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Chapter 1141 - This Is a Perfect-Score Game

The Binding of Isaac surpassed one million copies sold right at launch.Takayuki's reputation ensured the game drew massive attention from the very beginning.

But being widely noticed doesn't automatically mean a game is fun.

The most convincing proof of how enjoyable a game really is lies in one metric: average playtime.

Over the past week, total sales reached three million copies.Average concurrent players stayed around one million, understanding peaks of over two million simultaneous players.

Even more astonishing—over that one-week period, average playtime per player reached twenty-three hours.

That means, on average, players spent more than three hours a day playing The Binding of Isaac.

The data was downright terrifying.

Compared to other games released in the same timeframe, not a single one came close to this indie game's average playtime.

Even when measured against the broader gaming market, this game stood firmly among the top performers.

But the numbers, impressive as they were, weren't the most important part.

What truly stood out this time was that—beyond being addictive—the game's story was being carefully analyzed and discussed by countless players over long periods.

"Isaac, the protagonist of the game, is a very strange child. He appears to have suffered extreme injustice. Under the influence of the cult his mother believes in, she raises a knife against her own child in order to sacrifice him to her so-called 'god.'"

"In response, Isaac chooses to flee into the basement, only to encounter even more suffering there."

"At the beginning, Isaac must directly face the things that once caused him pain."

"Humiliation and bullying from former classmates and peers, as well as the cold cruelty imposed by his mother."

These excerpts came from a professional reviewer on Murakami Kazuo's game review website.

The article was clearly marked with a spoiler warning, yet that did nothing to stop readers from eagerly diving in to understand the story.

"The core driving force of this game isn't its narrative, but its outstanding gameplay.Still, as a game reviewer, I must evaluate a title from multiple angles.And as someone who deeply values narrative analysis, I have to say that story-driven games have always fascinated me—Cyberpunk 2077 being a prime example."

"Now, back to The Binding of Isaac."

"In the first playthrough, the story centers on Isaac resisting various forms of oppression."

"But once the game enters the second playthrough, the tone becomes distinctly unsettling."

"The second run is radically different from the first. You can no longer rely on previous experience—this shift is brilliantly integrated into the game's atmosphere itself."

"The second chapter is known as the Womb stage."

"This time, the adventure no longer takes place in a basement, but inside the womb.A word of advice to new players: do not carry over your habits from the first playthrough.Treat the second run as a completely new game if you want to survive longer."

"From a narrative perspective, I would describe Isaac's second journey as confronting his inner fears."

"What kind of experience is it for a mother to give birth to Isaac?"

"This chapter explores that question in profound detail."

"The bosses of the second playthrough are hearts—Isaac must face heart after heart."

"And the final boss… is an unborn child."

"One can't help but feel that this unborn child is, in fact, Isaac himself."

"At this point, I have to say it outright: Takayuki is truly one of the greatest storytellers in the world. Every narrative he weaves into his games is compelling. Even though The Binding of Isaac appears visually crude, beneath that simplicity lies an incredibly heavy and meaningful story. I am giving this game a perfect score."

"As for what comes next in the story, I hope players will experience it for themselves. What follows is a series of choices that will determine Isaac's future—and the game features multiple endings."

"In terms of narrative depth and content richness alone, The Binding of Isaac does not lose out to any top-tier AAA game."

On Murakami Kazuo's review site, this article was pinned prominently at the very top.

Below it sat the site's five-star rating system—with five stars being the maximum.

There was also a public user rating section, similar to Rotten Tomatoes' audience score for films.

At this moment, over a thousand users had rated the game four to five stars.Most ratings below four stars cited dissatisfaction with the game's visuals or frustration with its difficulty.

Not a single negative review targeted the story.

"President, you really went and made another blockbuster without making a sound," someone joked.

Inside Gamestar Electronic Entertainment's headquarters, Takayuki was holding the usual weekly progress meeting with the heads of various development teams.

Several department heads brought up The Binding of Isaac and discussed it at length.

"President, how did you even come up with a story like that?Did you… experience something like this yourself when you were young?"

Takayuki shook his head.

"Of course not. It was more of an emotional response.I've met and interacted with people who lived through similar experiences, and I blended fragments of their lives together to create this story."

That explanation sounded reasonable enough.

Takayuki had prepared this answer long before releasing the game.

After all, he couldn't exactly say he was a transmigrator who reused a game template from a past life.

Even if he did, no one would believe him.

So instead, he chose an explanation that people could accept.

"President, if you wanted to make a game like this, you could've easily brought in a few more developers.With a bigger team, it could've been even better."

Takayuki smiled and shook his head again.

"Then it wouldn't be an indie game anymore. The purpose of making this game was to prove that a single person can create an indie game that explodes in popularity."

"People shouldn't blindly believe that only big studios can make great games.Indie games have their own kind of beauty—small, refined, and powerful in their own way."

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