"This time, our story is set in a future era. In this era, humanity has entered the interstellar civilization phase and is expanding at an extremely rapid pace. This era is full of opportunities but also dangers. Our protagonist is a soldier in the resistance, and as for the rest of the story, we will gradually disclose it on our official website over time. Now, let me officially present the general framework of our game."
With that, Takayuki operated the controller and selected Titanfall, which was already preloaded on the gaming console.
The name Titanfall had been decided from the start, and it was quite catchy. Everyone thought the name sounded really cool.
The Titans, in this world, were also the legendary giant race, and this aspect hadn't changed.
In Western culture, there seems to be an inherent admiration for such giant figures.
It's probably similar to the reverence in ancient China for dragons.
Naming it Titan already gave it a unique Western flair.
Upon entering the game, the screen immediately took the players to the training ground that had been set up.
...
...
"Over the years, we've been constantly exploring first-person shooter games, hoping to find some new directions to further tap into their potential. This time, we present our new understanding of first-person shooters."
Under everyone's gaze, the big screen displayed the training ground, and not far away, there was a figure who appeared to be a training officer waiting for the character controlled by Takayuki.
"Cooper, welcome to the virtual training ground. Here, you will learn everything about Iron Drive, and I hope you can quickly grow and become a qualified Iron Drive. Let's start our training now."
"This time, our character can carry more than two main weapons, along with some special equipment. The types of equipment aren't too many at the moment, but in the future, we will gradually reveal more details about the in-game gear. Now, let me show you a scene of carrying firearms and engaging in combat."
On the internet, related comments were flooding in.
The voices of people hoping the demo would start soon were constant.
Takayuki no longer kept them guessing. This was the final big reveal, and time was limited, so he needed to stick to the schedule.
Takayuki pushed the joystick, and the character began to move quickly.
"This time, we've added new gameplay features like running and sliding, greatly enhancing the immersion on top of what previous first-person shooters have provided, bringing the game to life."
"Please, take a look."
At this point, the character on the big screen was holding what appeared to be a rifle.
This weapon looked very high-tech, quite different from the traditional firearms we're used to seeing.
Takayuki then controlled the character to run quickly and shoot along a set path.
The audience in the venue and the players watching the live stream went completely silent, each person intently watching everything unfold.
Takayuki, too, began to feel like he was reliving the sensation of playing Titanfall.
Back in the day, he was a player with a decent level of skill in Titanfall 2 multiplayer. However, because of the game's matchmaking issues—where top players and newcomers would often be in the same match—it led to experienced players slaughtering newcomers. Takayuki, who was at an intermediate level, could only swim through the chaos, until he got distracted by other interesting games and stopped playing it altogether.
But the feeling was still there, and in front of the audience, many of whom hadn't experienced such high-mobility first-person shooters, Takayuki's gameplay was already quite impressive.
Takayuki quickly adjusted the camera angle with the controller, eliminating several holographic targets in front of him.
The speed at which he shot and took out targets far surpassed any previous shooting games he had played.
He also cleverly used the running and sliding functions to make his movements more flashy, enhancing the performance effect.
Sure enough, the players were more focused on the game because of these flashy movements.
A lot of them began to imagine themselves showing off their own gameplay in this game.
Next, Takayuki reached an area in the training ground that looked like a high platform.
Here, every landing point seemed far apart, and even with a simple running jump, it was impossible to reach the next spot.
Everyone was wondering how Takayuki was going to get past this part.
Then, they saw Takayuki leap into the air, and just as his view was about to fall, he made a sudden jump in the air, covering a distance.
"This is another feature I'd like to show you, and it's actually a very traditional one—double jumping, commonly used in side-scrolling games. In this game's sci-fi setting, it's reasonable for the soldier to have a booster that assists with double jumps. This is also what I was talking about earlier, adding more dimensions to the gameplay."
"Ohhh!"
Some people couldn't help but let out a quiet cheer.
It looked incredibly fun.
Jumping, sliding, and super mobility—these were very attractive to those who loved quick and efficient gameplay.
And the best part? The learning curve was low. Any average player could easily pick it up, and with a little effort, they could pull off these actions with ease.
"But this isn't the end; next, we have an even more shocking feature to show you."
Takayuki teased a bit and continued to control the character, jumping from one platform to another with double jumps while simultaneously taking out surrounding targets.
When he finally reached a relatively flat area, another massive pit appeared in front of him, with no platforms in the middle. Even double jumping couldn't help him reach the other side.
"This next feature is another one that increases the game's mobility and gameplay dimension. I'll simply call it the wall-slide feature."
Takayuki pushed the joystick again, and as the character jumped into the air, they slid along a nearby wall. The character's perspective tilted slightly, giving the illusion of actually sliding on the wall.
In the end, Takayuki successfully used the wall-slide and the subsequent double jump to reach the other side of the massive pit.
At this point, the players couldn't hold back their excitement. These new features and gameplay mechanics were things they never even considered, and just these new moves and techniques felt incredibly cool!
But even then, this wasn't the end.