Chapter 51
Chapter 51
-----------------------------------------------------------------
Translator: Silver Dragon
Chapter: 51
Chapter Title: Sales Launch
-----------------------------------------------------------------
"Team Leader, the order for additional GameStation Pro production has come down!"
"Yes!"
Aagara clenched his fist and let out a triumphant cheer at his subordinate's words.
"I never dreamed the higher-ups would actually approve this."
"It's a game that scored 99 on our internal evaluation! Of course they'd greenlight it after seeing the demo themselves."
Aagara responded to his subordinate's excitement with outward calm, but deep down, he was dying to join in the frenzy.
'Switching an entire production line costs a fortune, and pushing this through means there's no second chance if we fail.'
Aagara, who led Uni's console production team, had made a bold proposal at the executive meeting just days ago.
'Our GameStation Pro supply is critically short right now.'
He had suggested doubling the production line for the GameStation Pro.
But that was no easy feat.
'I get that GameStation Pro is outperforming expectations, but is the demand really high enough to justify adding lines?'
Adjusting production lines wasn't something companies did lightly. Shutting down the factory during reconfiguration meant massive losses on its own.
Not to mention equipment replacement costs, testing expenses, and the initial drop in yield from defects.
Lines only changed if there was a serious issue demanding it.
'Right now, we've got 2 million pre-orders for GameStation Pro in North America alone.'
'North America?'
'Europe's looking at at least 500,000 more, and Japan has placed a similar volume.'
The executives' faces turned to shock in an instant at the staggering 2 million figure from Aagara's lips.
2 million units.
The GameStation Pro had only been out for half a year but had already sold 5 million units—a smooth start.
Five million wasn't a huge number for a console, but as an upgrade to an existing model, it was excellent.
2 million pre-orders on top meant they could aim for 10 million in a year, so the executives understood why Aagara had played such a bold card.
But,
'Why the sudden 2 million pre-orders?'
'Exactly. It's rare for additional reservations to spike like this after initial sales.'
'If we don't pinpoint the reason, it could be a one-off. Even selling 2 million might not cover the line adjustment losses.'
The executives had one lingering question.
Why the sudden flood of 2 million pre-orders?
And as if waiting for it, Aagara brought in a subordinate and presented something to the executives.
'This is why.'
Soon, a GameStation Pro and a demo package of Savior's new game, Soul Hunters, were set up in the meeting room.
Savior's new title, Soul Hunters, made its first demo showing to Uni's executives.
Afterward, they rated it 99 on the internal evaluation.
The internal score was like a final pre-release test that console makers ran in-house.
But for developers, it was far more than a test—scores determined everything.
First print run, royalty rates, ad and marketing budgets—all Uni perks hinged on that score, leading to cheers or tears among devs.
Typically, over 50 allowed release, and 70+ triggered manufacturer promo support.
80+ marked it as a major title with heavy pre-release push.
'Damn, if only it'd topped 90...'
90 was flagship territory: minimal royalties plus dev cost support—a game-changer.
Uni had only seen two games over 90: 91's Ridge Drift and 93's Last Fantasy 7.
Those two were masterpieces carrying GameStation sales, living up to their scores.
Last Fantasy 7's 93 was whispered as the ceiling.
Expecting something to top it—giving Uni the edge over Seton's Neptune—was like winning the lottery.
Yet Uni's executives and console team awarded Savior's Soul Hunters a 99, admitting they were wrong.
The sole 1-point deduction? For lacking an established series.
Soul Hunters aced everything else.
"Sticking with the initial print run as requested?"
"Yeah, Savior's call—we have to honor it."
"Got it. I'll prep the line for 100,000 units first print."
And Soul Hunters' first run matched the standard 100,000 for 50-point games.
"President, you're really going through with this?"
"What choice do we have? Savior says if we don't agree, they'll shop elsewhere."
Hudson wanted to curse at his subordinate's question.
'I don't want to print just 100,000 of Savior's new game either!'
Savior's new title, Soul Hunters, was a week from launch.
Savior was a golden goose for AE.
AE had exclusively distributed Savior's Dead Hills and Village Maker—just two games—but outearned dozens of other devs.
In AE's core PC distribution, Savior truly was their savior.
Even rival Id Soft lagged in sales—no further proof needed.
But Savior had Hudson in a bind.
'We need to set the first print for this one... How about 1 million?'
Hudson's nightmare was Savior jumping to rivals like Broderbund or Apogee, eyeing AE's top spot.
Thankfully, Savior Soft's CEO, Seon Woo-hyuk, promised exclusive AE deal again.
North America only, but with AE's network there, it was fine.
The issue was,
'Advance on this deal: $10 million. Royalties at 40%.'
Five times the usual advance, plus hiked royalties—an outrageous contract.
No AE exec could swallow it easily; Hudson had pulled all-nighters debating.
But no choice.
'Refuse, and they go to Broderbund or Apogee—we're back to bloody distribution wars.'
AE had just clawed the throne; losing Soul Hunters to rivals would plunge North American game distro into chaos.
AE and Hudson accepted Seon Woo-hyuk's terms.
But it didn't end there.
'First print: 100,000 units.'
Hudson doubted his ears when discussing print run post-contract.
Village Maker's first run was 500,000.
Soul Hunters had massive hype from Savior and Uni TV ads—yet just 100,000?
'Are you insane? I was ready for 1 million first print!'
'100,000 initial run. That's for North America, Japan, Europe, South America, Asia—all the same.'
'Why? Pre-orders alone are in the hundreds of thousands! Print 100k, and Walmart and retailers will have our heads!'
'Hudson, have I ever been wrong when we've followed my lead?'
'Well... no.'
Hudson couldn't argue.
He knew better than anyone Seon Woo-hyuk's predictions never missed.
'Reprints start at 200,000, then double each time—that's the key to this game's sales.'
Seon Woo-hyuk vanished after dropping the cryptic terms.
Hudson still didn't get it, but figured he'd follow suit this time too.
In 1997, U.S. internet penetration hit 20%.
Twenty percent might sound low, but that equated to 40 million users—roughly South Korea's population.
With that many online, spaces to host them were essential.
Hence the homepage boom sweeping America.
From personal sites to forums and communities, U.S. internet was exploding to meet user demand.
And when anonymous netizens gathered, conflict was inevitable.
America's early internet users were mostly young 20-30-somethings comfortable with new tech.
Games were a top interest, so gaming communities boomed.
Usenet, the premier gaming hub, saw daily brawls lately.
Savior vs. Id Soft.
America's top devs' fans clashed nonstop, slinging mud daily.
"Tsk tsk. They've been cocky on Demon Slayer 2 forever, but tomorrow Soul Hunters drops. Those roach-like DemonGays won't make a peep and crawl back into their holes."
Brandon, fresh from a fierce keyboard war with Demon Slayer fans on Usenet's gaming board, felt ready for a good night's sleep.
Not just victory, but Savior's hyped new game—Soul Hunters, buzzing even among non-gamers via TV ads—launched tomorrow.
Diehard Savior fan Brandon couldn't sleep thinking of rushing to Walmart at dawn for a copy.
'Still, gotta rest. It's super popular, so lines might be long—better get there early.'
To snag one before they sold out, he'd line up before opening—he forced himself to sleep despite the excitement.