiko said calmly and professionally.
Unlike yesterday, she wasn't frantically setting things up. Instead, she stood poised with a polite smile, ready to greet any players who wandered in.
Neon-chan followed her lead, keeping her posture sharp and ready.
After a few minutes, someone finally stopped by their booth, glancing inside curiously.
Among the many indie displays, theirs stood out thanks to their mostly-female staff — a rarity in this environment. Only one or two men were present, mainly for heavy lifting and setup.
Aiko's eyes lit up as she stepped forward with a warm, welcoming smile. "Hey there! Want to check out our game?"
"What kind of games do you make? I don't think I've seen your titles before."
"We focus on simulation and farming-style games. But we've also dabbled in hardcore roguelikes, like Dead Cells. Have you heard of it?"
"Oh yeah, Dead Cells! I've seen my friend play it. I used to laugh at him for dying all the time, but when I gave it a try, I died even faster."
Aiko chuckled. "That's the beauty of games like that — they reward persistence and learning. You grow stronger with every failure."
"Hmm... not really my type though…"
"Then how about a look at our simulation games? Our classic title Farm Defense—"
"Eh, I'll go check out other booths first."
Aiko's smile stiffened, but she still politely saw the visitor off.
"Tough, huh?" Kazumi walked over and said softly.
"It's fine. We've got a few more days, and our new game hasn't even been revealed yet," Aiko replied with grace.
Neon-chan added, "Most game studios start like this. Even our relatively well-known team still struggles to attract attention. I can only imagine how hard it must have been for Gamestar back in the day — before game expos even existed."
Kazumi nodded. "Definitely tough. I can totally picture Takayuki-sensei standing at the entrance of their booth back then, personally calling out to people and doing everything he could to get them to try their game."
At that moment, Takayuki had no idea he was being talked about. He wasn't sneezing or anything cliché.
Instead, he was quietly watching a crowd of players at Gamestar's booth, fully absorbed in playing their game.
It wasn't time for the Cyberpunk 2077 showcase just yet. According to the expo schedule, their main event would begin around 10:00 AM and last for about 90 minutes.
After that, Surei, Mikford, and Brown would each hold their press conferences.
At expos like these, scheduling presentations was a careful science. Big companies had to avoid overlapping their showcase times if they wanted maximum media coverage and player attention.