A ghost and a Buddha face off!
In a desolate temple, a lone warrior in rugged khaki gear rises before a six-armed spectral figure.
At the temple's courtyard gate, a half-open red door, chipped and worn, creaks in the breeze. Sunlight filters through red maple branches, stirring sparse snow on the ground into a fleeting dance.
"Holy—chills!" Pew muttered, goosebumps prickling his skin.
The crowd around him erupted in cheers.
Red leaves drift in the ancient temple, framed by cold sunlight and lonely snow. With stunning visuals and a haunting vibe, the mountain temple felt alive.
Right behind Komina's booth, WindyPeak Games' setup was stealing the show.
Pew's original plan? Hit up Komina's booth. As a streamer, he was all about their supernatural FPS, Torii: Phantom of the Ghost. It's his wheelhouse.
But, like he said, once the festival kicks off, the crowd decides where you go.
So, swept up in the mob, Pew missed Komina's booth and ended up at WindyPeak's.
Even as he was jostled over, he kept sneaking glances at Komina's setup. WindyPeak wasn't serving the main course yet—just hyping new PUBG and Apex Legends updates with a video.
These were WindyPeak's cash cows, dropping quarterly passes. The video teased new PUBG maps and modes, plus a fresh Apex legend.
Pew, an omnivorous streamer, wasn't hooked. He dabbled in PUBG and Apex, buying passes and letting a proxy keep his rank decent for when he felt like jumping in.
Then, WindyPeak's LED screen went black.
Cheers yanked Pew's attention back. He couldn't look away.
Gorgeous composition, crisp visuals, pure artistry. This was Sekiro's live gameplay demo.
Pew gasped. A 3A masterpiece, it outdid its trailer with sharper lighting and finer details.
Inspired by A Way Out, the somatosensory cabin let players operate in first-person, but spectators could toggle between first- and third-person views, synced perfectly.
The left side of the screen showed the demo player's first-person perspective; the right showed the protagonist, Wolf, in third-person.
At first, the dual-view setup seemed odd—until Wolf moved.
Swish—clang! His sword slid from its sheath, gleaming coldly in the winter light. Wolf slashed, the blade whistling through dust, each swing sharp and fierce.
He dodged with nimble steps, light and quick. His prosthetic left arm fired a grappling hook—snap!—pulling him onto a tree branch like a ninja, then crouching to stalk.
"Whoa!" The crowd's eyes lit up.
"Smooth as butter…"
"That third-person view's showing off their action system."
"World's first 3A action game, huh?"
"This motion assist system's wild…"
"Reminds me of Green Field's slick moves."
"WindyPeak went hard on this one."
"If only the movement was a bit tighter…"
"Tricky. Motion assist tech's stagnant. No one's pushed it lately."
"Yeah, action games in VR cabins don't need fancy moves."
"This is solid—attack, dodge, climb. What more you want?"
The crowd's chatter showed it: motion assist systems were a niche in the somatosensory market. For Sekiro to hit this level? Players saw it as a win, passing the bar for VR action games.
But WindyPeak didn't aim for "passable."
Rustle— Wolf leapt from the maple tree, leaves falling. His boots crunched snow as he crossed a red-lacquered arch bridge toward the temple.
Halfway across, a cackle shattered the silence.
"Hahaha—cluck!"
Red leaves swirled. Boom! A hulking monk in tattered purple robes dropped from the sky, landing with a flutter. His head was narrow, his body broad, a white silk mask on his face. He clutched a massive naginata, swaying like he was drunk or dancing.
[Monk Who Broke His Vows]
The boss's name flashed on the UI. The crowd tensed.
What a creepy boss! The outfit, the proportions, the unhinged laugh, the twisted dance-like moves—it oozed menace.
Wolf drew his blade.
A winter gust stirred red leaves.
The monk lunged, naginata slashing down. Clang! Sparks flew, Wolf stumbling back.
"OHHH!" The crowd roared. The impact's blur, the physical feedback, the ringing metal, and flying sparks stunned them.
But the real show was just starting.
Wolf charged, slicing twice. Black blood sprayed, but the monk barely flinched—his health bar barely dented.
Whoosh! The naginata swept again. Wolf sheathed his blade, sidestepped, and dodged the razor edge.
The monk spun, his blade a whirlwind of snow and leaves. Wolf blocked—clang, clang!—but the monk raised his weapon again.
"Dodge! Dodge!" the crowd yelled.
A red "Danger" flashed on Wolf's UI. The monk's blade thrust forward like lightning.
"Whoa!" The crowd gasped.
Wolf stepped back, then stomped the naginata, pinning it. The monk froze, and Wolf hacked three times—slash, slash, slash!—chipping the monk's health. A yellow "posture bar" beside it ticked up.
The monk recovered, swinging lightly. Splat! Blood gushed from Wolf's chest, his health bar dropping a third.
"What?!" The crowd freaked.
"One hit? A third gone?"
"I hit him three times for a sliver, and he nearly one-shots me?"
"Only three mistakes? Brutal!"
"This is oppressive. In a VR cabin? I'd be sweating bullets!"
Tina Tate squeezed to the front, craning to see. The blacksmith-like ding, ding, clang kept ringing.
Wolf danced with the monk—dodging, striking. This boss was a beast: high damage, tanky health, unpredictable moves. Sweeps, thrusts, leaps, spins—each attack a deadly mix of grace and chaos.
Wolf countered, slashing, stomping, grappling to trees, parrying with precision. The clanging metal was music, thrilling the crowd.
"Whoa!"
"Hiss!"
"Oh, snap!"
The crowd was hooked, gasping at every close call.
Another sweep, and Wolf parried, pushing the monk's posture bar to the brink. But Wolf's own posture bar broke under a "windmill" spin, staggering him.
The monk slashed. Wolf barely survived with a sip from his gourd.
Now, the monk's posture bar teetered. The crowd clenched fists, toes curling.
"Come on… come on…"
Pew, forgetting Komina, stared, more nervous than the demo player.
Rustle— Red leaves swirled. The monk crouched, naginata behind him.
Here it came—windmill!
The crowd held its breath.
Whoosh! The blade spun, kicking up snow. Wolf faced it, blood at a sliver.
One mistake, and he's done.
"Damn, it's back! Spinning top!" the crowd chanted, counting the hits: "One! Two! Three! Four—"
"Five!"
Clang! Clang! Clang! Clang! Clang! Five perfect parries, sparks flying.
The monk leapt, naginata raised. Wolf didn't block—he charged, clashing blades.
CLANG! The monk's weapon flew. A red dot flashed on his throat.
Slash! Wolf's blade pierced it, blood gushing like a broken dam.
The crowd lost it.
"Cleared! Holy—!"
"My scalp's tingling!"
"This game's unreal!"
"Goosebumps, yo!"
"The design, the boss, the combat, the sound—can't even describe it!"
"Hard as hell, but so damn fun!"
"Bragging rights for life if you beat that!"
The booth exploded. Even just watching, the thrill of slaying that terrifying monk had everyone hyped.
The excitement spilled over, hitting Komina's booth next door.
Komina's Torii: Phantom of the Ghost demo plodded on, but the crowd's enthusiasm fizzled.
In fifteen minutes, players got the gist: a Shibuya-based map where torii gates are corrupted by dark energy. Clear them, do side quests—find a kid's mom, pass toilet paper to a ghost in a stall.
The main plot? Stop the underworld's invasion, save the world.
The gameplay loop was clear in five minutes: wind spells (pistols), water spells (shotguns), fire spells (grenades), and talismans (paralysis, pull, damage, burn). Fight headless schoolgirls, briefcase-toting workers, bubble-blowing ladies.
Bosses? Urban legends like the Rift Girl or Sakura Demon.
It could've worked. Urban horror's a draw, even with a basic story. But Komina dropped the ball.
Monsters felt copy-pasted—90% were schoolgirls, workers, or sisters. Boss fights? Dull. Single-move patterns made them predictable. A few fire spells could melt any boss, killing the thrill.
"Eh…"
"Effects are cool, but the gameplay's… meh."
"Kinda boring."
"It's just a demo, but still…"
"What's that noise over there?"
"WindyPeak's booth, I think. Sekiro demo's popping off."
"Sounds like they're losing it."
"Let's check it out…"
Crackle, crackle— Players drifted from Komina to WindyPeak, herd mentality kicking in. Five, ten, twenty—soon, a flood.
WindyPeak's call to stay "medium-sized" and lean on PacificTech and IndieVibe paid off. Without their prime booth spot next to Komina, their impact would've taken ages to build.
But now? Perfect timing, perfect place, perfect vibe.
In a blink, half of Komina's crowd was at WindyPeak's booth. Another blink, and screams from Sekiro's demo pulled more. By the third, Komina's booth was a ghost town, save for stragglers curious about their 3A pedigree.
WindyPeak's booth was chaos—players and media spilling into nearby setups, crowding out other devs.
The Sekiro demo was electric. Thick fog cloaked the arch bridge, the monk's shadow flickering like ink on paper, striking and vanishing.
Weird roars echoed. The ink-painting style turned the scene dreamlike, equal parts stunning and eerie.
Genius. Wicked. Unsettling.
The monk's relentless attacks and creepy laugh crushed the crowd's spirits. A heavy ink slash downed Wolf.
[Die]
Blood-red text flashed.
"Damn…" The crowd sighed.
"A second phase?!"
"That monk's still kicking?"
"I'm broken just watching."
"Immersion's so real, my heart's racing."
"Who beats this thing?"
"Looks tough, but learn the moves, and it's doable."
"This game's fire—style, visuals, mechanics, bosses. It's next-level."
But then—thump, thump.
A heartbeat pulsed through the game.
Silence fell. All eyes locked on the screen.
Pink cherry blossoms drifted, blanketing Wolf.
[Rebirth]
Pink text glowed. Wolf, dead moments ago, stood again.
"Oh, snap!" a guy shouted. "That's the subtitle—Shadows Die Twice!"
The crowd got it: Wolf's revival was core to Sekiro's story.
"What?!" Media and reviewers gaped.
"How's a basic revive mechanic this slick?"
"Reviving's old news, but making it the plot? Wild."
"Gus Harper's brain is on another planet."
"I'm speechless. This is god-tier."
"No words. Just… wow."
Unreal. Insane bosses, fights, visuals, mechanics.
As WindyPeak promised: the future had arrived.
But the demo wasn't done. The monk emerged from the fog—phase two.
The crowd realized phase one was just a warm-up.
Whoosh! Blades clashed, sparks flew. Wolf swapped his prosthetic's mechanism, palm thrusting—flames erupted.
The real show began.
Wolf danced through the monk's attacks, parrying with millisecond precision. Every "Danger" flash was a counter chance. His prosthetic morphed—spear, darts, firecrackers, fan—each move disrupting the battlefield.
Red candies boosted attack, blue ones defense. A Yasha Killing Candy burned health for massive damage.
Snow swirled, blades sang, sparks flew. Wolf and the monk circled like deadly dancers, their duel a breathtaking blend of grace and violence under falling leaves.
The crowd swelled, clogging the venue's aisles, annoying nearby devs.
Gorgeous. Fluid. Dazzling.
The pinpoint precision left players awestruck, cursing their own skills.
Slash! Wolf climbed the monk's back, echoing the trailer's sword master Isshin. His blade plunged.
Blood sprayed, painting the bridge, snow, and sky.
Thump, thump! Drums pounded.
[SEKIRO: Shadows Die Twice]
WindyPeak Games
The demo ended.
For two seconds, silence—then boom! Screams and applause nearly blew the roof off.
A voice cut through: "Morning, everyone—players, media, friends. Hope you enjoyed the Sekiro demo. Thanks for coming. I'm Gus Harper."
The crowd went feral.