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Chapter 873 - Chapter 813 November Development is Done for ZAGE Teams.

After Zaboru found out that his sister was dating the young Hidetaka Miyazaki, a lot of unexpected things began to unfold. First and foremost, the upcoming December would see the release of numerous ZAGE titles for the ZEPS 3, all developed by various third-party studios. The lineup looked promising, and Zaboru couldn't help but feel genuinely excited about what was coming. The buzz inside the company was growing, and so was Zaboru's anticipation to see how these games would shape ZAGE's future. 

And then there was also the matter of Hidetaka Miyazaki, who was invited by Zaboru to become an intern at ZAGE once he graduated high school—on the condition that he didn't plan to go to college. Without hesitation, Hidetaka accepted the offer with excitement and gratitude. Sanika, overjoyed for him, shared in his happiness. She had already been considering skipping college herself and, seeing her boyfriend take this path, it inspired her even more. She began seriously thinking about applying to be an intern at ZAGE too, following in her brother's footsteps.

Zaboru couldn't help but chuckle at the idea of both of them joining the company. The thought lit a spark in his mind, and by the next morning, he was already sketching out a nationwide initiative. He wanted to create a formal program where talented high school students from across Japan could apply to intern at ZAGE—especially in the game development sector. With the company's constant need for passionate and creative minds, and the growing demand for manpower due to their rapid expansion, Zaboru saw this as the perfect opportunity to nurture the next generation of developers while fueling ZAGE's ambitious growth. The gears were turning, and this program could soon become a core part of ZAGE's future talent pipeline. 

Meanwhile, ZAGE teams across Japan and the USA had wrapped up development on their assigned titles scheduled for the November release window. Among them, Team Tempest finalized both The Sims and Civilization II, bringing in strong simulation and strategy entries. Team NIWA completed their work on RoboCop 2, while Team IZAN finished development on the much-anticipated Mario Party, which was already gaining early buzz for its innovative multiplayer features.

The most ambitious project, however, was King of Fighters, developed by Team NOVA. Although the game was fully completed ahead of schedule, Zaboru made the executive decision to delay its launch until mid-December 1997, timing it to coincide with ZAGE's grand annual event. This strategy was both promotional and celebratory, aimed at maximizing attention and drawing crowds to the year-end showcase. Despite the delay, Team NOVA stood ready to take on new challenges. As one of the finest and most reliable teams within the company, their momentum and morale remained high, and their next assignment would come sooner than they expected.

With the current development phase completed, Zaboru began outlining new assignments for the core development teams: Team Tempest, Team NIWA, Team IZAN, and Team NOVA. Each team had proven their capabilities, and now it was time to channel their strengths into the next wave of ambitious projects.

Team Tempest was now ready to take on two additional projects, as they only had one remaining task on their plate—The Elder Scrolls IV: Morrowind. With their workload easing up, Zaboru decided it was the right time to assign them more PC-focused projects. The first was Battle Realms, a real-time strategy game, and the second was the ambitious RPG Baldur's Gate.

Both titles were expected to be demanding in scope and depth, especially Baldur's Gate, which would be ZAGE's most intricate RPG since Morrowind. It required extensive detailing, branching narratives, and systems-heavy design. However, Zaboru had faith in Team Tempest's ability to deliver. Having already proven their skills with strategy titles like Civilization II, he was confident Battle Realms would be well within their reach. The projected release date for Battle Realms was set for May 1998, giving the team sufficient development time to polish gameplay mechanics, art direction, and multiplayer functionality.

Baldur's Gate, on the other hand, was more experimental. Zaboru knew it would take extra effort and research to pull off the kind of storytelling depth the game required. Still, he believed the project would push the team's creative boundaries and help establish ZAGE as a powerhouse not only in action and strategy, but also in rich, immersive RPGs. He gave the team until August 1998 to complete Baldur's Gate, allowing room for iteration and refinement.

To keep Team Tempest energized and focused, Zaboru scheduled regular review sessions, brainstorm meetings, and collaborative cross-team exchanges.While Battle Realms represented a confident step forward, Baldur's Gate symbolized a bold leap into the unknown. And Zaboru trusted his team to make both titles count.

Next up is Team NIWA. Their current workload includes two major projects: Final Fantasy VII and Digimon World. Both are heavy, resource-intensive titles. Final Fantasy VII is scheduled for release in July 1998, while Digimon World is expected to launch a month earlier in June 1998. These two projects are pushing the team's limits in both narrative development and system complexity, especially with Final Fantasy VII being one of the most ambitious RPGs ZAGE has ever attempted.

To balance out the pressure, Zaboru decided to give them a third project—Tales of Destiny, the follow-up to Tales of Phantasia previously released on ZEPS 2. This assignment wasn't just strategic—it was a deliberate move to let Team NIWA ease their pace without sacrificing productivity. Compared to their current slate, Tales of Destiny would be a simpler title to produce, offering the team a bit of breathing room. However, Zaboru made it clear that 'easier' didn't mean 'less important.' He expected the game to maintain the series' standards and deliver a polished, engaging RPG experience.

The projected release date for Tales of Destiny was set for August 1998, providing a slightly more flexible timeline. Zaboru's intention was to ensure the team stayed energized and motivated without burning out, while also giving them the opportunity to apply the lessons they learned from their larger projects to a more manageable title.

For Team IZAN, their current tasks included developing Winning Eleven 98 and Jackie Chan Stuntmaster. Winning Eleven 98 was projected for a June 1998 release, while Jackie Chan Stuntmaster was already on track for its April 1998 launch. With both projects moving steadily and the team managing its workload efficiently, Zaboru deemed them ready to take on a fresh, more complex assignment.

That next task came in the form of Armored Core, a mecha-based action game that had always fascinated Zaboru in his past life. However, he was determined to improve upon the original version. One of his first changes was to ditch the notoriously clunky control system—particularly the awkward L2 and R2 camera movements that had frustrated many players. Instead, he planned to rework the entire control layout, taking cues from the smoother mechanics seen in later titles from his previous life.

Zaboru didn't just want a remake; he wanted Armored Core to feel evolved. That meant enhancing everything: movement, weapon systems, customization features, mission diversity, and even AI behavior. He also envisioned adding a rich layer of lore and immersive cutscenes, something the original hadn't fully explored. This made Armored Core one of the most ambitious projects Team IZAN had ever faced.

Despite the challenge, Zaboru had full confidence in them. The team's technical strength and previous experience with action-oriented gameplay made them ideal for the job. To give them the time they needed to refine and expand the game, he scheduled the release for September 1998. The goal wasn't just to recreate a cult classic—but to deliver a definitive version that set a new benchmark for mecha games on the ZEPS 3.

Next is Team NOVA. This elite team is now ready to take on three tasks simultaneously, a challenge well within their capability. They had already proven themselves by successfully remaking multiple classic arcade fighting games for the ZEPS 3, culminating in the ambitious King of Fighters project. That effort not only showcased their technical strength but also their ability to preserve legacy while delivering modern performance.

Now that the King of Fighters project was complete, Team NOVA's current responsibilities were narrowed down to just two high-profile titles: Jasper Crank, a bold creative venture led by Yugo and Hideo Kojima, and Lunar Knight 2, the long-awaited sequel under the direction of Zanichi. However, these titles were being handled primarily by their respective core teams—Yugo and Kojima's specialized unit, and Zanichi's personal division—rather than occupying the full breadth of Team NOVA's talent pool.

Recognizing this, and with development momentum still running high, Zaboru saw the perfect opportunity to maximize NOVA's potential. With their bandwidth open and their track record of technical precision and genre-defining execution, it was clear the team could—and should—take on more ambitious assignments.

Zaboru assigned them a fresh set of tasks, starting with a major sequel: Crash Bandicoot 2: Cortex Strikes Back. This marked a historic milestone as the very first sequel to be released on the ZEPS 3 platform, making it a flagship title for the system in 1998. Following that, he gave them RC Pro AM 3: Let's N Go, an anime-style arcade racing game that combined fast-paced gameplay with colorful, over-the-top animation—something aimed squarely at RC PRO AM and anime fans.

The third and perhaps most anticipated assignment was Pokémon Stadium. Fans had been flooding ZAGE with requests to bring Pokémon to the ZEPS 3, and Zaboru was finally answering the call. He intended to overhaul the gameplay, visuals, and features of the original concept, ensuring the game took full advantage of ZAGE's powerful engine and network systems. This version would be far more dynamic, immersive, and competitive—bringing new life to the franchise on a next-gen console while also this will be the first Pokemon Game on ZAGE Console not Handheld.

Each project was carefully scheduled to optimize hype and manage production flow. RC Pro AM 3: Let's N Go was slated for release in June 1998. Crash Bandicoot 2: Cortex Strikes Back would follow in July, with Pokémon Stadium landing in August. These back-to-back summer releases were designed to dominate the market during the high-sales season and reinforce ZAGE's dominance across multiple genres and audiences.

Zaboru had been intentionally generous with the project timelines, knowing that the following year would be a turning point for ZAGE. A major expansion was already underway, with plans to scale up internal teams across multiple departments. On top of that, ZAGE would be opening its first international office in Korea—marking a bold step toward solidifying its global presence and influence.

These new tasks were not just assignments; they were investments in ZAGE's future. The company was no longer just growing—it was accelerating at full force. Even the November releases had surpassed expectations.

To be continue 

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