Read light novels, web novels, Chinese novels, Korean novels, Japanese novels and books online for FREE.
Font Size
18px
Now reading: Chapter 1175 1104 Rest of November 2000 from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

There were many things happening throughout November 2000, and one of the most significant was Zaboru assigning a massive set of tasks—nine in total—to Team Frost, Blaze, and FUMA. These teams had just completed their previous workload for November, and not only were the tasks finished, they were completed with excellent results, further proving the capability of the newly ford teams.

Because of that, Zaboru made a deliberate decision. Instead of overloading them like so of the older teams, he chose to limit their next assignnts to only three tasks each. It wasn't a sign of slowing down, but rather a calculated approach. ZAGE, at this point, already had a large number of projects running simultaneously, and maintaining quality across all of them was far more important than simply increasing quantity.

For Zaboru, this was about sustainability. He understood that pushing too hard, too fast—even with talented teams—could eventually lead to burnout or a drop in quality. So by narrowing their focus, he ensured that each project would receive the attention it deserved while still keeping the overall montum of ZAGE strong.

So first, for Team BLAZE, the primary assignnt is the sequel to The Amazing Spider-Man. Although the previous title was developed by Team Enigma, it is perfectly suitable for Team BLAZE to take over this project, as their core responsibility is adapting ZAGE's major IPs into high-quality video gas.

More importantly, this project is ant to beco a showcase of what "peak ZEPS3" can truly deliver. Zaboru is not just expecting a sequel—he is expecting a statent. Improved traversal, more dynamic city interactions, deeper combat systems, and a stronger narrative flow are all part of the vision. The ga should feel like a leap forward, not just an iteration.

Because of that ambition, Zaboru is giving Team BLAZE a generous developnt window of around one and a half years. This allows them enough ti to refine chanics, polish performance, and fully utilize the hardware capabilities without being rushed.

The target release is set for May 2002, and the title will be The Amazing Spider-Man 2—a project that is expected to define the standard for superhero gas moving forward.

The next task for Team BLAZE is The Incredibles ga. Compared to the previous project, this one is intended to be lighter in scope, but still highly polished and enjoyable. The ga will follow the storyline of The Incredibles movie, adapting its key monts into a gaplay format that feels engaging and dynamic rather than just a simple retelling.

Zaboru wants this title to take the form of an action-platforr, featuring around two to three playable characters. Each character will have distinct abilities, encouraging players to switch between them depending on the situation—similar to the style of cartoon-based gas from the PS2 era in Zaboru's previous life, but enhanced with better responsiveness and smoother transitions.

Despite being a "lighter" project, the expectation is still high. The gaplay should feel fluid, the level design should reflect the movie's pacing, and the overall experience should capture both the action and family dynamic that made the original story morable. It's not just about adapting the film—it's about translating its energy into gaplay.

Zaboru has set a clear tiline for this project. The ga is expected to be completed and released exactly one year from now, targeting November next year, ensuring it aligns closely with the montum of the movie's popularity while still giving the team enough ti to deliver a polished result.

Next ga should be Tarzan. This project is based on a ga from Zaboru's previous life—one that he always considered underrated, even though it was actually very well-designed. Because Disney had already released the Tarzan movie a couple of years ago, the timing still made sense for an adaptation, especially if it was executed with a stronger gaplay identity.

In Zaboru's previous life, what made the Tarzan ga stand out wasn't just the license—it was the execution. The controls felt tight and responsive, especially for a platforr, making every jump, swing, and movent feel satisfying. The animation quality was also surprisingly high, closely matching the fluid style of the movie itself, which made the character feel alive rather than stiff.

Another major strength was level design. The ga offered a variety of stages—from jungle exploration to tree-top traversal and high-speed sequences like vine surfing and running from stampedes. These monts created pacing that kept the experience fresh, constantly shifting between calm platforming and intense action.

Even the difficulty curve was well handled. It wasn't too easy, but it never felt unfair either. Players were encouraged to learn patterns, improve timing, and master movent, which made progression feel rewarding.

Because of all this, Zaboru didn't want a simple remake. He wanted Team BLAZE to capture that sa core feeling—tight controls, fluid animation, and varied level design—while enhancing it with modern improvents. Better visuals, smoother transitions, and more refined chanics should elevate the experience without losing what made it special.

For this project, Zaboru set a clear goal: a polished, high-quality platforr that could stand on its own, not just as a movie tie-in. He expects Team BLAZE to have this ga ready by December 2001.

For Team FROST, Zaboru assigned a new task—Rise of Nation, an RTS ga that acts as a bridge between Age of Empires and Civilization. Unlike traditional RTS gas that focus purely on real-ti battles, this project is designed to combine fast-paced resource managent and combat with long-term strategic progression across eras.

In Zaboru's previous life, what made Rise of Nations stand out was exactly this balance. From Age of Empires, it took the satisfying real-ti gaplay—building cities, gathering resources, and commanding armies in active combat. But from Civilization, it adopted the concept of technological advancent, territory control, and nation growth over ti. Players weren't just fighting battles—they were building a civilization that evolved through different ages, unlocking new units, technologies, and strategic options.

Another key strength was how it handled pacing. Unlike many RTS gas that could feel overwhelming early on or repetitive later, Rise of Nations maintained a steady sense of progression. Expanding borders, securing resources, and advancing through ages created a constant feeling of growth, giving players both short-term and long-term goals at the sa ti.

Because of this, Zaboru wanted Team FROST to fully embrace that identity—not just copying elents, but refining them. The ga should feel accessible like Age of Empires, but deeper in progression like Civilization. It should allow both casual players and strategic thinkers to enjoy it in different ways.

Zaboru set a clear tiline for this project, aiming for a January 2002 release on PC, ensuring enough ti for balancing gaplay systems while still delivering a polished and complete experience.

And for the next ga, Zaboru wants Team FROST to create a ZEPS 3 title: Oddworld: Abe's Oddysee. In his previous life, this ga was often underrated despite having a very distinct identity, and that is exactly why Zaboru chose it. Its unique art style—dark, industrial, and slightly grotesque—combined with a strong sense of atmosphere made it stand out from typical platforrs. More importantly, the ga focused on puzzle-solving and timing rather than pure action, requiring players to think carefully about each step.

What Zaboru values most from the original is its tone and design philosophy. The world feels alive yet oppressive, and the gaplay reinforces that feeling by making every decision matter. It's not just about reaching the end—it's about how you navigate danger, save others, and survive within that environnt. Because of this, he wants Team FROST to preserve that core identity while improving responsiveness, visual clarity, and overall polish using ZEPS 3 capabilities.

He also emphasized that the animation and character expression should remain a priority. Abe's subtle movents, reactions, and interactions with the environnt are key to the experience, and enhancing them will make the ga even more imrsive without losing its original charm.

Zaboru set a clear target for this project: February 2002. With enough ti for refinent, he expects Team FROST to deliver a version that not only respects the original but elevates it into sothing more widely appreciated.

The last ga for Team FROST will be a PC title: Prince of Persia – The Sands of Ti. At first, Zaboru considered introducing this project for ZEPS 4, as its concept and chanics felt ahead of the current generation. However, after evaluating the current technical capabilities, he decided that the ga could already be developed on PC with the right level of optimization and focus.

More importantly, this project is not just another action ga—it is ant to redefine how movent and ti manipulation feel in gaplay. In Zaboru's previous life, what made The Sands of Ti truly stand out was its fluid parkour system. Running along walls, climbing structures, and chaining movents together created a sense of flow that felt almost cinematic. It wasn't just about reaching a destination—it was about how stylishly and smoothly the player could get there.

Another defining feature was the ti-rewind chanic. This system allowed players to reverse mistakes, turning frustration into experintation. Instead of punishing players harshly, the ga encouraged them to take risks, learn patterns, and refine their actions. It created a unique gaplay loop where failure wasn't an end—but part of the process.

Zaboru wants Team FROST to fully capture that feeling while enhancing it further. Movent must feel seamless, animations must connect naturally, and the world design should support vertical exploration in a aningful way. Combat should complent movent, not interrupt it, allowing players to stay in motion rather than being locked into rigid encounters.

Because of the scale and complexity of this project, Zaboru understands that it will require significant resources, both in developnt ti and technical refinent. Therefore, he set a clear target: May 2002. This gives the team enough room to polish every aspect properly, ensuring the ga delivers not just on concept—but on execution as well.

As for Team FUMA, they will focus on creating ZGBA titles, fully utilizing the handheld's capabilities while maintaining strong gaplay identity. The first ga they will develop is Alien Hominid—a platform shooter that was massively underrated in Zaboru's previous life. Despite its simple appearance, the ga stood out because of its fast-paced action, tight controls, and challenging gaplay loop. It rewarded player skill heavily, with precise shooting and movent being key to survival. Zaboru wants Team FUMA to preserve that intensity while improving visual clarity and responsiveness for ZGBA. The expected release for this title is November next year.

The next ga is a unique project featuring a female protagonist, titled Scourge: Hive. Unlike typical action titles, this ga leans more toward exploration and atmosphere, combining shooting chanics with a sense of isolation and mystery. In Zaboru's previous life, this kind of ga stood out because of its tone—darker, more focused on narrative progression rather than just action. He wants Team FUMA to enhance that identity further by improving environntal storytelling and gaplay pacing, making it feel imrsive despite being on a handheld platform. The target release for this project is December 2001.

And the final ga is Crash Bandicoot: The Huge Adventure. This title represents a 2D adaptation of the Crash Bandicoot formula, which worked surprisingly well in Zaboru's previous life, especially on GBA. The strength of the ga ca from how it translated the fast-paced, obstacle-driven gaplay of Crash into a side-scrolling format without losing its charm. With ZGBA's enhanced capabilities, Zaboru expects this version to be even better—smoother controls, more vibrant visuals, and improved level design that fully captures the spirit of the franchise. The expected release for this ga is January 2002.

Those were the main developnts for ZAGE throughout November. As for the November releases, all nine titles perford strongly in the market, selling well and receiving positive reception from players. As expected, the gas were widely appreciated, further reinforcing ZAGE's reputation for both quality and consistency.

anwhile, as the year 2000 approaches its end, the world is rapidly entering a new phase—the rise of the Internet era. Connectivity is expanding, digital platforms are becoming more influential, and the way people consu dia is beginning to shift.

To be continue

Please give your power stone and if you want to support and get minimum 50 advance chapter and additional 1 chapter a week for 4$ considering subscribe to my patreon patreon/Zaborn_1997

Or buycoffee sbuyacoffee/Zaborn_1997 which sa with patreon

current Patreon/buycoffe chap 1157

You are reading Another world Game Developers in Japans 1991 Chapter 1175 1104 Rest of November 2000 on WuxiaFull. Use Previous, Chapter List, or Next to continue.
Share this chapter
Bookmark saves this novel to your account. Reading History keeps recent chapters in this browser.
Continuous reading

You May Also Like

Lord of the Truth cover
Trending now

Lord of the Truth

TruthTeller ·Action

RobinBurtonisayoungmanwhogrowwitheverythinganyonecanhopefor,immensetalentforcultivation,sharpmind,awealthyfamilythatwillstopatnothingtoprotectandnu...

User Comments

0 comments from readers

Post Comment
By posting a comment, you agree to all relevant terms.
There are currently no comments. Join the community and start the discussion.
Please create an account or sign in to post a comment.