Chapter 55
Chapter 55
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Translator: Silver Dragon
Chapter: 55
Chapter Title: G.O.T.Y
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G.O.T.Y
The precise term was Game of the Year, an abbreviation that literally meant "the game of the year."
In the 21st century, any gamer worth their salt would have heard the term at least once. But its official debut came in 1997,
when the Academy of Interactive Arts & Sciences—AIAS for short—a nonprofit organization, held an awards ceremony to honor the year's finest game and used it for the first time.
"Doesn't Last Fantasy 7 still lead in sales?"
"If anything, that might be a mark against it, no? It launched a full six months earlier, and sales are already neck-and-neck."
"Last Fantasy 7 heralded the era of 3D games. We can't underestimate its influence."
Founded with support from developers and manufacturers to advance technical and artistic excellence in the gaming industry, AIAS had hit rough waters right from its inaugural year.
It wasn't a funding issue. The real headache for the AIAS judges was deciding which game deserved the "Game of the Year" award.
The first contender on everyone's lips was Last Fantasy 7.
Released in January 1997, the game earned rave reviews for its cutting-edge 3D graphics at the time, stunning not just the public but industry insiders too.
The next nominee was Bio Crisis,
'But Bio Crisis is the Director's Cut, and the original came out in 1996, so as much as it pains me, we should probably exclude it from contention.'
The 1997 Director's Cut of Bio Crisis was undeniably a masterpiece that pioneered a new genre.
But as a polished version of last year's release, many deemed it unfit for "Game of the Year," and it was sidelined.
Beyond that, 007 GoldenEye—one of the rare titles on Nendo 64—was hailed for proving the viability of the FPS genre on consoles and emerged as a strong candidate.
Symphony of Night, released for GameStation, had elevated traditional adventure games by birthing the innovative "Metroidvania" genre and garnered high praise.
After those, just two games remained in the running for the top spot.
Origin's Remus Online and Savior's Soul Hunters.
"Remus Online is a PC game, but it absolutely belongs on the shortlist."
"Couldn't agree more. Bringing RPGs online like that... The freedom it offers is something consoles could never touch."
Ricardo Garriott, the father of CRPGs.
He had confidently proclaimed Remus Online his magnum opus, and it lived up to the hype.
Even AIAS judges who typically undervalued PC games rated Remus Online on par with—if not superior to—console titles.
"Soul Hunters is the obvious choice. It operates on a whole different plane from the others!"
"Timing aside, I agree—it's beyond debate."
"If we don't give it to Soul Hunters, consumers and the press will call us blind fools at AIAS."
Yet even Remus Online paled next to Savior's Soul Hunters in the current landscape.
Soul Hunters, out for barely a month, had shattered 8 million sales and earned a Guinness record as the fastest-selling game in history.
And it wasn't just sales.
'How did they craft Soul Hunters' graphics to feel so lifelike and seamless—characters and landscapes without a hint of uncanny valley?'
Soul Hunters' visuals made the once-praised 3D graphics of Last Fantasy 7 look like child's play, captivating industry pros and casual players alike.
'Let me be frank. It's no secret anyway.'
A gaming magazine journalist's interview with Savior CEO Seon Woo-hyuk about the graphics secret had sparked massive buzz.
'Soul Hunters' graphics were made with the Savior Engine. And I designed that Savior Engine from the ground up. I set its performance limits and capabilities. We simply maxed out what current tech could deliver.'
A textbook response, yet irrefutable.
Who better to wield an engine than its creator? Pure logic.
In this climate, cracking Seon Woo-hyuk's graphics secret didn't mean anyone could replicate it.
"It's not just graphics—we have to factor in how it birthed the hunting action and hack-and-slash genre."
The hunting action that wowed every player, plus the special Savior Mode, were dubbing themselves "hack-and-slash"—a budding new genre.
"Separate releases for each mode wouldn't have diminished its polish..."
With completion that satisfied both hardcore fans of tough games and casuals craving simplicity, no rival dared attempt a copycat.
"Graphics and action aside, the story and world-building are stellar. It distilled the essence of Eastern culture in ways games never had."
"Exactly. The final boss 'Imugi' was fascinating—a serpent that failed to become a dragon..."
AIAS judges were industry-recommended experts, well-versed in games and avid players themselves.
Among them, Soul Hunters earned special acclaim beyond graphics and action for its fresh world and narrative.
"The Ssaulabi group is so cool. Were there really that many mystical warriors in the East?"
"Yeah. The lore calls them an ancient Eastern warrior clan—a refreshing break from Western-centric settings."
As the meeting buzzed with Soul Hunters talk, chairman Paul calmed the room and called for closure.
"Finalists: Last Fantasy 7 and Soul Hunters. No objections? We'll vote on the winner later."
Last Fantasy 7 and Soul Hunters.
No one disputed either as emblematic of 1997, so AIAS's first meeting adjourned smoothly.
"They really kept our game in the final two. A month post-launch, I figured exclusion wouldn't surprise anyone."
"The judges seem to love Soul Hunters more than expected."
Marketing Team Leader Emily's update mid-meeting had everyone buzzing.
'Could Savior claim the first-ever G.O.T.Y in history?'
G.O.T.Y.
A prize I'd never brushed against in my past life.
The organizing bodies differed from my era's G.O.T.Y, but as the pioneering game awards ceremony, its prestige rivaled—or exceeded—future iterations.
"No wonder Garriott threw such a fit."
"Garriott? You mean Origin's Garriott?"
"Yeah. Seen the new CGW issue?"
At my question, Scarlett pulled this month's CGW from her bag and handed it over.
"He gave an interview—pretty provocative stuff."
I flipped through to Ricardo Garriott's interview page.
'This it?'
'Wow... Was this guy off the rails even back then?'
Reading Ricardo Garriott's interview stirred a twinge of nostalgia.
The man founded Origin and birthed the stellar RPG Remus, earning him the title "Father of Korean Gaming" for good reason.
In RPG-obsessed Korea, Remus wielded immense influence—even Forgarden, where I was director, owed it a debt.
A remarkable figure, undeniably.
But glory was fleeting for Ricardo.
Obsessed with "developer philosophy" over fun, prioritizing message over entertainment, he eventually crossed the line—leading even investor AE to cut ties in the near future.
"Entertaining."
"Infuriating, but he's hardcore royalty. Best to ignore him."
Scarlett suggested brushing it off like stepping in gum, but I couldn't.
"No. We dodge shit because it's dirty, but loose tongues need a firm smackdown to quiet down."
"How...?"
"I'll do an interview."
Sad for Ricardo, but I thrived on these diss battles.