Users were invited to disrupt Nobu’s marathon by triggering various objects in his room. Each click unleashed a different video response, from mild annoyance to full-blown rage. The goal: make Nobu so angry he quits playing altogether.
The experience unfolded across three levels, each with escalating difficulty and more outrageous reactions. The right sequence of distractions led to the ultimate reward; watching Nobu completely lose it.
Packed with Dragon Quest memorabilia and Easter eggs, the interactive room encouraged users to explore, engage and immerse themselves in the experience. The Japanese-language character added authenticity and humour, while European subtitles made it instantly accessible to a multilingual audience.
The campaign was a hit. It clocked over 80,000 plays in just three months and was shared more than 10,000 times, earning coverage in several industry publications. It proved how humour, interactivity and cultural playfulness could turn a product launch into an unforgettable experience.