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Chapter 111 - Chapter 109: Mechanical Lifeforms

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The launch of Team Deathmatch mode in Death Race sparked another gaming phenomenon. The brand-new gameplay brought genuine surprise to players, drawing those tired of Battle Royale back into the fold—deeply hooked, unable to stop.

"Racing games can be played like THIS?" Mike Pierce marveled to himself while experiencing Team Deathmatch mode.

Actually, if you analyzed the gameplay carefully, it wasn't entirely revolutionary. When players chose their lineup, it resembled forming a raid team for dungeon content—with defined roles: tanks with high health and defense, DPS with high output but fragile builds, support characters specializing in healing and buffs. They cooperated and complemented each other, each performing their duties, forming a powerful combat group that synergized to amplify team strength exponentially.

Team Deathmatch assigned similar professional roles to vehicles: durable tank cars, fast agile scouts, heavily armed bruisers, vehicles skilled in tactical interference, and supply trucks providing repairs and ammunition to everyone.

A ten-player team with proper tactical coordination could form devastating combat effectiveness and sustainability.

"How did we not think of this?" Mike felt a pang of jealousy. This mode wasn't that complicated or incredible conceptually—it was just that inspiration worked that way sometimes. Even if separated by only the thinnest membrane, you couldn't break through it, couldn't see it.

Only when someone else cracked it did you suddenly realize you could have thought of it too—missed by the tiniest margin.

While muttering to himself, Mike—who was collecting resources in the wilderness—got ambushed by two enemy vehicles. He immediately fled, counterattacking the pursuers simultaneously.

"Zone B, Zone B, got two on me here! Someone come save me! Supply truck, supply truck get over here!" Mike shouted frantically. But before teammates could arrive, he was taken out by enemy firepower. However, he successfully destroyed one attacking vehicle.

"Ha!" Though eliminated, Mike felt a thrill—successfully taking out an enemy despite being disadvantaged.

After his vehicle was destroyed, Mike could only wait for a rescue truck to retrieve him back to the garage for repairs, or hope a teammate's supply vehicle would revive him.

But he knew perfectly well: enemy players were definitely camping his wreckage, waiting for the supply truck to appear. His teammates should easily guess this ploy too, so he didn't expect rescue—instead waited for the garage's automated recovery.

But just as he was about to respawn, the system prompted that their spawn garage had been captured by enemies.

"Goddammit!" Mike felt a headache coming on. Without a garage, he couldn't respawn. Fortunately, teammates immediately captured a second garage, and the rescue vehicle redirected him to the new facility for repairs.

While waiting, Mike was anxious. The current situation looked bad—enemies had successfully captured three garages. His side had more deaths. The enemy's lineup composition and tactical coordination were clearly superior...

As expected, Mike's team lost the round.

Though they lost, Mike had the highest kill count on his team, giving him genuine satisfaction and accomplishment. He couldn't help wanting to call colleagues to play together.

"Dammit, how can Morrison's games be THIS fun!" Mike felt conflicted emotions. As an industry competitor, he really didn't want to admit Alex's excellence. But as a player? He had to acknowledge being deeply attracted by this gameplay.

Soon, Team Deathmatch mode was incorporated into Infinite Realms' official tournament system, becoming a new racing esports format. This once again stimulated player enthusiasm, adding fuel to Death Race's already blazing popularity.

At Stormwind Studios, Alex was holding a meeting with the core development team for the Transformers project. The main agenda: finalize and review the latest concept art for various Transformer characters.

The main storyline for the current Transformers dungeon development covered the first two Transformers films from Alex's previous life. But at development's beginning, Alex had integrated art resources and story framework from the entire film series, reorganizing and creating a cohesive new narrative with certain modifications to the original plot.

For example: timeline adjustments, background settings, character backgrounds—and completely removing the largely pointless human protagonists from the original films.

Moreover, to enrich game content, Alex added many new Transformer characters beyond the original movies. And because there were no vehicle licensing restrictions in this world, Alex could design popular sports cars and vehicles from Fast & Furious as Transformers.

The design of these characters was completed by his own team. Today's meeting discussed concept art for the third batch of new characters, including Transformer designs for Stormwind's own vehicle brand from Fast & Furious—with transformed forms incorporating sleek aerodynamic styling, overall aesthetic resembling high-tech warriors, using bold color schemes and aggressive visual language.

After the meeting, several artists involved in concept design happily returned to their workstations. Their concept art received praise from Alex, making them genuinely satisfied.

"Seriously, what kind of brain does Morrison have to create so many novel and interesting universes?" said an artist who'd recently joined the Transformers project.

"Right? When the Transformers project first launched, when Alex showed us his vision—all of us were stunned. Completely refreshed our understanding of what's possible. This is definitely an unparalleled genius concept. We all know when Transformers releases, it'll shock the industry again. Maybe Infinite Realms will give birth to a brand new character archetype—mechanical lifeforms!"

"That's entirely possible!"

"Even without plot, the Transformers character concept alone is enough to dominate globally. Anyway, every time I see the transformation sequences, my blood pumps. If mechs are what guys love, then Transformers are like... peak wish fulfillment."

"Haha, basically. Transformers take the mech concept to its absolute extreme. I can't wait for it to launch!"

"At this year's Infinite Realms Carnival, Transformers will definitely be the most anticipated content globally, causing worldwide sensation. Can't wait!"

The team's excitement was palpable. They understood they were working on something genuinely groundbreaking.

Mechanical lifeforms with personality, emotion, transforming capabilities—characters players could emotionally connect with while still getting that mech combat satisfaction.

Alex had done it again. Another innovation that would reshape the industry.

PLZ THROW POWERSTONES.

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