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Now reading: Chapter 1113 1049 The trio Games Trouble from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

The Mafia ga imdiately spells trouble for critics. After all, the player is literally playing as a mber of the Mafia, and the story involves assassination, extortion, underground deals, and many other criminal activities.

Then there is Fallout 2. Just like the original Fallout, this ga is dark, gritty, and filled with brutal thes. The post‑apocalyptic wasteland is full of strange, disturbing, and often grotesque situations. The world itself feels harsh and unforgiving, with ruined cities, mutated creatures, and morally questionable factions fighting for survival. In Fallout 2, the story explores these elents even further, especially with conflicts involving the powerful Enclave and other dangerous groups scattered across the wasteland.

One of the most praised features is the enhanced karma system, which now ties more deeply into gaplay perks and character developnt. Player decisions truly matter. The way you talk to people, the factions you support, and even the moral choices you make throughout the journey shape how the world reacts to you. Because of this, players feel like they are truly roleplaying their own character rather than following a fixed path.

The RPG chanics are extrely flexible as well. Character builds can vary greatly depending on how players distribute their skills, perks, and attributes. So players create smooth‑talking diplomats who solve problems through dialogue, while others build ruthless fighters who rely on heavy weapons and brute force. This freedom is one of the reasons why players absolutely love the ga. Many fans describe it as one of the most authentic RPG experiences available, where your choices and your build genuinely shape the story and gaplay.

Then there is the Castle of Wolvenstein. This ga is heavily inspired by *Return to Castle of Wolfenstein *from Zaboru's previous life, focusing on a brutal alternate history where the Nazis are gaining the upper hand in the war. The story mixes historical war thes with dark supernatural elents. The main antagonist, Helga Von Bulow, is obsessed with ancient occult power and attempts to resurrect Heinrich I, an undead warlord from the distant past, believing that bringing him back will make the Nazi regi unstoppable. Throughout the campaign, the player fights through ruined castles, secret laboratories, and hidden underground temples while trying to stop Helga's ritual before it is too late.

As the story progresses, the player eventually confronts Helga and the resurrected Heinrich in a dramatic final battle. After an intense fight filled with gunfire, supernatural attacks, and collapsing ruins, the player finally defeats both the undead warlord and Helga herself, seemingly ending the terrifying experint. For a mont, it feels like the threat is over.

However, the ga then reveals a chilling final scene. The cara shifts to a secret military office where a Nazi general is reporting the failure of the operation. Nervously, he says to soone sitting behind a large desk, "Furher… Helga Von Bulow has failed. She is dead." The man sitting in the luxurious chair remains silent for a mont.

Slowly, the chair turns.

When his face is revealed, it shows Adolf Hitler himself, his expression filled with anger and cold determination. "Fool," he mutters. "Very well… then I will do it myself."

As he speaks, the cara slowly pulls back and reveals what stands behind him: a gigantic chanical war machine, a massive robot covered with cannons, armor plates, and experintal weapons. Hitler grins toward the cara as if promising that the war is far from over, setting up an even larger conflict in the future.

These three gas quickly beco controversial because they explore darker thes and difficult subjects that many dia comntators consider sensitive. The violence, moral choices, and historical elents inside these titles imdiately attract the attention of so‑called "experts," many of whom see this mont as a perfect opportunity to step forward and gain influence, publicity, and recognition by criticizing the gas and the company behind them.

Soon, television networks begin picking up the story. What initially started as small criticism in a few newspapers quickly grows into a wider dia discussion. Several channels realize that the controversy around ZAGE's new gas is attracting public attention, and they decide to turn it into pri‑ti debate content.

It is now Friday night, April 10, 2000, and one particular TV program decides to focus entirely on the topic. The producers fra the segnt as a serious social discussion about the influence of video gas on society, especially on younger audiences.

To support this narrative, the show invites a well‑known "social expert," none other than Lucian Miller. He is also the brother of Lewis Miller, the sa man who previously made racist remarks during his debate with Zaboru. Because of that previous controversy, Lucian's appearance imdiately attracts additional attention from viewers who rember the incident.

Lucian appears on the program alongside a so‑called "social professor" nad Alberto Rhodes, who is introduced as a specialist in dia psychology and youth behavior. Together with the TV host, they prepare to analyze what they claim are the dangerous implications of ZAGE's latest gas.

The stage lighting dims slightly as the program begins, the caras slowly zooming toward the discussion table. With dramatic music fading out in the background, the host introduces the segnt to the audience.

The title displayed on the screen reads: "ZAGE Is a nace."

The host quickly starts the show and leans slightly toward the cara. "Tonight on this special segnt, we will explore how ZAGE has done it again. The company has released several gas that many people claim may have a harmful influence on the public, especially younger audiences. These gas include thes of organized cri, nuclear devastation, and even supernatural Nazi experints. Many critics are asking whether entertainnt like this should really be allowed to spread so widely. So without further ado, let us hear from one of our guests tonight. Mr. Lucian Miller, as a social analyst, what is your take on this situation?."

Lucian Miller adjusted his glasses and leaned slightly toward the microphone before speaking. "As we all know, ZAGE has once again released products that many people consider extrely problematic. Just this March alone they released three gas that raise serious concerns. Can you imagine that? One ga allows players to act as mbers of the Mafia, carrying out criminal activities like extortion, intimidation, and assassination. Another ga allows players to make morally disturbing choices, such as harming cannibalism or even destroying entire cities with nuclear weapons. And then there is the third ga, which revolves around Nazi thes and even the resurrection of a historical warlord through supernatural ans. These are the three titles ZAGE released: Mafia, Fallout 2, and Castle of Wolvenstein.

He paused briefly before continuing with a more serious tone. "Now we must ask ourselves an important question. What kind of influence will these gas have on children and teenagers who play them? Young people are still developing their understanding of right and wrong. If they are constantly exposed to stories where cri, violence, and destruction are central gaplay elents, it may shape how they view the world. So children might beco fascinated with criminal lifestyles like the Mafia. Others might beco desensitized to violence after repeatedly seeing cities destroyed or enemies eliminated in brutal ways."

Lucian folded his hands together and continued. "Children often struggle to separate fantasy from reality. A young player might even begin thinking in extre ways, such as believing that violence against certain groups is justified because they are portrayed as enemies in a ga. That is why discussions like this are so important. Fortunately, we have a respected expert in sociology here tonight. Professor Alberto Rhodes, could you explain to our viewers how gas like these might influence the behavior and thinking of younger audiences?"

Alberto Rhodes smiled confidently before responding. "These kinds of gas can have a negative influence, especially on younger audiences. Children often imitate what they see around them, and early teenagers are still developing their understanding of consequences and responsibility. When they repeatedly see violence, cri, or destructive behavior presented as entertainnt, so of them may gradually begin to treat those actions as normal or even acceptable in certain situations. Gas like Falling Out or Mafia present worlds where immoral actions appear rewarding or exciting, and that can send the wrong ssage to developing minds that may not yet fully understand the difference between fiction and reality. And the other one, Castle Wolf Stain, also contains thes involving warfare, supernatural violence, and historical conflict, which could further encourage aggressive thinking among impressionable players. When such content is consud repeatedly without proper guidance, it may influence how young people interpret power, conflict, and morality in the real world."

The host quickly coughed and politely interrupted. "Excuse , Professor Alberto, but I believe the titles are Fallout, not 'Falling Out,' and Wolvenstein, not 'Wolf Stain.'"

Albert snorted loudly before replying with irritation. "It doesn't matter if I mispronounce the titles. Those details are not important," he said dismissively. "What truly matters is the effect these gas may have on the people who play them, especially younger audiences who may not yet understand the consequences of violent actions. If this trend continues, there is a real possibility that more individuals will beco desensitized to violence or even develop dangerous behavioral tendencies. Over ti, exposure to such content could increase the number of unstable or antisocial individuals in society."

Lucian Miller nodded slowly. "Yes, I personally agree with that perspective," he said while adjusting his posture. "Companies like ZAGE should focus on making safe entertainnt, gas similar to Pokémon or other lighthearted titles. Why would they choose to create gas filled with cri, violence, and disturbing thes like this?" Lucian fixed his glasses before continuing. "The real issue is that ZAGE is an extrely large company, yet it remains privately controlled by a very small group of people. Because of that structure, they can make whatever decisions they want without broader oversight. If companies of this size are allowed to operate like that, they can easily push harmful content without any accountability."

Lucian leaned forward slightly and continued speaking. "That is exactly why I believe ZAGE should beco a public company. If ZAGE went public, there would be many shareholders involved, and with shareholders cos oversight and pressure. Decisions would need to consider the opinions of investors and public stakeholders. In that case, their creative direction might beco more restrained, more responsible, and ultimately more friendly for society."

Lucian then said "Zaboru Renkonan is too young to run a company as large and influential as ZAGE. Soone of his age and background still needs guidance, especially when leading an organization that shapes so much of the entertainnt industry. With proper oversight from experienced shareholders and corporate advisors, I believe ZAGE would be able to make decisions more responsibly and create gas that are better suited for a wider audience rather than pushing controversial thes."

Lucian smiled as he finished his explanation. Of course, the audience watching at ho did not know that his words were not entirely sincere. Behind the scenes, several powerful investors had quietly encouraged narratives like this. ZAGE's shares—if they ever beca public—would be extrely valuable. Many large financial players wanted a piece of the company. By framing ZAGE as dangerous or irresponsible, they hoped to push public pressure toward forcing the company to open itself to outside investors. In other words, the criticism was not purely about social concerns; it was also part of a larger effort to weaken ZAGE's independence and gain influence over its future.

As the discussion continues, the speakers keep emphasizing how dangerous video ga influence supposedly is and how powerful ZAGE has beco. They clearly expect the gaming community and viewers at ho to agree with their argunts. However, the reaction from players begins turning out very differently from what they expected—completely differently, because Instead of simply criticizing the gas, these expert are criticizing Zaboru and that is the stuff that many gars can't take it

To be continue

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