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Now reading: Chapter 704 648 Rest of February from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

Following ZAGE's generous gift to the victims of the Kobe Earthquake, the rest of February unfolded with a mix of routine developnts and monts of subtle but aningful progress. Life slowly began to resu its normal rhythm, even as many people were still processing their grief and rebuilding their lives. Communities found small ways to reconnect, businesses cautiously reopened, and children returned to makeshift schools. Amidst this backdrop, ZAGE continued its montum, both in outreach and in their usual business operations, signaling a hopeful path forward.

ZAGE made a surprising move by deciding to release their new ga lineup one day earlier, setting the launch date to Friday, February 26, 1996. This strategic shift gave players an early start to experience the latest titles. For this month, two major releases ca from ZAGE USA—"Carmageddon" and "Blood On: Legacy of Kain." From the ZEPS Tokyo division, the highly anticipated "Final Fantasy 4" was launched, while the Osaka team brought out a new installnt of Arcade "Street Fighter 2."

Carmagedon are unlike any other racing ga it felt wild, rebellious, and chaos. Instead of sticking to standard racing rules, it threw out the rulebook and invited players to indulge in chaotic, over-the-top vehicular mayhem.

In Carmageddon, you could win a race by crossing the finish line, by destroying all your opponents, or by running over every pedestrian on the map. This three-way win system ant you weren't locked into one style of play—you could be a traditional racer, a demolition derby driver, or a bloodthirsty maniac. That level of choice was thrilling and gave each race a sense of unpredictability.

The ga also stood out for its over-the-top violence and dark humor. Running over pedestrians (who would splatter in cartoonish blood) was shocking but it felt good. Combined with power-ups like "Pedestrian Repulsificator" or "Solid Granite Car," it felt like a twisted parody of wholeso racing gas.

Another thing players loved was the physics and damage model. Cars could be bent, crumpled, and torn apart in real ti—sothing rare at the ti. Crashing into walls, flipping opponents over, and watching parts fly off made collisions feel weighty and satisfying. Upgrading your car or unlocking new vehicles after a successful event added to the sense of progression and chaos.

The vehicles in this ga are absolutely wild, featuring fantasy-inspired and absurd designs that players can't get enough of. Their unique look and over-the-top creativity have captured fans' imaginations so much that ZAGE HanDai Hot Wheels is currently working on a toy line based on the "Carmageddon" release which plenty of players are looking forward to.

The open-ended level design also made it special. Instead of small, closed circuits, tracks were sprawling cityscapes, industrial zones, or open countryside filled with shortcuts, hidden areas, and crowds of pedestrians. Players could roam anywhere, experinting with routes or just causing destruction for fun. This open-world feel made it more than a "race"; it was a playground for mayhem.

Finally, the ga's punk-rock attitude and humor resonated with players who wanted sothing different. From the ridiculous vehicle designs and character portraits to the gleeful comntary during races, Carmageddon embraced its identity as a gleefully offensive chaos racing ga.

There was so controversy surrounding the ga due to its violent content, especially in the wake of the recent Kobe earthquake in Japan. However, Zaboru responded by stating that Carmageddon is purely fictional and has no connection to real-life events. Many players agreed with his stance, emphasizing the clear distinction between gas and reality. anwhile, ZAGE demonstrated their sincerity and compassion by continuing to support and aid earthquake victims in real ti, further reinforcing their responsible approach.

Then for another PC ga are Blood On Legacy of Kain. It feels truly unique and One of the biggest reasons was the story and tone. Instead of playing a noble knight or a silent hero, you were Kain—a murdered nobleman resurrected as a vampire seeking revenge. His journey through the corrupted land of Nosgoth is filled with betrayal, moral ambiguity, and philosophical thes about fate, free will, and the price of power. For many players, Kain's voice-over narration (delivered with theatrical gravitas) made the whole adventure feel like an interactive gothic novel.

The ga world and exploration were also major draws like Legend of Zelda combined with Diablo. Blood On was built like a dark, sprawling Legend of Zelda: an overhead view, dungeons, puzzles, and a large interconnected map full of secrets. But instead of colorful fantasy, Nosgoth was grim, decaying, and bloody similar to Diablo world. Players could roam freely, find hidden spells, weapons, and vampire powers, and gradually unlock new areas as Kain grew stronger. This blend of action, puzzle-solving, and backtracking created a sense of progression and discovery that rewarded exploration.

Players also loved the vampiric chanics. Kain's health constantly drained, so you had to feed on the blood of your enemies to survive. Over ti you gained shapeshifting powers—turning into a wolf, a bat, mist, or a human disguise—that allowed you to cross obstacles or infiltrate towns. This not only felt thematically perfect for a vampire ga but also gave the gaplay a unique rhythm and strategy compared to standard RPGs.

Finally, the production values truly stood out. The ga featured a haunting dark orchestral soundtrack, beautifully detailed 2D sprites, imrsive atmospheric effects, and an impressive amount of voiced dialogue. The sheer volu of voice lines—rare for the era—made the experience feel more cinematic and emotionally engaging.

ZEPS 2 is releasing Final Fantasy 4 this February—though in Zaboru's previous life, this ga was known as Final Fantasy 3. This is due to the fact that in this world, ZAGE's Final Fantasy 3 is actually equivalent to Final Fantasy 6 from Zaboru's past. While Zaboru hasn't changed much of the core story for this release, he has worked to significantly enhance the overall gaplay experience. Drawing inspiration from the chanics of Final Fantasy 3, he's added more job classes, a greater variety of NPCs, branched encounters, and various other gaplay improvents to make the experience richer and more strategic.

Players have responded positively to these changes. Although this release may not reach the masterpiece level of ZAGE's previous Final Fantasy 3, it's still widely regarded as a strong and enjoyable RPG. The expanded chanics and thoughtful tweaks offer both new challenges and nostaal lgic charm of ZAGE Final Fantasy, making it a solid entry in the Final Fantasy legacy under Zaboru's direction.

In the world of Street Fighter, this version of Street Fighter 2 is considered the equivalent of the "perfected" Street Fighter III: 3rd Strike from Zaboru's previous life. In the sa way that 3rd Strike represented the peak of refinent and innovation for its generation, ZAGE's version of Street Fighter holds that sa position for the current tiline. Because, ZAGE Street Fighter is the direct counterpart to the original Street Fighter 2 from Zaboru's forr world.

In this version of ZAGE Street Fighter 2, several groundbreaking chanics were introduced—many of which had never appeared in any prior Street Fighter ga. The most transformative of these is the Parry System. By pressing forward (or down for low attacks) at the precise mont an opponent's attack connects, your character performs a parry instead of a traditional block. This not only negates chip damage but also eliminates block stun, leaving the opponent briefly vulnerable to counterattacks.

This single chanic alone dramatically shifted the dynamics of competitive play. Previously, in ZAGE Street Fighter, there was no comparable system; players could only block or attempt to counter after absorbing pressure. With the introduction of parrying, the ga now emphasizes timing, prediction, and psychological warfare. It rewards precision and risk-taking in a way that completely redefines high-level strategy, making every encounter more intense and nuanced.

Each character in this version of Street Fighter possesses multiple "Super Arts"—powerful super moves that can turn the tide of battle in an instant. However, before a match begins, players must make a strategic decision and select only one Super Art to use for the entire fight. This choice adds a significant layer of depth and planning to the ga, as each Super Art cos with its own unique ter size, properties, and tactical benefits. So may fill quickly but offer modest utility, while others take longer to charge but deliver devastating effects when unleashed. Selecting the right Super Art based on your opponent, playstyle, or match-up knowledge can make a decisive difference, further amplifying the competitive and strategic nuances of the ga.

And then EX Special Moves By spending part of your super ter, you can do powered-up versions of normal special moves (EX moves) with different properties (extra hits, invincibility, etc.) which can extend many combos.

In addition to the new gaplay chanics, the character roster has also seen a significant update—though so fans feel it's incomplete. Of the original, classic characters, only Ryu, Ken, and Chun-Li have made a return. The rest of the roster is composed entirely of new faces, each with their own unique move sets, personalities, and fighting philosophies. These new fighters include Alex, Ibuki, Dudley, Elena, Necro, Oro, Sean, Yang, Yun, Makoto, Remy, Q, Twelve, and Hugo. From nimble ninjas to mysterious experintal beings, the diversity in design and fighting style is broader than ever before. This bold shift signals a desire to evolve the franchise while still honoring its roots. Rounding out the lineup is the formidable Gill, a powerful and visually striking boss character who brings a mythological presence and high-level challenge to the ga's final stages. Despite so fans missing their favorite legacy fighters, this refreshed roster has introduced a new wave of excitent and depth to competitive play.

Many fans were quite disappointed by the absence of legacy characters, but Zaboru simply chuckled and said, "Just try to learn them for now—old characters will definitely co back in the future." His approach mirrored how Street Fighter evolved in his previous life, where characters like Zangief, Guile, and Dhalsim were initially left out but gained popularity in later installnts. Players often grew fond of them precisely because they were missed, and their return felt more impactful. Zaboru seed to be banking on a similar cycle here, believing the new roster would shine on its own before the classics made their triumphant return.

Zaboru tasked the ZAGE USA team with creating two new gas for the upcoming April and May releases. Since the team was already occupied with the developnt of the GEX ga scheduled for a March release, they needed to organize their workflow carefully. For April, Zaboru directed them to focus on developing "Command and Conquer: Red Alert," a real-ti strategy ga known for its alternate history setting and intense strategic gaplay. Then, for the May release, he assigned them the ambitious task of bringing "The Elder Scrolls III: Daggerfall" to life.

Interestingly, in Zaboru's world, the Elder Scrolls franchise underwent a restructuring—he chose to split the original Elder Scrolls: Arena into two separate titles, naming them Elder Scrolls I Arena and II Arena, respectively. Because of this change, "Daggerfall" has now taken its place as Elder Scrolls III, shifting the entire tiline and making it distinct from Zaboru's past world where "Morrowind" held that position.

ZAGE Tokyo is currently focused on developing the Soul Calibur arcade release, which is scheduled to launch in March. However, Zaboru redirected their efforts slightly by assigning them an additional project for April: a Beyond Oasis, a beloved action RPG from his past life on the Sega Genesis. This classic ga, known for its vibrant visuals and fast-paced combat, is receiving a reimagined version under ZAGE's new vision.

anwhile, the Osaka team has been hard at work finalizing Dragon Quest IV for a March release. Based on Dragon Quest 6 from Zaboru's previous life. But just like their Tokyo counterparts, the Osaka branch was also given a surprise side mission—Zaboru assigned them to create a brand-new title for ZGB Gas: Hamtaro: Hams Hams United for April Release

What makes this especially unique is that the Hamtaro manga and ani franchise hasn't even debuted yet in this tiline. Nevertheless, Zaboru, drawing from mories of his previous life, made the bold decision to develop the ga first which he clearly does often in this new world..

To wrap up the eventful month of February, ZAGE maintained its montum through a mix of innovation and strategic planning. Now, as March unfolds, Zaboru is currently engaged in etings with a film director who has expressed strong interest in creating a Super Mario movie.

To be continue

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