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Chapter 88 - Chapter 86: Absolute MadnessAutumnXd

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Infinite Realms North American Division – Content Competition Review Department

"IT'S LIVE! It's up!" Review editor Chris Martinez practically shouted across the office. "Boss! Luke! Sarah! Stormwind's submission just dropped!"

The entire review department immediately converged on Chris's workstation. Even Luke Wagner—the senior editor who'd reviewed Avatar months ago—abandoned his coffee to see what all the fuss was about.

Ever since Alex Morrison had announced on that livestream that he'd deliver genuinely innovative gameplay in his competition entry, every editor at Infinite Realms had been buzzing with curiosity.

They'd been refreshing the submissions portal daily, waiting for Stormwind to finally upload something.

Hunter Matthews, the chief editor at corporate headquarters, had personally called asking them to monitor for Stormwind's entry and notify him immediately when it went live.

"What's it called?" Luke asked, pushing through the small crowd.

"'Death Race,'" Chris replied, already clicking into the submission to begin the review process.

"Chris, notify Hunter. Even though it's like 3 AM on the West Coast right now," said Supervisor Melissa .

"On it," Luke confirmed, pulling out his phone.

"Let me take this one." Melissa tapped Chris's shoulder. He immediately stood and yielded his workstation.

Melissa sat down, pulled on her VR headset, but paused before entering the game. She wanted to read the text description first, get the overview.

The description loaded:

DEATH RACE

In a dystopian America ravaged by economic collapse, unemployment and crime have spiraled out of control. Private prisons operate purely for profit, turning human suffering into entertainment.

The solution? The Death Race—an annual bloodsport broadcast live to millions.

This is the world's largest, most brutal vehicular combat competition. Contestants are death row inmates given one chance at freedom: win three races, earn your release.

But victory requires more than speed. Each vehicle is armed to the teeth—machine guns, rocket launchers, flamethrowers, oil slicks, proximity mines. Racers don't just compete—they hunt each other.

The warden streams every brutal moment online, generating massive profits from a bloodthirsty audience.

Only one driver leaves alive. The rest pay with their lives.

But for prisoners with nothing to lose, even impossible odds are worth the gamble...

Just reading the synopsis got Melissa's pulse racing. This was completely different from Fast & Furious—darker, more violent, absolutely unhinged.

"Holy shit, this premise is intense," she muttered.

She pulled up the promotional trailer. The video opened with gritty industrial rock music over images of post-apocalyptic America—burned-out cities, smokestacks belching toxic clouds, streets overrun with crime and decay.

Then the cars appeared.

Modified muscle cars covered in armor plating, mounted weapons bristling from every angle. A souped-up Charger with a .50 cal turret. A Mustang sporting front-mounted flamethrowers. A Camaro with explosive panels and oil-slick dispensers.

The trailer showed brutal racing combat—cars exchanging gunfire at 120 mph, vehicles exploding in fireballs, desperate maneuvers through industrial hellscapes. It looked like Mad Max meets NASCAR meets Call of Duty.

Melissa's grin widened. "Oh, this is gonna be good."

She fully entered the game environment.

The main menu offered two modes: Career Mode (the story campaign) and Competitive Mode (pure PvP racing combat).

Melissa selected Career Mode first. Always better to experience the narrative before jumping into multiplayer chaos.

First Mission – Welcome to Hell

The opening cinematic was immediately striking. Dark color palette, oppressive atmosphere, industrial ruins everywhere. The sky choked with smoke from distant fires. Rusted factories and collapsed infrastructure as far as the eye could see. Streets covered in toxic sludge.

The soundscape was perfect—roaring engines, distant explosions, the screech of metal on metal.

Then the race began.

An intense car combat sequence showed prisoners in weaponized vehicles tearing through a decaying industrial zone, firing at each other, cars exploding, the camera work visceral and chaotic.

The cinematic ended and suddenly Melissa had control.

She was behind the wheel of a heavily modified Mustang V8. The entire chassis was covered in welded armor plating, with an especially thick reinforced shield protecting the rear. According to the HUD, her vehicle was equipped with:

Front-mounted .50 caliber machine gun

Rear oil slick dispenser

Smoke screen emitters

Nitrous boost system

In the passenger seat sat a tough-looking woman with attitude radiating off her—the navigator, her expression tense and focused.

"MOVE IT!" the navigator shouted. "They're on our ass!"

Vehicles behind were unloading on Melissa's car. Heavy caliber rounds pounded the rear armor with metallic thunk-thunk-thunk impacts. The car shuddered with each hit. The audio design was fantastic—every bullet impact felt real, visceral.

"We gotta shake them!" the navigator yelled over the chaos. "There's a defensive shield marker up ahead—we need to hit it before anyone else!"

A glowing shield icon appeared on the track ahead, projected onto the HUD.

Melissa floored it, weaving between obstacles, feeling the handling—tight, responsive, weighted. She reached the marker just before a pursuing vehicle and drove through it.

DEFENSIVE SYSTEM ACTIVATED

"Got it! Dropping smoke!" the navigator announced, slamming a button on the dashboard.

Thick black smoke erupted from the Mustang's rear, completely obscuring visibility behind them.

The pursuing car—unable to see through the smoke—slammed into a concrete pillar at full speed. The explosion was spectacular. Debris everywhere, flames billowing, the wreckage cartwheeling past.

Melissa felt a surge of satisfaction. That was satisfying in a way pure racing never quite achieved.

Following the navigator's callouts and HUD markers, she completed the rest of the race—triggering track hazards that crushed opponents, using her machine gun to blow out tires, deploying oil slicks that sent cars spinning into walls.

The tension was incredible. The thrill of high-speed driving combined with tactical combat, the satisfaction of eliminating competitors through skill and strategy.

She'd experienced similar feelings in Fast & Furious during the chase sequences and heist missions. Those moments were the most exhilarating parts of that game—not just the speed, but using driving skill and tactical thinking to outmaneuver pursuers, escape from enemies amid gunfire.

Death Race took that concept and pushed it to the absolute extreme. Simpler, more direct, more brutal. The thrill was immediate and intense.

The cars had built-in weaponry for direct combat. The tracks featured activatable traps and environmental hazards. Complex terrain and obstacles could be weaponized tactically.

But despite the core gameplay revolving around destruction and killing, the presentation remained stylized rather than gratuitously gory. Opponent deaths were shown through vehicle deformation, dramatic explosions, tumbling wrecks—spectacular and impactful without being genuinely disturbing.

Smart design choice. You wanted the visceral thrill without crossing into genuinely upsetting content.

Melissa pulled off the headset, her heart still racing.

"So?" Chris asked eagerly. "What's the verdict?"

"This... I don't even know if this qualifies as a racing game anymore," Chris said, having watched the gameplay on the public monitor. "It's more like a vehicular combat shooter?"

"If it was still just pure racing, what would be the point?" Luke countered immediately. "It'd be more of the same. This is exactly what racing games SHOULD do in a virtual environment."

He was getting animated now, pacing.

"Racing games should offer experiences you CAN'T get in reality. Let players experience fresh gameplay and rules that don't exist in real life. Otherwise it's just simulating actual motorsports—so why not just watch actual racing?"

Luke gestured at the screen.

"Death Race rules seem completely subversive, sure. But the core is still RACING. You can see from the mission structure that speed and driving skill are still decisive factors. But the addition of weapons and combat makes everything more explosive, more dynamic."

"It adds multiple victory conditions beyond just 'go fast,'" Melissa added, nodding. "Tactics, strategy, randomness, uncertainty. It massively increases both gameplay depth AND entertainment value as a spectator sport."

Her eyes were bright with genuine excitement.

"This is legitimately groundbreaking. Bold as hell. Morrison literally turned the best car chase sequences from Fast & Furious into a competitive format, then cranked up the intensity to eleven."

"Will players accept it though?" another editor asked skeptically. "This is pretty radical."

"Are you kidding?" Luke laughed. "Players are gonna lose their minds over this. It's racing meets combat, skill meets chaos, strategy meets instant gratification. This is gonna be HUGE."

Melissa was already typing her preliminary report.

She'd seen a lot of racing content submissions over the years. Most were derivative, safe, boring variations on established formulas.

This? This was something genuinely new.

Alex Morrison had literally solved the problem he'd identified on that livestream—he'd made racing competition actually EXCITING to watch and play.

And he'd done it by completely reimagining what racing competition could be.

The madman had actually pulled it off.

PLZ Throw some Powerstones.

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