The total duration of the presentation was only a few seconds while Takayuki was on stage.
But the initial scheduled time was about an hour.
So what to do with the remaining time?
Then there was only the screening of game trailers left.
Players could choose to stay here spontaneously to watch the game trailers, or they could go online to watch them.
And what surprised players the most was that a new installment of The Legend of Zelda was announced.
It had been seven or eight years since the last release of The Legend of Zelda game.
At that time, solely based on The Legend of Zelda, people had their first concept of real-time combat role-playing games.
Later, other game companies developed this type of game more deeply, giving real-time role-playing games a certain share in the market.
Anyone who came from the Gamestar Electronic Entertainment era would never forget that first real-time role-playing game.
Over the years, there had always been occasional mentions of The Legend of Zelda, hoping to see new works.
It's just that at the time, Takayuki had quite a few series on hand, and he also had a very unique emotional attachment to The Legend of Zelda. He didn't want to ruin this ultra-classic series.
So it was delayed until now, recalling the wonder of The Legend of Zelda once again to astonish the world.
A 3D adventure game that completely ushered people into a new era.
Defined the over-the-shoulder third-person perspective.
So this cross-era game had to make its debut at an appropriate time.
Launching it on the latest handheld console seemed very appropriate.
Originally, each installment of The Legend of Zelda had a relatively tight storyline.
If Takayuki didn't produce other works, it might be difficult for players to have a deeper understanding of this story.
But that wasn't too big of a problem. Takayuki decided to mark the entire storyline in the official community. Then, in the future, if players really wanted a certain story to be made into a new work, they could gauge the level of desire among players and possibly make a high-definition remake of the original work.
In this way, the problem of the storyline was solved, and The Legend of Zelda: Ocarina of Time could be released directly.
In Ocarina of Time's story, the protagonist Link was in his childhood.
At this time, he had a carefree life, but soon a crisis came, as the classic boss Ganondorf prepared to wreak havoc once again.
Young Link took on the responsibility of defeating Ganondorf and had to give it his all.
But ultimately, he failed. Ganondorf successfully obtained the so-called Triforce, and truly ruled the entire Hyrule continent.
At this time, the female lead, Princess Zelda, appeared and gave the protagonist the Ocarina of Time, which was the most important thing in the whole game.
Relying on the Ocarina of Time and other things, Link came to his adult age, seven years later.
Seven years later, the entire Hyrule continent was in ruins, and the whole world seemed to have entered a world of misery.
Adult Link had to fight against Ganondorf in such a doomsday environment and find a way to defeat him.
The trailer ended abruptly at this moment, and also hinted at some new gameplay features.
For example, the 3D version of The Legend of Zelda had a three-dimensional perspective for jumping.
This time, jumping had a real function, allowing players to solve puzzles by jumping in the game world.
At the same time, with the most advanced game physics engine, destructible objects could be created, making them appear more realistic and believable.
At the same time, there was a very important but not particularly conspicuous feature, which was the one-button enemy lock-on function.
This was a feature that could only be truly appreciated during gameplay, and it was just being demonstrated at the moment.
After one round of trailers, players were naturally very satisfied. Their wishes over the years had finally been fulfilled, and a new installment of The Legend of Zelda had appeared.
And as before, this time Gamestar Electronic Entertainment did not write the number "2" on the title of the work, but named it directly.
This classic old trick of Gamestar Electronic Entertainment was once again mentioned by players.
The feedback from the entire venue was very good, but this was just the appetizer.
Only by experiencing the game hands-on could players truly know the fun of it.
Right now, relying solely on trailers couldn't fully showcase what was good about this game.
And Takayuki had invested heavily this time.
He didn't want to simply replicate The Legend of Zelda: Ocarina of Time entirely.
He wanted to elevate the graphics quality to the next level on top of that.
With the current performance of the handheld console completely sufficient, increasing the polygon count of the game, increasing the capacity of the game, achieving better graphics than the previous world, and making this game just as satisfying in this world.
As for the gameplay, Takayuki also made some optimizations to it.
Making the actions smoother.
Thanks to the support of their most powerful game engine now, and the countless companies providing them with various game data madly, The Legend of Zelda in this world should be able to reach its peak, making this game truly become the textbook of the new era of games.
By now, the game development had progressed to about eighty percent, and the remaining twenty percent would probably be completely sorted out before the release. Then it would be launched as the first game, bringing players a completely new gaming experience.
It can be said that there was a joyous atmosphere at Gamestar Electronic Entertainment.
Reporters were frantically searching for materials to write news articles. Just the price of the handheld console was enough to make these people write endless praise.
After the presentation ended, most players were not willing to leave the venue immediately. Most of them would choose to stay here to at least play some other types of games first and experience the latest gaming products from Gamestar Electronic Entertainment.
Games like Angry Birds and Fruit Ninja were very accessible themselves, just needing to move your fingers to play, and they were very stress-relieving.
And these kinds of games were also very cheap, only five dollars each, because these games didn't have cartridge versions, all of them were downloaded through the internet.
Takayuki hoped to guide players to become more accustomed to downloading services through this, which was also a very important direction for the future. The internet and games should not be separated.
Cheap and stress-relieving games only cost five dollars each, and with the same support of the new engine, whether it was the gaming experience or the graphics quality, they were greatly improved. It could be said that buying these games was also very worthwhile, just five dollars was really worth it.