"Everyone, this is the grand gift I've prepared for this face-to-face meeting. I believe it might also be the ultimate choice for the players."
This time, Takayuki didn't beat around the bush. He opened the gift box straightforwardly, revealing the brand new GS1 gaming console inside to everyone.
It was a square-shaped black machine.
The overall appearance closely resembled that of the PS2.
On the front of the console, the large abbreviation "GS1" occupied one-fifth of the area.
"I can't believe... they actually made a gaming console... but how is this possible?"
Some people still couldn't believe it.
But now that the complete appearance of this machine had appeared, and there were already at least three first-party games: Mario 64, Need for Speed 3, and Dragon Quest 7.
These were all GameStar Entertainment's major weapons.
Just by looking at the promotional images of Need for Speed 3, they already understood the performance of this machine.
For Takayuki, the graphics of Need for Speed 3 were still not quite satisfying. Its graphical quality was roughly equivalent to games from around 2003, on par with Need for Speed 7.
At this time, Need for Speed was just a simple 3D game with basic texture mapping.
However, the fast-paced action made people overlook many details on the screen. As long as the materials for the cars themselves were made excellently, it could largely avoid people's pickiness about graphics.
But when it came to characters, it was a different story.
The 3D character models at this time were still very crude, barely resembling humanoid figures. Just portraying the basic form of characters was already quite challenging.
Technology was advancing, and to improve the portrayal of character models in real-time demonstrations would require even more time and resources.
However, this was Takayuki critiquing the game with the perspective of someone experienced in game development.
But the players at this moment didn't see it that way at all.
They now believed that this was the game with the best graphics, the most realistic visual scenes.
"Oh my god, what did I just see? It's the latest gaming console, GS1! This is truly something I've been dreaming of!"
"Dad, let me tell you, I must have this for Christmas this year! Otherwise, I won't talk to you anymore!"
"Hehe, son, not only do you want this for Christmas, your old man wants it too, but we have to see what your mom thinks."
The father turned to look at his wife, who was busy with housework behind him, and the wife also glanced at her husband understandingly.
"I don't care, it's up to you two to figure it out."
The wife threw the ball back to the father directly; she didn't want her decision to make her child ignore her.
"Hehe, as long as you give me the money."
When Takayuki took out the GS1 from the television, the screen of the gaming console began to enlarge continuously until it occupied the entire screen.
Then the gaming console began to rotate 360 degrees without dead angles, allowing players to see the complete exterior of the console.
Accompanied by dynamic music, as it rotated 360 degrees.
After about three to four minutes of showcasing, Takayuki's image reappeared on the screen.
"Now, let me personally demonstrate the complete performance of our latest GS series first-generation gaming console to everyone."
He placed the console on a platform and a huge screen gradually appeared.
Takayuki raised his hands, and a brand new controller appeared.
The appearance of that controller was particularly eye-catching.
In the previous SFC and FC gaming consoles, the controllers were square or rounded.
But this new controller changed its appearance, becoming more ergonomic for holding.
This was the most popular controller style in the future.
Both hands could comfortably grip the handles, and the thumbs naturally rested on the buttons.
The index and middle fingers also perfectly fit into the shoulder buttons.
Just looking at this controller gave people a feeling of being tailor-made; it seemed as if human grip was naturally meant to be like this.
This was what later became known as ergonomics in controller design.
The appearance of this controller was very similar to Takayuki's memory of the Xbox controller, which he had copied based on that image.
Then, after continuous fine-tuning of details, the optimal grip feeling was confirmed.
The research and development investment in just this grip feeling alone exceeded three million dollars.
And this was based on the rough image in his memory; if there hadn't been this memory image, the research and development investment would have probably multiplied several times.
It was said that in the previous life, Microsoft spent a whopping one hundred million dollars to develop the most suitable human grip feeling for the Xbox controller.
Microsoft was rich and powerful, and they really found the optimal solution for human controllers; it was almost impossible to find a better controller for this form.
And naturally, Takayuki also hoped that his gaming console would have the best.
Even in the details of the controller, he had to strive for perfection.
However, this kind of ergonomics could only be felt by people after they experienced it firsthand.
But what shocked players and colleagues the most now was the layout of the buttons on the controller.
This time, the controller in Takayuki's hand had two sets of shoulder buttons, more than before, but it didn't give people a sense of complexity at all.
But what was even more shocking was the two joysticks on the front of the controller.
Joystick controllers had appeared before.
That was an accessory launched by Lilith Gaming Company.
Originally, this accessory was prepared for a realistic airplane driving game they were developing.
At that time, Lilith confidently claimed that this realistic driving game would give people the most authentic experience.
However, it was... too realistic, to the point where players couldn't understand all those complex aviation terms.
Moreover, coupled with the graphics at the time, which were only at the optimal 16-bit level, how could such graphics fully display all the details of the aircraft?
Players were utterly confused when they played it, and this game died out from then on.
Completely realistic games were ultimately not mainstream.
And besides this game, no one had thought of using joysticks for anything else.
But this time, the GS1 controller had joysticks again, and there were two of them this time.
This greatly surprised people.
They couldn't even imagine how to use two joysticks.
But next, Takayuki would show everyone the true use of these joysticks.
"Now, I'll demonstrate the gameplay of Mario 64 for everyone."