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Chapter 264 - Chapter 264: Silence from the Rivals? They're Up to No Good

"Editor Simon, the game's been out for over 72 hours. We really need to drop the review score."

That night, in a two-story suburban house in San Jose, California, a man in his mid-thirties paced the living room's plush carpet in pink silk pajamas, listening to his assistant on the phone.

"So far, nearly 15 outlets like Global Esports, Gamers' Hearth, Tate's Gaming Scoop, and Apex Entertainment have reviewed Sekiro," the assistant said, sounding stressed.

"We gotta move fast."

Yeah, as one of Apex Entertainment's editors-in-chief, Matt Simon handled reviews for the quarter's—or year's—biggest hits. Sekiro's review landed on him.

WindyPeak Games' first 3S title was a global smash. Its 25-40 hour playtime was a grind for reviewers, but top outlets pushed through, dropping scores 48 hours post-launch after non-stop suffering.

Some focused on tech, like Gamers' Hearth:

9.9/10: A game like no other. As Gus Harper said, the future's here. The razor-sharp combat and fluid action not only make this a standout but pave the way for mind-blowing somatosensory action games ahead…

Others on design philosophy, like Hummingbird Reviews:

9.8/10: Can't believe a game packed with so much frustration is this addictive. Each boss is a life hurdle—you climb it, and the high hits your toes…

Global Esports highlighted the story:

9.9/10: Unlike anything before, key plot bits come from scattered clues and fragmented tales. The jigsaw narrative confuses at first, but it pulls you into the flow of time. You're just a lone wolf caught in fate's current, fighting back…

And more. Sekiro had four endings alone—

One: Shura's Path, the first unlocked. Wolf, facing his "revived" adoptive father Owl on the castle tower, agrees to betray Kuro, handing him over. But Wolf stabs Owl in the back, avenging a three-year-old grudge. Killing his father and master, Wolf becomes Shura, even overpowering Isshin. On the castle tower, overlooking hellish Ashina Castle, Wolf's prosthetic ignites infernal flames, turning him into a killing machine…

Two: Sever Immortality, the second cracked. Wolf follows Kuro's plan, ending with Kuro taking the Dragon's Tear. Wolf raises the Mortal Blade, killing Kuro to sever immortality.

Three: Return to Mortal, Gus Harper's praised "true" ending. Wolf sacrifices himself so Kuro can live as a mortal.

Four: Dragon's Homecoming, unlocked by a player after 50 hours. Wolf feeds the Divine Child of Rejuvenation the Fresh Serpent Viscera and Dried Serpent Viscera from the Great Serpent. With the Divine Child's Frozen Tears and Dragon's Tear, Kuro merges with the Divine Child, returning the Dragon's Heritage to its origin, vanishing it forever.

Four endings meant replay value galore—enough for deep dives.

But that's why Simon struggled. He couldn't nail a perfect review. It was an industry game-changer, a milestone no one could top.

If Titanfall's time-travel levels were untouchable design peaks, Sekiro was a full-blown monument.

Yet, Simon skipped the hype: […This is a tragic tale of an idealist's failed stand, a hero's lonely twilight, a romantic sacrifice for belief, and a wolf's journey to humanity.]

It's a beginning and an end.

My Game of the Year.

—Apex Entertainment Score: 10/10

10/10! Perfect score!

The next day, Matt Simon's Apex Entertainment review dropped, pushing Sekiro discussions to fever pitch!

Another banger! Sekiro nabs a perfect 10 from Apex Entertainment!

"9.8 Low, 10 High! Game of the Year Crown Incoming!"

Gus Harper's on the Rise!

—Groundbreaking innovation, future-proof design. Sekiro joins To The Moon as WindyPeak's perfect hit!

Gus Harper and His Ever-Shifting Altar!

—Flawless gameplay makes Sekiro the year's top 3S title, no contest!

Headlines flooded in. Players' hype hit new highs!

In a month and a half, Sekiro and Torii: Phantom's popularity graphs were polar opposites—Sekiro skyrocketing, Torii tanking to oblivion.

When the "Apex Entertainment 10" went viral, Torii was basically forgotten.

Weird, right? Torii was Komina's flagship 3S for the quarter—hell, the half-year. It shouldn't vanish. Even ignoring Sekiro, it needed to turn a profit!

$200 million down the drain, and it couldn't outshine Komina's own low-budget games like Wild Slam EX and Hotspot Rally: Return?

"Are those clowns plotting something shady?" Luke Bennett asked, dropping Sekiro and Torii's popularity charts on Gus Harper's desk.

WindyPeak's execs noticed the red flags.

Komina's "silence" screamed foul play.

No ads? No marketing? Not even hyping their own game to break even? No digs at WindyPeak?

Gus Harper frowned. "Silence from the rivals? They're cooking up trouble."

He couldn't puzzle it out. Why would Komina's brass ditch Torii?

Meanwhile, at Komina HQ's top floor, in a shareholders' meeting, Kenji Ueyama pointed at the data slides, dead serious:

"This project's marketing was spot-on—strategies locked, flawless execution. Game quality and rollout were airtight."

"So, on this flop—this epic fail—I urge all shareholders to think hard—"

"Doesn't this make total sense?"

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