Game Market 1983 -
Chapter 217: Gala Show
As the screen brightly illuminated, Azusa, possessing the third charm called 'cuteness', made her entrance. The thunderous cheers of the virtual idol's die-hard fans, hidden among the audience until now, poured out.
"Wow!! She's here!"
"Yeah!! Look at that. I knew it. She's incredibly cute!"
With a bright chestnut-colored mane styled reminiscent of apple leaves on one side, despite her petite stature, she struck a confident pose, holding an electric guitar in one hand.
Dressed in a short school uniform skirt, her red electric guitar exuded an intense vibe, leading the third faction, who had been awaiting her arrival, to cheer beyond their expectations.
"Whoa!! Will she come out?! She's definitely coming out. Azusa figures!"
Contrary to the relatively calm atmosphere in Part 1, the fervor of the virtual idol (that gamers have recently dubbed as such) fans resembled a furnace, roaring so loudly it seemed to swallow the venue whole.
"I expected some enthusiasm, but the response from the third faction is no joke."
When Konno Azusa's silhouette was first unveiled—the edge of her clothes, the skirt's hemline, and her knack for handling an electric guitar, predicted by someone as a high school student inclined towards ROCK music—the gamer community had been captivated by her charm even before the unveiling.
"Konno Azusa, 18 years old!! I'll start singing now~!!"
With her unique, coquettish voice, as she waved towards the audience, even fans of the first and second factions, observing the spectacle, showed signs of wavering admiration for her dynamism.
How did they know they belonged to the first or second faction?
Well, they were sporting Ayakawa Sheryl's character t-shirts from last month, so...
While the gaming industry could aim for considerable profits just from the main game, the revenue generated from merchandise sales was undeniable.
For instance, the OST of "Gift from the Gods," the OVA of "Streets Without Me," and the figurines were raking in sales nearly equivalent to the pure profits from the main game.
"But I didn't really intend to wear those clothes..."
Sure, one might think about hanging them on a coat rack at home, but to wear them out? Surprisingly, there were people who did...
Lately, among users, the popularity of Erica and Sheryl led to merchandise sales becoming a measure of their popularity. It seemed like more and more people were promoting their favorite characters in this fashion.
"The gaming industry isn't bad, but the otaku industry is evolving at the speed of light..."
The merchandise sales for virtual idols were already highly anticipated?
Merchandise, in a way, appeared as a cruel tactic of game companies. However, for gamers, it was more like a symbol, a prized possession.
Even if one didn't want to sell, due to gamers' demands, they had to create these goods...
"I want to collect figures of characters from my favorite game."
"I want to buy the OST of my favorite game."
"I want to get an illustration book of my favorite game."
No matter the cost...
No matter how hard it was to obtain it, they'd definitely get their hands on it.
Even if it meant living on convenience store triangle kimbap for a month...
Especially figures made by Uchimura were so limited that sometimes you'd end up paying double or triple the original price later, even if you had no money, you'd impulsively buy them, hoping to grab one.
Sure, some would buy items first, keep them sealed, and later sell them at a higher price when the demand rose. However, pricing personal belongings was a different ballgame.
The rarity of merchandise determined its value, and one couldn't simply mass-produce them, nor was it common for a single piece of work to remain popular for long.
"In that sense, 'Streets Without Me' is truly an over-the-top case of grabbing as many as possible..."
Thinking about it now, even in 'Streets Without Me', there was a subtle factional battle over three heroines... But in just a few years, the change in gamers' preferences was something I hadn't anticipated. I wish I had watched more girly games or anime before reverting to '83... It was a moment of regret.
In 1995 Japan, it could be considered a gaming era, but also an era of tremendous resurgence for TV animations.
Among them, the climax of otaku culture, director Hideteki Anno's "Evangelion," was set to air at the end of this year. Then, there was "Slayers," reaching the pinnacle of gag fantasy. In Korea, it was called 'Flame Thrower Tungi.'
In the parking lot of the mansion where I live, there were countless instances of me being hit on the head by misdirected shots from kids, throwing balls and yelling 'Flame Shot' and 'Lightning Shot.'
Despite the bubble economy bursting and Japan's ongoing 'Lost Decade,' the gaming industry strangely managed to evade the downturn.
However, in the case of animations, it was a bit different.
If the ratings didn't match expectations, it affected merchandise sales. In an era of prosperity, some worthy works were heavily underrated.
The most popular animation currently was 'Mobile Suit Gundam Wing,' which began airing on TV in April. It served as a reboot to introduce a new generation effortlessly into the world of Gundam, which had previously felt somewhat stiff to existing Gundam enthusiasts but successfully attracted a new wave of fans.
While the initial storyline might have been juvenile, it gradually acquired a more serious tone, eventually absorbing even the existing Gundam enthusiasts, yet Gundam Wing was, in reality, a meticulously crafted work aimed at merchandise sales.
Looking back now, it had quite childish gimmicks: the Deathscythe model, which transformed into the Death Size, was indeed a piece aimed at selling model kits; the Sandrock, wrapped in a cloak in the midst of desert sands, targeting military and weapon enthusiasts; and the Shenlong, modeled after ancient Chinese warriors to tap into the vast Chinese market. Not to forget Jechs Merquise, the masked character created to lure existing Gundam users...
Their marketing seemed to say, 'I've prepared everything you might like,' and this strategy was one of the most successful examples in the current market.
"This means I can't just sit back and twiddle my thumbs."
The screen resonated with the sharp play of the electric guitar and the drumbeat, reaching Azusa's pinnacle performance.
-What matters is loving yourself!-
-If you don't love yourself, you can't love anyone else!-
"How... adorable!"
The initial reaction to Konno Azusa from the crowd was unanimous.
Unlike the unrealistically cute characters seen in various works, her appearance carried a realistic charm, despite her slightness, almost like a friendly younger sister living next door...
Or like a junior who might have passed by me once on the school grounds after school...
Though not possessing the peak charm of the second idol, Sheryl, she embodied a modest and cute character.
"Thank you. I'll keep singing hard for you all~!"
As Azusa bid farewell and vanished from the screen, she accidentally got her leg caught in the amp wire during her exit, but her successful debut lingered in the air.
The uproar in the concert hall suddenly quieted
down. Only the echo of the guitar and the faint sound of the drums hung in the air.
The hour-long event seemed to have gone by in an instant.
Looking around, some people were wiping tears from their eyes while others were laughing with joy.
Nevertheless, everyone seemed to share the same sentiment, feeling that the event had been nothing short of thrilling.
The screen shifted to a countdown, indicating the arrival of the next episode.
When the number hit zero, the screen instantly transitioned to a massive banner, the words 'To Be Continued' sprawled across it, leaving the audience anticipating the next thrilling installment.
The curtains closed as the crowd began to disperse.
As I left the concert hall, my thoughts lingered on the subtle shift in the gaming and otaku industry.
Could 'Streets Without Me' potentially cause a revolution? Or was it just a momentary trend?
I was lost in thought as I made my way back home, my steps echoing in the night.
As the door to the mansion creaked open, I couldn't help but wonder what the future held for the world of gaming and the flourishing otaku culture.
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