The next ga on the list is Greadou, developed by the Arican studio Limos. At first glance, the gaplay feels reminiscent of classic side-scrollers like Super Mario from the ZEPS 2 era. However, Limos gave it a modern twist with 3D visuals, blending traditional 2D side-scrolling gaplay with fully rendered 3D environnts and characters. This fusion results in a striking visual style that feels both nostalgic and fresh.
The player controls a bright green, spiky creature nad Greadou. He's oddly charming, with quirky animations and a slightly goofy look that instantly makes him morable. Greadou's abilities include rolling into a ball for high-speed movent or using his long, elastic tongue to whip enemies and swing from hooks. The tongue chanic, in particular, adds a fun layer of traversal and combat tactics. It's not just a gimmick — it's well-integrated into the level design, often used to cross gaps, trigger switches, or solve small puzzles.
As players progress through the levels, Greadou can acquire random elental abilities. These include powers like Fire Breath, which lets him scorch enemies and obstacles, or Lightning Body, which turns him into an electrified ball that zaps anything nearby while making him immune to certain traps. These power-ups are scattered throughout the stages, and they add variety to the otherwise familiar platforming formula.
What's interesting is how the ga isn't purely platforming — there's a hint of run-and-gun chanics baked in, sowhat reminiscent of ZAGE tal Slug. While the ga isn't as intense or militaristic, the pacing and the need to react quickly to enemies and environntal hazards definitely echo that spirit.
One of the most unexpected but standout aspects of Greadou is its music. Instead of the usual chiptune or orchestral fare found in many platforrs, Limos opted for a jazz-infused soundtrack. At first, it might feel like a strange fit — jazz isn't exactly the genre most would pair with a cartoony, action-packed platforr. But sohow, it works. The upbeat rhythms and expressive lodies give the ga a unique vibe, and by the second or third level, it feels completely natural. It's one of those design choices that shouldn't work but ends up enhancing the ga's quirky identity.
Zaboru loved it. He thought Greadou was a great example of a studio taking familiar ingredients and cooking up sothing unique. The gaplay felt tight and responsive, the presentation was stylish, and the charm was undeniable. He approved the ga wholeheartedly, seeing it as another win for the growing variety on the ZEPS 3.
Next up is a title from one of the most respected and consistent developers in the ZAGE ecosystem — Triangle Soft. Known for delivering high-quality JRPGs since the ZEPS 1 era, they've been a staple na in the genre. Their latest release is no exception. Led by the legendary Hironobu Sakaguchi, Triangle Soft has put forth a deeply ambitious and emotionally driven ga titled Divine Spears - Akuregoz.
Set in the rich and detailed world of Akuregoz, the ga takes players on a dark and mature journey centered around political betrayal, ancient power, and the cycle of revenge. The narrative follows a young warrior, the son of a once-revered wielder of a Divine Spear — mystical weapons granted to each of the great kingdoms. His father was murdered as part of a deep-rooted conspiracy that shakes the foundations of power in the land. Picking up his father's spear, the protagonist sets out on a path of vengeance, determined to uncover the truth and restore his family's honor.
What makes Divine Spears - Akuregoz particularly engaging is how it doesn't stick to a linear revenge story. Halfway through the ga, players are faced with a pivotal decision: continue down the path of vengeance, or abandon it in pursuit of peace, healing, or even justice through other ans. These choices ripple through the rest of the ga, altering character relationships, story arcs, and even which kingdoms rise or fall. Multiple endings ensure strong replay value, with players rewarded for making thoughtful and consistent decisions.
The combat system is another highlight. It's classic turn-based at its core, sothing Triangle Soft excels at, but with modernized chanics layered in. Drawing inspiration from ZAGE Chrono Trigger, the ga features a system called "Chained Strike," where characters can combine their abilities in real-ti to unleash powerful combo attacks. These team-based abilities not only look spectacular but also add a layer of strategy as players must manage positioning, cooldowns, and synergy between party mbers.
The roster of characters is also impressive — a mix of royalty, exiles, scholars, and mysterious figures, each with unique backstories, motivations, and combat roles. Triangle Soft put great effort into giving each character aningful developnt, and the dialogue writing shines, making it easy for players to form attachnts.
Visually, the ga is stunning, with lush overworld maps, intricately designed cities, and emotionally charged cutscenes. The soundtrack, filled with sweeping orchestral thes and haunting lodies, ties the entire experience together. It's a world that feels lived-in, and a story that dares to explore complex human emotions.
Zaboru played it extensively and ca away deeply impressed. He praised its ambition, polish, and emotional weight — a combination that many gas try to reach but few actually achieve. He wholeheartedly approved of Divine Spears - Akuregoz.
Next on the list is a ga from Hollow Red, a new studio based in the USA, titled Secret: Agent Wilson. The ga follows the titular character, Wilson, a skilled secret agent assigned to infiltrate heavily guarded facilities. It features a modern setting with firearms and gadgets, but the standout elent here is its first-person perspective — a bold choice, especially for a stealth-focused ga. Sneaking around in a first-person shooter adds an extra layer of tension and imrsion, offering a different experience compared to traditional third-person stealth gas.
However, the ga's ambitious concept is sowhat held back by the studio's inexperience. One of the major issues lies in the AI and sound detection system. Enemies react unrealistically fast to any noise, such as gunfire, and almost instantly pinpoint the player's location, even if Wilson attempts to hide right after shooting. It's clear that a proper audio managent and stealth detection system hasn't been fully implented yet, which ends up making stealth gaplay feel inconsistent and frustrating.
Despite these flaws, the effort behind the project is clear. Hollow Red is attempting sothing ZAGE hasn't fully explored before — a dedicated first-person stealth shooter. It's a genre with a lot of potential, and even though this attempt doesn't fully land, it serves as a aningful step in that direction.
Zaboru had mixed feelings about Secret: Agent Wilson. On one hand, he's played many gas like this in his previous life, including polished, high-budget titles, so this didn't feel particularly new to him. On the other hand, he appreciated the effort. He could see the ambition behind the project, and he respected the studio for trying to carve out a dedicated space for stealth FPS gas on the ZAGE platform. It may not be a great ga yet, but it's a brave start.
Next ga on the list cos from Wasanebo, a well-known and long-standing developer for ZAGE since the early ZEPS 1 era. They've consistently delivered solid titles over the years, but this ti, they've stepped outside their usual comfort zone. Their latest release is sothing that ZAGE had never really experinted with before — a full-fledged fishing ga titled Ultimate Fishing!
The ga allows players to fish in a variety of locations, ranging from tranquil lakes to vast open seas. It's not just about catching fish — the main hook (no pun intended) is the collection aspect. Players can bring their catches ho and display them in a custom aquarium, turning their living space into a personalized fish museum. The aquarium system is surprisingly detailed, letting players arrange, decorate, and even feed their fish. It turns the fishing chanic into more than just a miniga — it becos an ongoing hobby within the ga.
One of the standout features of Ultimate Fishing! is its fish models. The graphics for each fish species are impressively realistic, especially for a ga on ZEPS 3 hardware. Fish shimr and move naturally in the water, and there's a real satisfaction in reeling in a rare or difficult catch. The developers clearly put effort into making each fishing location feel distinct, with dynamic weather, ti-of-day changes, and even different types of bait affecting what players can catch.
Zaboru, despite not being much of a fishing ga fan in his previous life, found himself genuinely enjoying it. The ditative gaplay loop, combined with the thrill of discovering new species and expanding his aquarium, hooked him in. There's also a subtle educational side to the ga, as players can read fun facts about each fish species they catch, adding an extra layer of depth while also showing the dev known about fishing.
He found it refreshing that Wasanebo was willing to try sothing completely different from their usual genres. Instead of chasing trends or sticking to what they're known for, they took a creative risk — and it paid off. Zaboru appreciated their effort to push genre boundaries on the ZAGE platform and saw Ultimate Fishing! as a great example of innovation. He approved the ga wholeheartedly, not just for its gaplay, but for the boldness it represented in the developer's evolution.
Last ga on the list cos from Akaishidan Studio, a na already well established in the ZAGE developnt scene, and particularly close to Zaboru — it's the studio founded by brother-in-law Akechi and place where his Wife Ayumi work too. Akaishidan has developed a strong reputation in the industry, with multiple titles previously released across the ZAGE console generations. However, this new ga shows a bold departure from their previous work, pushing into experintal territory that feels both bizarre and deeply creative — sothing that caught even Zaboru by surprise, and in a good way.
The ga is called 4 Hand Warrior, and as the na suggests, it centers on a warrior nad Yoteshi, a mber of the Four-Arms Tribe. This tribe has long been exiled and discriminated against due to their unique physiology, leading to a life of isolation and prejudice. Yoteshi, determined to change that legacy, sets out on a personal journey to beco the greatest warrior his people and this world have ever known. On the surface, the premise seems like a classic redemption arc, but it's the ga's chanics and systems that really elevate the experience.
Instead of using the traditional Square, Circle, and Triangle buttons for attacks, 4 Hand Warrior introduces a fresh and highly innovative control system that takes full advantage of the modern ZAGE controller layout. Each of Yoteshi's four arms is independently controlled using the shoulder buttons: L1 for the upper left hand, L2 for the lower left, R1 for the upper right, and R2 for the lower right. This results in a gaplay experience unlike anything else on the console. Players have to actively think about how to combine arm movents, attacks, and defenses in real ti, essentially turning combat into a rhythm of coordination and tactical thinking.
Even more impressive is the weapon system. Each hand can be equipped with its own weapon, and the combinations are vast. Players can go full offense with four short swords, mix ranged and lee weapons, or try a more strategic loadout. So weapons, like the Greatsword, Bow, or Big Lance, require two hands to wield, forcing players to make strategic trade-offs in loadout design. Experintation is highly encouraged, with certain weapon combinations unlocking special combo moves or passive bonuses depending on synergy.
The build system in 4 Hand Warrior is another standout feature that adds aningful depth to the ga. It allows players to finely tune Yoteshi's fighting style, stat growth, and unique special abilities based on the chosen combination of weapons and overall combat strategy. Whether players want to specialize in raw damage, swift agility, elental effects, or crowd control, the system gives them the flexibility to build a playstyle that matches their preferences.
Adding to the complexity, there are also specific weapons that, when equipped together as part of a set, grant stat bonuses or unlock exclusive synergy effects. These sets encourage experintation and planning, rewarding players who pay attention to detail and make thoughtful equipnt choices. With so many potential builds, the ga invites replayability and creative theorycrafting, especially for players who enjoy optimizing their combat loadouts. The level of customization offered here is impressive, particularly for a ga built around such an unconventional premise.
Visually, the ga embraces a bold art direction. Character designs are exaggerated and colorful, while the world itself is filled with tribal architecture, strange bios, and magical ruins that reinforce the lore of the Four-Arms Tribe. The animations are fluid, and combat feels impactful, with each punch, swing, or combo attack delivering a satisfying visual and audio punch.
Zaboru absolutely loved this one. He knows Akaishidan will deliver sothing good and he also knows that this is part of Ayumi's work too. What impressed him was not just the ambition of trying sothing entirely new, but the fact that the execution was solid. The gaplay was challenging, engaging, and consistently rewarding. H
He gave it his full approval, proud of what Akaishidan achieved.
And that wraps up the ten releases from ZAGE in January — a lineup that left Zaboru genuinely thrilled with the overall quality. These titles created a significant buzz in the gaming community, quickly capturing attention thanks to ZAGE's strong promotional push and widespread advertisents. As a result, players beca aware of these gas almost imdiately, leading to strong initial sales and discussions across fan forums and gaming communities. This sudden surge in attention also had an unintended side effect: it drew interest away from the upcoming football ga by Sonaya, which had been gearing up for its own release. The drop in pre-release excitent around Sonaya's ga didn't go unnoticed — once again, Hikaru Kurata found himself fuming at Zaboru, blaming him for stealing the spotlight yet again.
Zaboru is now in Korea, overseeing preparations for the ZAGE Korean team. The setup is progressing rapidly, with final touches being put in place. The office and the teamis nearly ready, and anticipation is building as ZAGE continues its expansion and influence across new regions.
To be continue
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