I hope everyone had a great experience during the New Year.
-----------
Ada and Leon were undoubtedly the two most outstanding characters in the Resident Evil series, and also the most beloved among players. Although, based on earlier plot points, the gas station and police station routes appeared separate, and it seemed that Claire should be Leon's official partner, from a pure gameplay perspective, there was no doubt that Ada was far more lethal.
A slender figure cloaked in a striking red dress, paired with her calm, slightly teasing voice, created an almost irresistible presence. Every movement she made felt dangerous yet elegant, making it impossible for players to look away.
More importantly, Ada's very identity carried a natural air of mystery. The truth hidden behind layers of fog constantly tempted players to dig deeper, to explore further, and to uncover who she truly was.
"The reason I accepted this mission is simply to get closer to my objective. That much cannot be exposed."
"Always acting in the shadows isn't my style. Sometimes… I still step forward to give him a little hint."
As these thoughts echoed in her mind, Ada smoothly slid the grappling gun back into its holster. The dark interior was momentarily broken by a flash of crimson as she pushed open the door.
Outside stretched a desolate village, its streets crawling with villagers who moved like walking corpses.
To the delight of countless players, Ada dispatched the few zombies in front of her with a clean, fluid sequence of movements. Almost immediately, she activated a video call on her device.
Amid the crackling static, a blond man wearing sunglasses appeared at the center of the screen, reclining calmly in his chair. Wesker. Whether from earlier Resident Evil comics or impressions formed in Resident Chess, players instantly recognized this shadowy mastermind lurking behind the scenes.
"It seems you've arrived right on schedule."
"Hmmm… but no one rolled out the red carpet for me," Ada replied casually, holstering her weapon and leaning against the wall.
"The villagers have already been manipulated. They will automatically attack any intruders. If the church bells are rung, they should temporarily calm down. Gather as much intelligence on the parasites as possible and complete your mission."
The call abruptly ended. Almost simultaneously, a gunshot rang out in the distance. Standing atop the roof, Ada turned her gaze toward the sound, and a familiar figure came into view.
"Leon!?" The surprise slipped out before she could stop herself.
The video feed cut to black.
At the same moment, thunderous applause and cheers erupted once again.
Standing on the stage, John looked out at the crowd below and felt a strange sense of disorientation. For a moment, he had an inexplicable illusion that the audience wasn't made up of hired company staff filling seats but genuine, emotionally invested fans.
He wasn't sure about much else, but one thing he was absolutely certain of: if this group were sent to a film studio to play the role of enthusiastic spectators, they would be more than qualified.
As the promotional video concluded, John briefly explained that the village shown in Ada's segment was actually a modified environment. If players managed to obtain the relevant files and unpack them, they would discover it was originally a bandit settlement from The Elder Scrolls: Skyrim, altered to fit the Resident Evil universe.
Martel had been quite frank about it; there was simply no other choice. The schedule was brutal, the team had only just been assembled, and expecting fully original assets under such conditions was unrealistic. The fact that they could produce a trailer of this quality at all was already impressive.
"In Resident Evil 2, players will experience a completely different style of gameplay," John said seriously into the camera. "New movement techniques will unlock more weapon options, and both the storyline and map design will be longer, broader, and more complex than ever before."
As he spoke, a conceptual map appeared behind him. Glancing at the reporters below the stage and recalling everything prepared for the press conference, John decisively played his final card.
"Next comes the last announcement of today's conference," he declared. "The long-awaited Metal Gear!"
??? The reporter who had just been about to raise his hand froze mid-motion. What was going on? Weren't they supposed to ask questions now? He had prepared several sharp, eye-catching inquiries, and suddenly, there was no Q&A. Straight into the next announcement? This wasn't how the script was supposed to go!
The media representatives, who had been waiting for John to open the floor, all wore expressions of stunned disbelief.
Meanwhile, viewers watching the livestream were electrified. Metal Gear? This was the heavyweight title they had been anticipating! Would it be on the same massive scale as The Elder Scrolls: Skyrim? Would it shift from a fantasy setting to a modern, or near-modern, warfare scenario?
Anticipation surged.
Without delay, subtitles slowly appeared on the massive black screen, accompanied by a solemn orchestral soundtrack filling the hall.
"We do not belong to a country, but to a language. You know… our mother tongue is our true homeland."
"I was born in a peaceful village in Hungary. When it was invaded, I was still just a child. I was forced to leave my loved ones behind, and to speak their language."
As the calm narration continued, fragments of imagery appeared on the screen: CG scenes previously showcased in Red Alert: World War.
"Each time I reached a new checkpoint, I changed hands, given a new owner and a new name. With every change, I was forced to change my words… and with my words, my thoughts, my personality, my sense of right and wrong."
"Words," the voice whispered, "can kill."
After a brief pause, the scene shifted once more. Now, a colossal armored construct stood on a battlefield, an unmistakable visual from Red Alert. The frame slowly froze.
As the promotional video ended, confusion spread through the audience. Wasn't this supposed to be a Metal Gear trailer? Why did it feel more like a Red Alert promo?
Not only the reporters present, but also the players watching the livestream were left utterly bewildered.
John watched their stunned expressions and felt a wave of helpless embarrassment. What else could he do? The schedule had been too tight. Even without considering cinematography or CG polish, producing original content on such short notice was extremely difficult. Unlike Resident Evil, where Leon, Wesker, and Ada already had established models and designs, Metal Gear was still in the conceptual stage.
In the end, he had no choice but to borrow assets from the Red Alert: World War project. Honestly, it wasn't entirely inappropriate. In his original vision, Metal Gear was set in a Cold War-era world emerging from global conflict, a setting that aligned more closely with the assets they had available.
