The exhibition lasted for four days, just like last year.
Compared to last year's clash between titans, Tenghua and Net Dragon showcasing their latest VR masterpieces. At this year's event, players were only anticipating Dark Souls: The Age of First Fire.
Surprisingly, that wasn't the highlight.
For many game manufacturers and media outlets, this year's exhibition seemed to mirror last year's in some ways. Traditionally, Tenghua and Net Dragon would have dominated the spotlight. Yet last year, Neon Games stole the show with Jelly Man and Three Kingdoms.
This year, it was widely assumed that Dark Souls: The Age of First Fire would take center stage from day one. However, Neon Games only presented a promotional trailer for the title.
Instead, the focus shifted to a sledgehammer game. While playing, it could send anyone's pressure soaring, watching others struggle offered an entirely different kind of enjoyment.
On the very first day of the exhibition, the game launched on the Neon Game Platform. Within days, thanks to the event's exposure and buzz, this unprompted, non-free game became the heart of major entertainment platforms.
Though the game didn't have as many players as Jelly Man, its popularity skyrocketed. Live-stream platforms were flooded with players attempting—and failing—in mastering this frustratingly challenging game called Raising the Hammer.
Initially, fans requested their streamers to download and play. This piqued the curiosity of many creators. Once they started playing, they quickly understood why their audiences were so insistent.
As more streamers joined the fray, Raising the Hammer became a trending sensation. The live-streaming was filled with desperate screams and frantic attempts to win.
Clicking into a stream featuring the game offered a chaotic and hilarious glimpse into the struggle:
"Friends, they say this game is hard, but I'm here to prove otherwise! Nothing is impossible if you persevere."
"What? You think I can't beat it? Impossible! Mark my words—I will succeed."
In one stream, an anchor declared their resolve to overcome the game's infamous challenges.
"What is the most important thing in here?"
"It is grasping the strength. As the saying goes, there are eighty and forty hammers. This refers not only to the hammer itself, but also to the force in the corresponding swing."
"So, don't be in a hurry with this game. Do you think climbing the mountain is an easy feat?"
"Don't rush. The goal of this game is to break you. If you collapse, clearing the game becomes impossible."
"That's why maintaining a good attitude is crucial."
"Friends please, pay attention to this move—don't rush! Hook up and apply force! Ah!!"
"It's okay... it's okay. Don't panic. Stay calm, smile, and keep playing."
"Is it normal to make one or two mistakes? Can't we climb again?"
"Remember, always have a good attitude when playing games. Smile through it."
"Hang on! Go... ah~~~~~~~ I'M PLAYING NIMA!!" (T/N - Nima is a slur)
This frustrated outburst was accompanied by a loud knock on the table, the kind you'd use to smash a cucumber.
Games like this not only lure streamers to torment themselves, but also attract ordinary players curious about it.
After all, when major live streamers are trying it out, who wouldn't be intrigued? Many players watch these streamers and think, "Surely, I'm better than them! Those anchors must be acting clumsy for entertainment."
The premise seems simple -- swing a sledgehammer and climb. How hard could it be?
Driven by this belief, many players decide to try it. The fact that the game is free makes the risk non-existent—at worst, just delete it. With nothing to lose, players eagerly download it.
However, within ten minutes of gameplay, with the fitting background music, most players are left with just one response:
"I play Nima's Geoduck! Get out of my computer!"
Frustrated, they delete the game.
The review section soon flooded with angry comments, with many awarding the game the lowest possible score. Their reviews ranged from blunt self-insults like "a failure!" to long strings of obscenities, clearly expressing their feelings.
Strangely, amidst the negative reviews, a handful of players left glowing five-star praises—clearly trying to deceive unsuspecting souls.
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"This game is amazing! I laughed the whole time, and now my blood pressure is so low. My mood has never been this stable. But I do have one question: I want to thank the creator, Chen Xu, for this masterpiece. Could anyone tell me where Chen Xu lives? I'd love to visit and express my gratitude in person!"
"It's such a simple and fun game! It brought me so much joy, and I sincerely hope more people will experience it."
"Very easy! My son loves playing games, but not learning. I downloaded this game raising the hammer for him and told him if he drops off then he has to do one question. Now, he will surely be admitted to graded university!"
"Thank you, Chen Xu! I always wanted to change my mouse but couldn't bring myself to do it. Now, this game finally made me change it! Not to mention, I had to put this mouse on the ground for safety."
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These kinds of interesting comments brought joy to the Neon Game Office.
Although raising the hammer was released for free, it wasn't included in the system's statistic points.
But it didn't matter much. After all, even if such a game were free, not many players would actually play it, let alone consider it as part of a paid buyout system.
The primary goal was to let players experience the fun the game could bring. For Chen Xu, that purpose had already been achieved.
Moreover, there were benefits. The popularity of this game brought a significant wave of traffic to the Neon game platform.
At the same time, following the launch of Divide, an exclusive interview with Chen Xu by Game Time and Space resurfaced among players.
Certain keywords from the interview stood out: heartwarming, nurturing love with players.
This prompted players to revisit Silent Hill PT and Raising the hammer.
The sarcasm wasn't lost on them, and they couldn't help but tip in:
"Chen Xu, is this your idea of love for players?"
As these online discussions gained traction, Chen Xu smiled, opened his official blog, and posted a heartfelt long-form message:
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"Actually, raising the hammer isn't just about delivering explosive fun.
"Yes, its settings are undeniably challenging, and some players may have had their patience tested to the limit, giving up along the way. However, there are also those who, after suffering and crying, picked up the hammer again and started over.
"Think about it—doesn't this mirror life? Swinging the hammer in the game is like making decisions in life. There are no save files, no do-overs—only lessons to be learned. The only choice is to keep moving forward, to traverse the unknown road ahead.
"Along the way, we may face failures, setbacks, or even feel as though all our efforts were in vain.
"But just like in the game, when we fall and get bruised, we must brush off the dust and climb up again.
"The characters in the game are reflections of us, aren't they?
"So, are you willing to try again? To overcome those difficulties, whether in reality or in games?"
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Countless players were stunned upon reading Chen Xu's post.
Could this game really hold such ironical depth?
Well many couldn't fully trust Chen Xu's intentions.
Especially the last line—Are you willing to try again?—left them conflicted.
"Is this even a real question?" they wondered.
With exasperation and a touch of humor, countless players flooded the comment section with the same response:
"Next time, definitely!"