The LuxCore building seemed quieter than usual that morning. There was a subtle tension in the air, as if all the young developers shared the same pent-up anxiety. The first phase of the program evaluation had been completed.
LUXCORE's Original New Release Program, or "DreamDev Program," as it was called, was brutal in its screening process. Over 600 games had been submitted by aspiring developers, freelancers, and company employees. But only 40 would be chosen to continue, and the first screening had already been completed.
The initial screening was handled by a team of professional beta testers, experts in software testing, game design, and narrative. They played each project for hours, looking for bugs, balance issues, lack of graphic polish, optimization issues, and a lack of creative identity. Any game that crashed, had poorly rendered assets, confusing menus, or simply failed to convey the slightest immersion was unceremoniously eliminated.
This phase was like a clinical and impersonal cut: basic technical quality or out.
Many games were discarded within minutes. Others managed to survive an hour or two of analysis before being discarded for lack of polish or identity. Some were simply empty clones of famous games. Only 40 titles stood out, with a modicum of excellence.
Makoto and Ren already knew that the emails with the results would arrive that afternoon.
When Makoto opened his workstation and turned on the company computer, his heart was pounding. The email notification was there. He took a deep breath before clicking.
> Congratulations, Mr. Makoto Yoshida!
Your project has been selected for the next phase of the DreamDev program. We appreciate your dedication and creativity. Keep up the excellent work.
Makoto let out a sigh of relief mixed with a muffled laugh. He swiveled his chair excitedly and saw, across the row, Ren doing exactly the same thing.
"You too?"
Makoto asked.
Ren gave both thumbs up excitedly.
"We passed! Man, we passed!"
He stood up, going over to Makoto for a loud high-five.
Later that night, with the pressure of work no longer present, the two decided to celebrate at a cozy diner near LuxCore, famous for its artisanal burgers and over-the-top milkshakes. Sitting relaxed in a corner booth, they talked about their games.
"I feel like this is just the beginning, Makoto."
Ren said excitedly.
"Seriously, just from what you told me about your Survival Horror, in terms of story and puzzles. It's incredible."
"And you with that branching narrative tactical RPG of yours…"
Makoto smiled.
"If the next phase is more creative than technical, you'll rock."
They continued to chat animatedly, laughing, speculating, dreaming big. Everything was perfect, until someone gently interrupted them.
"Makoto...?"
The voice was sweet, slightly surprised. Turning, Makoto saw a young woman with softly highlighted blonde hair, a stylish gamer blouse, and a charming smile.
His eyes widened.
"Airi...?"
She nodded, smiling even wider.
"Wow, it's been a while, huh? It's been... years."
She looked as surprised as he was.
Airi Hoshizora. A living memory of a distant past.
She was best friends with his ex-girlfriend, Kaede Kuroyami, Makoto's high school sweetheart. A relationship that began as a fairy tale and ended in bitter disillusionment. Kaede left him for Shin Takasugi, heir to the giant NexusSoft Games, while they were still together.
Makoto only learned about this thanks to Airi herself, who found out and couldn't keep quiet. Airi distanced herself from Kaede afterward and supported Makoto through the emotional storm.
But time passed. Makoto immersed himself in work and studies, while Airi... became a star. He only knew this because of his high school class group, which was still active. Airi was a famous streamer now, the pride of the group.
"You look different."
She said, looking Makoto up and down.
"More relaxed… fulfilled, perhaps?"
"And you, you look exactly as I remembered."
Makoto replied, smiling.
Ren, sensing the moment, stood up.
"I'll pay the bill. Enjoy the flashback."
Airi laughed. Makoto just rolled his eyes, unable to contain a shy smile.
"Then…"
She brought up the subject with some hesitation.
"I heard you work at LuxCore. Is that true?"
"Yes, it is. Junior developer."
He replied, adjusting himself in his chair.
"Wow! That's amazing! Have you ever released a game?"
Makoto hesitated. He didn't want to explain that his latest work involved soda mascots and silly simulations. So, with a sheepish smile, he replied:
"More or less, but what I just did should be out soon. No set date yet."
That was pure nonsense, but he had confidence in Resident Evil, he believed his words would come true.
"Oh, how cool!"
She clapped her hands lightly.
"When it comes out, let me know! I'll do a live with it. Seriously."
"Sure. I promise."
They exchanged contact information. Makoto felt a warm glow of nostalgia as he saw her name flashing on his phone, now saved again in his agenda. Airi, with a sincere smile, said goodbye shortly afterward, waving cheerfully.
Ren returned to the table with a mocking look.
"Are you kidding me that you knew that goddess personally?"
"Long story."
"I want the details tomorrow. With slides. And a soundtrack."
Makoto laughed, shaking his head, as they both left the diner. On the sidewalk, the night wind was gentle, and for the first time in a long time, Makoto felt something inside him, beyond the games, begin to rebuild.
----
The second phase of the review finally began, and with it came a more tense and demanding atmosphere. This time, the remaining 40 games would be thoroughly analyzed by a team of supervisors, analysts, and senior developers from LuxCore.
The bar was set high; simply being functional wasn't enough. Games needed to demonstrate commercial potential, innovation, narrative quality, and cutting-edge technology. Every detail counted: from the graphics and soundtrack to the gameplay, originality, and emotional depth.
Among the professionals in charge of the evaluation was Sakura Amano, a company veteran known for her coolness, perfectionism, and extreme technical rigor. She had already tested several games throughout the morning, each of which fell short in some way.
Some games were visually beautiful but shallow. Others had bold ideas but disastrous execution. Ren Tanaka's game, for example, had an interesting premise but lacked polish and mechanical clarity. Sakura criticized it with harsh remarks:
"Wasted potential".
She sighed and took a sip of the now lukewarm coffee on her desk, until something caught her eye amidst the evaluation sheet. The name "Makoto Yoshida" appeared on the list, next to the title: Resident Evil.
Sakura Amano had already had a small glimpse of Makoto Yoshida's work during the program's internal stages, especially when he needed support in selecting voice actors.
At the time, she was impressed by his artistic clarity, something rare even among veterans. However, at that time, she had only seen drafts and initial tests. This time, it was different. Now, as an official evaluator in the second phase, she would see the project in its final form.
Her eyes fixed on a column next to the name. The beta testers' comments were exceptionally positive, something rare in the first phase:
> "Dense and scary atmosphere like in the best classics."
"Visuals and audio on another level."
"A survival horror experience unlike anything seen in years."
Sakura took a deep breath and uploaded the game in the PC. She was excited, yet cautious. After all, seeing a prototype is one thing. Seeing the final game, with deadlines and pressure, was another.
But as soon as the opening screen appeared before her, Sakura understood:
Makoto had not only kept his promise... he had exceeded every expectation.
In the first few seconds, Sakura Amano was left speechless. The opening screen showed a black background, with the silhouette of a mansion in the middle of the forest. A dark, orchestral theme played in the background, charged with tension. The title "RESIDENT EVIL" appeared with a subtle, distorted, metallic sound effect.
The game began with a cinematic-style cutscene: helicopters hovering over a dark forest at night, while a voiceover explained the strange murders on the outskirts of Raccoon City. The intro was familiar to Makoto; it was the same opening as Resident Evil 1, but with hyper-realistic, movie-worthy graphics.
Sakura watched the narrative intently: the missing S.T.A.R.S Bravo Team, and now, Alpha Team searching for them. She watched the characters introduced one by one: Chris Redfield, Jill Valentine, Barry Burton, Albert Wesker. The sculpting was impressive, the faces, the expressions, the tactical uniforms. The realism was breathtaking.
Right after the opening sequence, the game began with the characters entering the Spencer Mansion.
Sakura, armed with her headphones and controller, dove into the game. The first scare came in the east corridor, where the player encountered the first zombie slowly turning around, with blood dripping from its mouth and dead eyes.
The scene was identical to the original, but with a visual and sound intensity that made the heart race.
"Incredible..."
Sakura whispered.
She analyzed while playing:
Gameplay: Fluid, responsive, and well-tuned. The puzzles were logical and well-integrated into the setting.
Story: Mysterious and engaging, with documents, diaries, notes, and reports scattered throughout the mansion slowly revealing the horrors wrought by the Umbrella Corporation.
Soundtrack: Subtle but striking. The silence was part of the terror, and the sound effects brought the empty corridors to life.
Graphics: Extremely realistic. Reflections, dynamic lighting, particles in the air. Everything contributed to a terrifying immersion.
Atmosphere: claustrophobic, dark, and absolutely faithful to the concept of Survival Horror.
Level Design: The mansion was a maze full of surprises, with well-applied backtracking and a fair difficulty curve.
Sakura was startled more than once, especially when zombie dogs broke through the windows, or when Lisa Trevor appeared, deformed and sad. But even though she was scared, she couldn't stop playing. She was completely immersed.
She played for over three hours. When she finished, she sat in silence for a few minutes, staring at the blank report in front of her.
---
Sakura Amano's Report – Technical and Creative Analysis – "Resident Evil"
> "Resident Evil isn't just a game. It's an interactive masterpiece.
This title demonstrates complete mastery of game design fundamentals. Its structure, narrative, and artistic direction make it not only the best game in the program, but also one of the most promising survival horror titles I've seen.
The setting was exemplary. Nothing is gratuitous or excessive: every visual and audio element contributes to amplifying the terror and immersion in an impressive way.
The soundtrack, the well-choreographed scares, the scattered narrative elements... It all contributes to an intense and memorable experience.
If commercially released, this game has the potential to redefine the genre."
She sent the report immediately. And she wasn't the only one.
Other supervisors also reported similar impressions. One analyst wrote:
> "It's rare to see a game with this level of polish, identity, and emotional impact."
Another said:
>"The best game on the Program. The players will go crazy."
Of the 40 games, only 20 advanced to the third phase. Among those approved, Resident Evil was the biggest standout.
Makoto was in the office when he received the email with the title:
> [PROGRAM EVALUATION - 2ND PHASE]
Dear Makoto Yoshida,
We're pleased to announce that your project "Resident Evil" has been approved for the next phase of the DreamDev Program. Congratulations on your excellent performance so far.
Makoto exhaled in relief, his eyes shining with excitement. He was getting closer and closer to something great.
However, Ren Tanaka was not so lucky. His email read:
> Dear Ren Tanaka,
Thank you for participating in the second phase of the DreamDev Program. After careful analysis, we concluded that, although your game presented good ideas and concepts, the technical execution and narrative cohesion did not meet the standards required for the next stage. Keep improving. We hope to see you in future opportunities.
Ren read the email silently, then let out a deep sigh.
"Damn... I knew something was missing."
Makoto watched him sympathetically. He sat down next to him and patted his friend's shoulder.
"You have talent, Ren. This isn't the end. It's just the beginning. Next time, you'll pass easily."
Ren looked at him, then smiled, still a little downcast, but already regaining his competitive spirit.
"I hope so... But for now, I'm rooting for you. Go out there and show what you're made of."
Makoto nodded. And deep down, he knew: the next phase would be the hardest of all. But he was ready.