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Chapter 851 - Chapter 791 Sonic Adventure and  Megami Ibunroku Persona.

Aside from Tony Hawk's Pro Skater, ZAGE is releasing two other games this September 1997: Sonic Adventure and Megami Ibunroku Tensei Persona. Both titles have received positive feedback from fans.

First of All Sonic Adventure game which successfully reinvented Sonic for the jump into fully 3D gameplay the game kept Sonic's core identity — speed, momentum, and flashy attitude — but placed it into large, open 3D environments that felt alive and full of energy. The levels weren't just straight paths anymore like in the ZEPS 2 era; instead, they had branching routes, vertical exploration, hidden areas, and dynamic set pieces like running from a killer whale or escaping a collapsing highway. This made each stage feel more like an adventure rather than just a race to the end, which gave the game a stronger sense of scale and immersion compared to previous titles.

One of the biggest new features Sonic Adventure introduced was its multi-character gameplay system. Each character had their own story, playstyle, and perspective on the main plot. Sonic focused on pure speed and platforming. Tails introduced vertical exploration with his flying ability. Knuckles brought treasure hunting using radar mechanics. Amy's gameplay leaned more into puzzle-solving and exploration. Gamma focused on shooting and lock-on mechanics. E-102y, a robot, used guns and a built-in cannon. And Big the Cat added a fishing mini-game. While some of these gameplay styles were more controversial than others, the variety added replay value and narrative depth. Players were generally delighted by this fresh approach.

Another major difference from previous Sonic games was the stronger focus on story and presentation. Sonic Adventure had fully voiced cutscenes, cinematic camera angles, and a more emotional and continuous plot involving Chaos, the Chaos Emeralds, and the fate of Station Square. The hub world system, where players walked around places like Station Square and the Mystic Ruins, made the world feel more connected and interactive instead of being just a level select screen. This helped make the game feel more like a full 3D action-adventure experience rather than just a traditional arcade platformer.

Not to mention the Super Sonic mode, which delighted players who enjoyed the thrill of playing as an overpowered version of Sonic. His glowing yellow color, spiky golden aura, and near-invincibility made him feel like a reward for mastering the game and collecting all the Chaos Emeralds. His speed was unmatched, and his energy trail gave off a powerful visual impact that made every second of gameplay as Super Sonic feel intense and rewarding. The music also changed, adding to the sense of power and urgency, which made the final battles especially memorable.

Zabo-man also makes a surprise appearance in this world, acting more like an Easter egg than a full character. He's often spotted relaxing or sitting in unreachable locations—on top of towers, behind waterfalls, or floating high above the stages. He never joins the action directly, but he always waves at players when they manage to spot him, creating a small moment of connection. It became something of a mini-challenge among fans to find all of his secret appearances scattered throughout the game.

It also introduced the Chao Garden. Players could raise small creatures called Chao by giving them animals and Chaos Drives, which influenced their appearance, stats, and eventual evolution. This system added a calming, virtual pet dynamic to the fast-paced action gameplay, making the experience feel like two games in one. The contrast between high-speed levels and peaceful Chao-raising created a well-rounded experience that kept players coming back. Combined with the game's colorful aesthetics, unforgettable soundtrack, technical ambition, and its role as the first Sonic title on the ZEPS 3, it delighted many longtime Sonic fans and drew in a wave of new ones as well.

Next is the JRPG known as Megami Ibunroku Tensei Persona, or simply Persona, as it was called in Zaboru's previous life. Unlike Sonic Adventure, where Zaboru only added a few enhancements without changing the core structure, Persona received a complete gameplay overhaul under Zaboru's direction. He reimagined key systems and introduced deeper mechanics while still respecting the eerie tone and psychological depth of the original game.

First of all, Zaboru made sure to preserve the chilling, mysterious atmosphere that defined the original Persona on the PS1 in his previous world. The unsettling environments, the psychological horror themes, and the strange otherworldly music all returned with improved direction, aiming to keep players on edge throughout the story. Zaboru believed this eerie tone was essential to the game's identity and treated it with care.

Next, he chose to retain the Limited and Chosen party system. Unlike many RPGs where you can swap out your team freely, Zaboru made sure the player had to select their party early on — a decision that held weight throughout the entire journey. At the beginning of the game, the protagonist must choose which classmates will join him, forming a team of five core members. This choice not only affects gameplay but also alters the story's flow, dialogue, and even the game's endings. Each route offered a slightly different perspective on the plot, encouraging replayability.

Zaboru also decided to keep Reiji Kido as a secret, optional party member. He doesn't appear automatically — players must go out of their way, making specific choices or finding him through exploration and side events. If done correctly, Reiji becomes available later in the game as a switchable fifth member, bringing a sense of mystery and reward for players who dig deeper. His inclusion added an extra layer of discovery and nostalgia for fans familiar with the original.

What he changed first was the gameplay mechanics, starting with a major shift in how Personas were assigned. The protagonist is the only one capable of equipping multiple Personas — just like in later installments from his previous world — due to being the sole Wild Card. This gameplay decision allowed for much greater flexibility in battle, encouraging experimentation and strategy. Meanwhile, all other party members are limited to a single, unique Persona that grows and evolves with them as the story progresses. This not only created a gameplay contrast that made the protagonist feel distinct, but it also gave each character a stronger identity and bond with their personal Persona.

The protagonist's unique Persona is named Phanes. This Persona wears sleek, obsidian-black armor with a glowing crystal embedded in its chest that pulses with an eerie light. A silver-lined battle skirt flows beneath the armor, fluttering like cloth made of moonlight. The silver mask it wears is cracked down the center, with black energy seeping from the fracture like tendrils of shadow. In battle, Phanes wields both a longsword and a mystic staff, symbolizing balance between offense and support. Its dual-wielding nature reflects the protagonist's versatility as both a leader and a fighter. When casting spells, the crystal on its chest emits beams of refracted light, and during melee attacks, the blade hums with restrained power. Every detail of Phanes reinforces the idea of a mysterious protector shaped by fate, chaos, and inner strength.

As for other party member Zaboru are make them as well. 

Maki Sonomura — Ananke

A pale, celestial goddess bound by enormous floating chains that wrap around the very air. She has four arms: two holding the ends of a broken thread of fate, and two folded in mourning. Her lower body fades into a swirling galaxy void. Her eyes are blindfolded with silver cloth, but golden tears flow endlessly from beneath it. Behind her floats a broken zodiac wheel turning backwards.

Masao Inaba — Ogun

A massive, muscular war deity forged from dark iron and volcanic stone. His body is covered in carved tribal patterns glowing like molten lava. One arm has transformed into a giant forge hammer, while the other is a mechanical shield shaped like a furnace door. His eyes burn like a blacksmith's fire. Steam continuously rises from his back, shaped like ghostly soldiers.

Kei Nanjo — Abraxas

A tall, elegant figure with the head of a rooster, the body of a man, and two serpents instead of legs — directly inspired by ancient Gnostic depictions. His wings are made of ancient scrolls, each inscribed with forgotten knowledge. In one hand, he holds a cracked glass orb filled with swirling stars. 

Yukino Mayuzumi — Ōhirume

She appears as a serene sun spirit wearing ancient Heian-era shrine maiden robes made of pure sunlight. Her face is hidden behind a polished bronze mirror mask that reflects the battlefield instead of a face. Her long hair flows upwards like solar flames. Behind her floats a massive burning torii gate, cracked and glowing. Her feet never touch the ground; instead, she stands on floating shards of light.

Ayase Yuka — Kume-no-Uzume

She is depicted as a wild, laughing shrine dancer hovering above cracked festival drums. Her body is wrapped in torn ceremonial ribbons and broken bells that ring softly even without movement. Instead of a normal face, she wears a Noh-style smiling mask — but black tears drip from its edges. Behind her, ghostly fans and talismans spin in chaotic orbits like confetti in a storm.

Hidehiko Uesugi — Beelzebul

A grotesque comic-demonic king. His body is fat but powerful, sitting on a throne made of broken school desks and trash cans. He has massive fly wings full of holes, and his head is a smiling demon mask cracked in half. Instead of feet, he floats on a swarm of shadow insects. His crown is made from bent cafeteria spoons.

Reiji Kido — Anubis

A tall skeletal jackal knight wearing cracked black armor. His ribcage glows faintly purple like a dying soul. His Anubis mask has glowing hieroglyphs carved into it, and his cape is made of funeral wrappings. He carries an ancient scale of judgment in one hand, and a sword made of bone and obsidian in the other. Small lost souls drift around him like ashes.

Every character has their own strengths and weaknesses, making each one feel distinct in combat, exploration, and narrative impact. This balance gave players the chance to form unique strategies depending on which classmates they chose. Some characters excelled at raw power, others at support or magic, and each had different elemental affinities and resistances. This variety ensured that party composition mattered, and it encouraged players to replay the game with different lineups to experience all possibilities.

There are also different weapon types, as certain enemies are not just weak to magical or elemental attacks but have specific vulnerabilities to physical damage types. Physical attacks are divided into three categories: Slash, Blunt, and Pierce. Understanding which type works best against which enemy becomes a key tactical element, encouraging players to experiment and prepare accordingly.

The fusion system returned as a core mechanic, along with the Persona compendium, both of which were essential tools for the protagonist. Zaboru expanded the fusion list significantly, adding a broader range of Personas for the main character to acquire. This extended the player's strategic depth, offering more combinations, elemental coverages, and niche builds to suit different playstyles. Some new Personas were even exclusive to certain endings or hidden paths, giving collectors and hardcore fans more to chase.

Zabo-man also appears in this game as a Persona. He wears a sleek black outfit paired with a polished silver helmet. The helmet features glowing blue slits where his eyes shine through, giving him a haunting, machine-like presence. A dark aura surrounds him, swirling constantly as if feeding off unseen energy. He wields an elegant estoc, a long thrusting sword, which he handles with deadly precision. His appearance radiates silent authority and mystery, making him one of the more striking and enigmatic Personas in the game.

Zaboru also enhanced the overworld gameplay significantly. While he kept the original first-person perspective to maintain its classic feel, he improved the overall experience by refining the pacing so it no longer felt overly fast or disorienting. Movement was smoothed, transitions between areas became more seamless, and visual cues were added to help with navigation. In addition to dungeon crawling, players could now visit various town locations like the supermarket, weapon shops, shrines, and more. These additions brought a greater sense of life and immersion to the world, giving players reasons to explore beyond just battling.

Zaboru intentionally chose not to implement social interaction mechanics — like dating or bonding systems — which were present in later entries in his previous world. He believed that for this early entry in the Persona series, keeping the tone darker and more introspective was the right approach. Without social mechanics, the story stayed focused on psychological horror, identity, and survival. For now, this version stood as a perfect entry point for the reimagined Persona franchise, balancing modernization with respect for its roots.

The audience went absolutely nuts. At first glance, many thought the game felt like Shin Megami Tensei, which is one of the most respected and praised JRPG series under the ZAGE brand. This immediate comparison sparked huge curiosity and excitement. While Persona shared some stylistic DNA with Shin Megami Tensei, such as the dark atmosphere, demon fusion, and turn-based combat, players quickly discovered how different it actually was. The psychological themes, character-focused storylines, and school setting offered a completely unique flavor that surprised and impressed SMT fans.

Despite the differences, Persona still carried the signature intensity and strategic depth ZAGE titles were known for. This balance of familiarity and originality made it incredibly appealing. Players loved how it respected their expectations while also pushing the genre in new directions. The reaction wasn't just loud — it was passionate. It was clear ZAGE had created something that felt like the next big evolution in JRPGs, and the hype only continued to grow.

That wraps up ZAGE's game lineup for September. As the weekend fades, Monday arrives with a sense of renewed focus. Zaboru heads into the towering ZAGE headquarters, ready to assign new missions to Team IZAN and Team NIWA. 

To be continued . 

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