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Now reading: Chapter 937 876 Team Nexsus ready and their First Task from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

Monday June 10 1998.

Zaboru was now holding the first official eting for the newly ford Nexus Team. This team was special — it would operate across both Japan and the United States — and for that reason, Zaboru personally invited the ZAGE USA Nexus mbers to Japan so both branches could et face to face. The employees were already delighted by the arrangent alone, as the entire trip was fully paid for by the company. Flights, accommodations, and logistics were all handled without hesitation, a clear sign of Zaboru's generosity and trust in his people.

But that wasn't all. ZAGE went even further. Every ZAGE employee — not just in Japan, but also in the United States and Korea — received the newest AKAI Z2-Flip, the phone that had just taken the world by storm. Zaboru handed them out casually, as if it were the most natural thing in the world. For the employees, however, it was anything but casual. Many of them had been planning to buy one themselves, saving up and waiting for availability. Instead, the ZAGE offices simply placed the Z2-Flip into their hands.

The reaction was overwhelming. Employees were beyond delighted, so genuinely moved by the gesture. Gratitude spread quickly throughout the company — not just for the phone itself, but for what it represented. To them, it was proof that Zaboru truly valued his people, shared success with them, and never forgot the ones working behind the scenes. For many employees, this mont strengthened their loyalty to ZAGE even more, turning excitent into deep appreciation and renewed motivation.

Now Zaboru was inside one of the largest eting rooms on the upper floor of ZAGE Tower Japan. Gathered before him was the newly established Nexus Team, a sizable force of around one hundred people in total. Fifty mbers ca from the Nexus Japan Branch, while the remaining fifty had flown in from the Nexus Arica Branch. This wasn't just a fresh group of recruits — roughly thirty percent of the team consisted of experienced developers transferred from existing ZAGE teams, specifically chosen to focus entirely on arcade developnt.

Most ZAGE developnt teams traditionally operated with around one hundred mbers, such as NOVA, NIWA, IZAN, Tempest, ENIGMA, and even the newest Korean team, Dynasty. Team Nexus was structured on the sa scale, signaling how serious ZAGE was about this division. Unlike other teams, however, Nexus would work closely with ZAGE's R&D division, maintaining constant communication to push technical boundaries, experint with new hardware concepts, and refine arcade-specific technologies.

In addition, Nexus would not be working alone. Nanco, ZAGE's arcade-focused subsidiary responsible for distributing and operating ZAGE arcade machines, would actively support both the Japan and USA Nexus branches. Their long-standing experience in arcade operations, player behavior analysis, and location managent would be invaluable. To strengthen this collaboration even further, Zaboru personally appointed Nando Michio as the overall supervisor of Team Nexus — a notable decision, given that Nando was also the CEO of Nanco. It was a clear ssage that Team Nexus was not just another internal team, but a cornerstone of ZAGE's arcade future.

In the future, Zaboru already had plans for further expansion of the ZAGE developnt teams, but for now — at least for this year — a structure of roughly one hundred people per developnt team was more than sufficient. Growth for the sake of growth was never his goal. What mattered was stability, focus, and making sure every team mber could work efficiently without being stretched thin.

Now, Zaboru is ready to give his speech. This wasn't a briefing or a task assignnt — it was a celebration. The Nexus Team had finally been fully assembled, and rather than burden them with imdiate responsibilities, Zaboru wanted to mark this mont properly. Laughter, relaxed conversations, and a sense of anticipation filled the room.

Zaboru smiled as he looked toward the leaders of the newly ford Team Nexus. All of them were familiar faces — seniors transferred from other ZAGE teams — but now they carried new responsibilities. Each of them represented not only their own skills, but the future direction of ZAGE's arcade ambitions.

The Nexus Japan branch was led by three leaders: Masanaru Yama, known for his steady managent and technical discipline; Yumi Uehara, respected for her creative vision and team coordination; and Itoshi Kano, a systems specialist with deep arcade experience. anwhile, the USA Nexus team was led by Oliver Jared, Leonardo Patterson, and Kimberly Ninario — each bringing international perspective, production experience, and strong leadership.

Zaboru said, "Congratulations — finally, Team Nexus is ready to take action." He chuckled and began clapping, and the entire room quickly followed. Applause echoed throughout the eting hall as smiles spread across the faces of the Nexus mbers. Zaboru deliberately spoke in English, a small but aningful gesture, as joining Team Nexus required every mber — including Japanese employees — to be capable of communicating across borders.

Zaboru paced slowly in front of them, hands relaxed behind his back, before continuing his speech. "Team Nexus will operate differently from our other ZAGE teams," he said calmly. "You are not just one group — you are two teams, operating in both Japan and the United States. Because of that, coordination, trust, and communication will matter more here than anywhere else. And for now, your primary focus will be arcade gas — exactly as we intended when we created this team."

He then grinned, his tone growing more confident. "We all know this already — arcades aren't dead," Zaboru said firmly. "At ZAGE, we didn't abandon arcades. We only postponed releasing new titles because we were fully focused on building our next-generation console, the ZEPS‑3." He paused, letting the words sink in. "Now that Team Nexus is ready, we can finally move forward and begin a new era for arcade gaming."

Zaboru briefly stopped, reached over to his desk, and took a bite of gyoza. The room filled with light laughter as everyone watched — a familiar sight to longti ZAGE employees who knew how much he loved to eat, even in the middle of important speeches.

Zaboru then continued, his voice steady but filled with conviction. "We will focus on two major things," he said. "First, we will create arcade titles that push graphics far beyond what our current ZEPS‑3 console can handle. These arcades won't just exist to impress players — they will also serve as a training ground for our teams. By working on hardware and visuals that exceed console limits, you will be sharpening the skills we need for ZAGE's future next‑generation consoles."

He gestured lightly with his hand as he went on. "The second focus will be unique‑thed arcade experiences. These are not just gas — they are attractions. Just like Dance Dance Revolution, Guitar Hero, or House of the Dead, each of these arcades must offer sothing special. Custom controllers, physical interaction, and gaplay that simply cannot be replicated at ho. That sense of uniqueness is what makes people walk into an arcade, and that is what we want to enhance and evolve."

Zaboru paused, took a sip of water, then continued with renewed energy. "And of course, fighting gas will be a major pillar for Team Nexus. We will focus on enhanced fighting titles — gas with far better visuals, smoother animations, and more fluid combat than what is possible on ZEPS‑3." He nodded slightly. "For now, we will refrain from creating entirely new fighting IPs. We already have a powerful lineup."

He began listing them confidently: "Street Fighter, Tekken, Soulcalibur, Guilty Gear, Mortal Kombat, Fatal Fury, Darkstalkers, MARVEL VS ZAGE, Bloody Roar, Dead or Alive — and the two recent releases on ZEPS‑3, Rival Schools and Killer Instinct." Zaboru smiled slightly as he continued. "Each of these fighting gas exists because of its own fanbase and its own identity. Street Fighter thrives on fundantals and mind gas. Tekken is about deep systems and movent. Soulcalibur is defined by weapon combat and spacing. Guilty Gear pushes speed, style, and expression. Mortal Kombat is raw, brutal, and cinematic. Fatal Fury focused on team fights. Darkstalkers embraces creativity and character. MARVEL VS ZAGE is pure spectacle and chaos. Bloody Roar brings transformation and aggression, while Dead or Alive focuses on fluid motion and characters appeal. And Rival Schools, with its school-thed combat and youthful energy, and Killer Instinct, known for its fast pace and ultra‑long, expressive combo systems." He looked around the room. "These are not just gas — they are communities. Respect their uniqueness, and the fans will follow."

Zaboru looked across the room. "Your task is not to reinvent them blindly, but to deliver the sequels fans have been waiting for — bigger, smoother, and more exciting than ever. I will lead you through this process."

Zaboru rembered clearly how so fighting gas had been ruined in his previous life, and Dead or Alive was the example that always ca to his mind first. When Dead or Alive 6 tried to reinvent itself by becoming more serious and grounded, aiming to resemble Tekken, it lost the very thing that made it special. Its fanbase never loved Dead or Alive because it tried to be realistic or heavy — they loved it for its fast, fluid combat, flashy presentation, and unmistakable character appeal. By chasing another franchise's identity, Dead or Alive 6 erased its own.

The result was obvious. Longti fans no longer felt connected to the ga. It didn't feel like Dead or Alive anymore, just a weaker imitation of sothing else. Sales suffered, interest dropped, and the series lost montum it had spent years building. Zaboru understood this mistake deeply. To him, it was a perfect lesson in what not to do.

That was why he was determined to avoid repeating that failure at all costs. Each fighting ga under ZAGE had to stay true to its core identity. Evolution was necessary, but imitation was poison. Graphics could improve, chanics could be refined, animations could beco smoother — but the soul of each ga had to remain intact. Zaboru knew this well, and he silently vowed that under his leadership, no fighting ga would ever lose itself again.

The employees nodded in unison, excitent clearly written on their faces. So exchanged glances filled with anticipation, while others clenched their fists lightly, energized by the vision Zaboru had just laid out. The room carried a shared feeling — not pressure, but motivation. Everyone understood the scale of what they were about to be part of.

Zaboru smiled, then continued, his tone easing slightly. "But that can wait," he said. "This team is still new, and there are many fresh faces here. For now, I'll let your leaders from each Nexus branch guide the new recruits and teach them the essentials of how we work at ZAGE." He paused, then added with a small grin, "Of course, I'll be involved as well. And in early August, I'll give you all your first major tasks."

The statent brought a wave of quiet excitent. Everyone nodded again, understanding the importance of this transition period. Team Nexus was large, diverse, and newly assembled — proper guidance and alignnt were essential before charging ahead. Once they were ready, Zaboru would entrust them with the responsibility of shaping the next era of arcade gaming, exactly as he had planned.

After a while, Zaboru finished the eting with Team Nexus. Shortly after, his secretary received a call from Seiya regarding the Sendou fiber-optics project, an initiative ZAGE had invested in heavily. Seiya and the Sendou team requested a eting to provide the latest updates on the progress of the fiber project, Then his Secretary Yumi Ichijou reported this to Zaboru and Zaboru nodded, agreeing to et them in ZAGE tower.

To be continue

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