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Responding to growing player curiosity, Stormwind Studios confirmed that their new project was indeed a racing experience, though they kept specific details under wraps. The Lamborghini question remained deliberately unanswered—instead of explanations, they released additional concept images showing exterior details, interior shots, and close-ups of design elements, letting players' imaginations run wild.
The community response was immediate and polarized.
"They're actually doing racing content! Stormwind has balls the size of planets—they're tackling genres that major studios won't even touch!"
"I respect their courage. Even if the quality is just decent, I'll support them just for having the guts to try."
"So is Lamborghini really a fictional brand created by Stormwind? That seems impossible."
"Has to be fake. Original supercar design from scratch? No fucking way."
"If it's actually original, I'll eat my gaming headset on stream!"
"Famous last words right there. The internet loves proving people wrong."
"Look at Avatar—they created an entire alien ecosystem from nothing. Why couldn't they design cars?"
"Cars are way harder than alien plants. Bad automotive design gets roasted instantly by enthusiasts."
"This Lamborghini does look sick as hell though. I'd buy one if it existed in real life."
"I've searched every automotive database I can find—no matching designs anywhere. It's either completely original or based on some obscure prototype."
"If Stormwind actually created original supercars this good, half the automotive designers in the world should retire."
"Let's wait for official confirmation before jumping to conclusions."
The speculation was reaching fever pitch, exactly what Alex had hoped for. The more people debated Stormwind's capabilities, the bigger the eventual reveal would be.
Meanwhile, Brandon Sterling was monitoring the situation from Titan Games' executive offices with a mixture of amusement and disdain. He'd invited several industry colleagues over for drinks and gossip—his usual Friday evening routine.
"This Morrison kid has completely lost his mind," Brandon said, swirling ice cubes in his whiskey glass. "Racing content? He's committing professional suicide."
His companions nodded enthusiastically. These were people who'd built careers by following Brandon's lead and echoing his opinions, so their agreement was both expected and valued.
"Avatar's success obviously went to his head," offered Richard Cortez, a meticulously groomed executive from a mid-tier studio. "One lucky break and now he thinks he can revolutionize dead genres."
"Original car designs are pure fantasy," added another guest. "Without emotional connections to real supercars, racing games are just elaborate tech demos."
"Morrison's a complete amateur," someone else chimed in. "Avatar was a fluke—right place, right time, nothing more."
Brandon smiled with satisfaction. These were exactly the conclusions any rational industry professional would reach. Alex Morrison had overestimated his abilities and chosen a suicide mission for his follow-up project.
"Honestly, I was planning various ways to sabotage whatever he did next," Brandon admitted with a laugh. "But why bother? He's destroying himself more efficiently than I ever could."
A soft knock interrupted the conversation. Brandon's executive assistant entered—an attractive young woman whose professional wardrobe seemed tailored to command attention.
"Mr. Sterling, David Sun from Galaxy Media called. He'd like you to appear on Gaming Insider next Monday if you're available."
"Tell Sun I'll be there," Brandon replied immediately. Galaxy Media was the most influential gaming publication in North America, and their relationship with Titan Games involved substantial advertising revenue and favorable coverage. When they requested appearances, Brandon always accepted.
The conversation resumed after she left, but Brandon was already thinking about Monday's interview. Galaxy Media would want his opinions on industry trends, and Stormwind's racing project would definitely come up. He'd have a perfect platform to explain why Alex Morrison's latest venture was doomed to fail.
---
Online debates about Lamborghini's authenticity and original automotive design continued intensifying throughout the week. The arguments generated massive engagement across social media platforms, with automotive enthusiasts, gaming communities, and casual observers all weighing in with increasingly passionate opinions.
The controversy also drove participation in Stormwind's Fast and Furious soundtrack voting campaign beyond all expectations. By the event's conclusion, nearly ten million players worldwide had cast votes, generating countless discussion threads and reaction videos.
For the first time in company history, an unrevealed Stormwind project was trending simultaneously across multiple social media platforms. The marketing impact was unprecedented.
Alex chose that moment of peak attention to make his official announcement.
The post went live across all Stormwind Studios channels simultaneously:
"Stop guessing—let's show our cards. Lamborghini is absolutely an original brand and vehicle design created exclusively for our new project. And it's just one example. We've designed vehicles that are even more impressive.
Our new experience is called Fast and Furious.
We've created more than twenty original automotive brands featuring dozens of unique vehicle designs, which we'll be revealing over the coming weeks. Stay tuned."
The response was immediate and explosive.
More than twenty original brands? Dozens of unique vehicles?
The claims seemed impossible even to industry insiders. Professional game developers understood the complexity involved in creating convincing automotive designs. A few original concept vehicles might be feasible as marketing gimmicks, but an entire fictional automotive industry?
Most successful racing games used fifteen to twenty real-world brands and models. Alex was claiming to have created that much content entirely from scratch, without licensing existing designs or leveraging established emotional connections between players and dream cars.
The automotive design community was particularly skeptical. Creating something as sophisticated as the Lamborghini concept required genuine expertise in aerodynamics, materials engineering, manufacturing constraints, and aesthetic principles that took years to master. Game developers rarely possessed such specialized knowledge.
Moreover, the gap between automotive design and interactive entertainment was enormous. Even brilliant car designs could fail catastrophically in gaming contexts if they didn't translate properly to virtual environments or player expectations.
For racing content specifically, authenticity was everything. Players wanted to experience driving vehicles they couldn't afford in real life. Remove that aspirational element by using fictional cars, and the entire emotional foundation collapsed.
Industry observers were genuinely confused by Alex's strategy. Choosing racing content was already risky given the genre's recent failures. Creating completely original automotive content was like walking a tightrope while blindfolded over an active volcano.
The consensus among professionals was clear: Alex Morrison had made a catastrophic miscalculation that would likely destroy Stormwind Studios' reputation and end his career in interactive entertainment.
But somewhere deep in that chorus of skepticism and criticism, a few voices wondered if maybe, just maybe, Alex Morrison knew something the rest of the industry had missed.
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