In October 1995, ZAGE released three new titles: two arcade games and one for PC. The first was Streets of Rage 2 for arcades, much to the delight of longtime fans of the original. The sequel retained everything players loved about the first game—its satisfying combat, intense music, and gritty urban atmosphere—while also improving on several gameplay systems. It introduced new characters, refined mechanics, and sharper graphics, which were especially praised by players in Japan.
Despite its quality and warm reception, however, Streets of Rage 2 was somewhat overshadowed by another major ZAGE arcade release that month: House of the Dead, which captured public attention with its innovative light gun gameplay and intense horror theme.
Released just a week before Halloween, House of the Dead quickly became a breakout hit. Built around light gun arcade mechanics similar to ZAGE Virtua Cop, the game stood out thanks to its terrifying enemies—grotesque monsters and relentless zombies—that came charging directly at the player. The added tension of enemies approaching up close made every second feel urgent and dangerous, turning every encounter into a pulse-pounding moment.
Unlike Virtua Cop, where foes often remained at a distance, House of the Dead created an atmosphere of panic and immediacy. The horror wasn't just visual—it was physical. Players had to react fast or be overwhelmed. The boss battles were equally memorable, each featuring grotesque designs and unpredictable patterns. One standout was a flying gargoyle-like creature that swooped down with brutal speed, forcing players to adapt quickly. The game's pacing, enemy variety, and sound design pushed players' reflexes and nerves to the limit, making their hearts race throughout every stage.
Its impact was immediate—arcade-goers were hooked, and word spread quickly. The combination of action, horror, and immersive tension solidified House of the Dead as not just a hit, but a defining moment in arcade horror gaming. while also proper entry for ZAGE Horror game.
At one of the arcades in the U.S., a group of friends were huddled around the newest House of the Dead machine. The atmosphere was electric as Player 2 found himself nearly overwhelmed by a horde of zombies.
"Dude! Help!" he shouted in panic.
Player 1 jumped in to assist, blasting away the creatures, but more zombies surged onto the screen. One slipped through and struck him.
"Damn! Get a grip! I can't keep saving you every time!" he barked, only half-joking.
Player 2 nodded, focusing hard as he tried to regain control and mow down the oncoming wave. They progressed deeper into the level, eventually reaching a dark hallway. They opened a creaky door—and instantly a zombie lunged at them.
"Damn!" they yelled in unison, startled.
But then they laughed.
The fear turned into excitement. The pacing, the rush, the chaos—it all added up to an experience that was pure adrenaline. The game was terrifying, sure, but also ridiculously fun. They kept going, completely hooked. This game was insanely good.
Another standout ZAGE title released this month was Clock Tower for PC—a game so terrifying that many players have admitted they can't handle playing it alone. The atmosphere is so intense and unsettling that it's left countless players rattled. Some even joke their hearts can't take the stress, and yet they keep coming back for more.
Clock Tower is a truly scary game because it captures a sense of helplessness and dread that choice the player . Unlike House of the dead arcade where the player is armed and capable of fighting back, Clock Tower deliberately strips away that power by giving the protagonist, Jennifer, no weapons and no real means of defense; she can only run, hide, or desperately try to avoid capture.
This vulnerability is amplified by the presence of the Scissorman, a relentless stalker who can appear at almost any time without warning, his arrival often signaled only by the unnerving sound of his giant scissors echoing through the halls. The unpredictability of his appearances creates an atmosphere of constant paranoia, as players never feel truly safe, even in places that might seem secure.
The game's slow pacing further heightens the fear—Jennifer's movement is deliberate and restricted, meaning that panicking or making a wrong decision can easily lead to her capture. Combined with this, the sound design plays a crucial role in keeping tension high: stretches of eerie silence are broken only by sudden noises, chilling music when Scissorman discovers you, or the oppressive ambience of creaking floors and doors, all of which force players to imagine horrors lurking in the shadows.
The environments themselves, from dark mansions to foreboding schools, are hauntingly quiet and unsettling, filled with disturbing details like bloodstains, hidden corpses, and sudden grotesque discoveries. Adding to the tension is the game's branching narrative and multiple endings, which ensure that players can never predict the outcome—sometimes revealing shocking backstories, other times leading to sudden and gruesome deaths.
This unpredictability gives every choice and every exploration an added weight, as the fear of making the wrong move is always present. Ultimately, Clock Tower is scary not because it overwhelms the player with monsters or gore, but because it masterfully uses atmosphere, unpredictability, and the feeling of being constantly hunted and powerless to create a lingering psychological horror experience that stays with players long after they put the game down.
In a gaming landscape where true horror had been largely absent, Clock Tower became a shocking revelation for many players—it was their first time truly experiencing fear in a video game. The gameplay overwhelmed plenty of people, not because it was difficult, but because the tension and dread were almost too much to handle. Despite that, many remained deeply curious about the story.
Unable to push through the game themselves, players flocked to the ZAGE forums, asking others to explain the lore and plot of Clock Tower. The fear kept them from continuing, but the storytelling kept them from walking away. Even those too terrified to finish the game didn't request refunds. The quality was undeniable—they respected the experience; they just couldn't face it head-on.
Now, there are dedicated threads for Clock Tower on the ZAGE forums, where fans dive deep into conspiracy theories, hidden lore, and character backstories. These threads also provide detailed guides and safe play strategies, offering a kind of refuge for players who are too frightened to face the game alone. For many, it's become a community where they can engage with the game's world without directly confronting its terrors.
Zaboru also directed the USA team to focus their efforts on developing Elder Scrolls II, ensuring they had all the resources they needed for a successful continuation of the series. Meanwhile, he assigned the Tokyo team a special project for a November release: a mecha Cybernator for ZEPS 2.
Outside of video games, Zaboru invited his family to the U.S. for Halloween, along with his girlfriend. Everyone dressed up in horror-themed costumes, embracing the festive spirit. Sanika, Zaboru's younger sister, was especially delighted—she had never experienced Halloween events like this before and was thrilled by the spooky excitement.
Zaboru himself took things to the next level by dressing as the recently infamous Scissorman from Clock Tower, complete with a grotesque mask, enormous scissors, and a tattered blue suit. The costume was so disturbingly accurate and uncanny that it genuinely frightened many people who saw him. Even his girlfriend Ayumi was frightened of him. When Zaboru put on the Scissorman mask, his entire aura seemed to shift—becoming cold, eerie, and unnervingly convincing. Ayumi couldn't handle it; she was genuinely scared to be near him in costume and begged him not to sneak up on her or try to scare her. Zaboru respected her request and pulled back, chuckling at how effective the costume turned out to be.
That wraps up ZAGE's eventful October. As November begins, Zaboru is now preparing for a key meeting with Jan Timmer of Philips to finalize the release schedule for ZAGE's upcoming DVD player launch.
Alongside ZAGE's efforts, Toshiba is also preparing to release its latest advanced CD player to the public, aiming to strengthen its presence in the evolving multimedia market and these are Zanki Zagashira projects.
To be continue
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