Saturday 3 June 1997 ZAGE Tokyo Japan.
Zaboru had just arrived at the ZAGE Japan offices via his private jet. Without wasting a moment, he returned straight to his office, which also served as his personal residence. He took the elevator up to the 51st floor—his private domain at the top of the tower. Waiting for him was his pregnant wife, Ayumi, who had already prepared a warm, home-cooked meal. As soon as he saw the food, he sat down and devoured it gratefully, clearly hungry from the long journey. The comfort of being home and Ayumi's welcoming presence was exactly what he needed.
Ayumi chuckled, brushing a strand of hair behind her ear as she placed more gyoza on Zaboru's plate. "Whoa, Zabo, your name is so hot right now and you're even doing concerts now! It's too bad I couldn't see it live."
Zaboru smiled, biting into one of the freshly made gyoza, savoring the flavor before replying, "Yeah, it was pretty sudden. Besides, don't you dislike metal and rock songs?"
Ayumi laughed softly, leaning her elbow on the table. "I don't dislike them—I'm just not used to them. But I enjoy hearing your voice no matter what genre it is, hehehe. Though honestly, I still love the romantic songs you made for me the most."
Zaboru chuckled at her honesty and looked down at the gyoza again. "Damn, Ayumi, how do you make these taste exactly like my mom's? The resemblance is uncanny."
Ayumi grinned proudly. "Well, she taught me, silly! Your mom's my ultimate teacher in cooking. She really knows your taste, Zabo. I took notes on everything!"
Zaboru gave her a thumbs up with a wide grin. "Please continue. You're killing it!"
Ayumi beamed, clearly happy with the compliment. Zaboru then glanced at her belly and gently rested his face against it. "How's the little one doing in there?"
Ayumi smiled warmly, placing a hand over his. "He's doing fine. He's been kicking a lot today."
They already knew the baby's gender—Ayumi was nearly five months along. The bond between them had grown stronger with every passing week. Zaboru smiled again, his heart full, and stayed like that for a while, just enjoying the moment with the two people he loved the most in the world—Ayumi and their unborn son.
Not long after, Zaboru woke up from a short nap and stretched with a yawn. "Ayumi, is the Famitsu magazine here?" he asked.
Ayumi smiled and nodded. "Yes, they're on your desk. I already read it, but you need to check it out for yourself, hehe."
Zaboru chuckled, leaned in to kiss Ayumi on the cheek, and then made his way over to his desk. He took a seat and reached for the latest issue of Famitsu, eager to dive into the recent reviews.
The reviews for the ZEPS 3 release games were delayed, as the ZEMITSU team took extra time to thoroughly complete and evaluate all the titles before publishing proper assessments. Despite having helped establish ZEMITSU himself, Zaboru still felt a spark of excitement seeing third-party critiques of games developed under his leadership. There was something uniquely satisfying about receiving unbiased feedback, especially from such a respected outlet. Eagerly, Zaboru flipped open the magazine. Right on the front page was a bold headline: "ZEPS 3 REVIEWS – All Games." The section was packed with vibrant images of the featured titles, laid out in that nostalgic style that screamed "90s gaming magazine." The design, fonts, and glossy photography hit Zaboru with a wave of retro joy—exactly the kind of presentation he adored.
The first section features Super Mario 64, reviewed personally by ZEMITSU's owner, Mitsu Tadano.
In a time when 3 gaming consoles are new and developers are still figuring out how to make 3D work, Super Mario 64 by ZAGE comes in swinging and sets a new standard. Released on the ZEPS 3, this isn't just a jump to 3D—it's a full-on reinvention that still manages to keep the soul of Mario intact. It's fast, playful, and full of that same energy that made the 2D OG so iconic and loved.
Right from the start, you feel it. The movement is sharp. Mario isn't just running and jumping—he's diving, wall-kicking, backflipping, and it all feels natural thanks to ZAGE's brilliant control scheme and the ZEPS 3's analog stick. Each world inside Peach's castle has its own personality, packed with secrets and smart design choices that encourage exploration without hand-holding.
It's not perfect—the camera can be clunky, and a few stars feel like filler—but those flaws are minor compared to what this game pulls off. ZAGE didn't just bring Mario into 3D; they made it feel like he belonged there all along.
Rating: 9.0/10
ZEMITSU says: this is how you break new ground without losing your footing. A game that changed everything, and still plays like magic.
Zaboru chuckled softly, flipping the page with a nostalgic smile. "Well, Mario is always loved," he said to himself, appreciating how the franchise continued to charm across generations. Then, with curiosity growing, he moved on to the next section—Suikoden.
As the first JRPG to land on the ZEPS 3, Suikoden doesn't just break ground—it makes a statement. ZAGE comes out swinging, showing that the ZEPS 3 isn't just a platform for action games and tech demos. This 64-bit console can handle rich, story-driven worlds too—and Suikoden proves it with style.
Visually, the game is impressive. The high-res 2D sprites are crisp, detailed, and packed with personality. From sprawling castles to dense forests and lively towns, the environments show off just how far the ZEPS 3 can push color, animation, and atmosphere. It doesn't need flashy polygons to impress—it does it with pure artistry.
The plot starts simple—empire vs. rebellion—but it quickly unfolds into something deeper, filled with political twists, betrayals, and emotional weight. What sets Suikoden apart is its 108 recruitable characters. Not all of them are critical to the story, but they make the world feel alive. Assembling your army isn't just a checklist—it's the core of the game. Watching your base grow as you gather allies gives a real sense of progress and purpose.
Combat is fast, streamlined, and flexible. You've got traditional turn-based fights, large-scale army battles, and one-on-one duels. None of them overstay their welcome, and all tie neatly into the story. The sprite work is clean, the music is strong, and while the graphics aren't groundbreaking, the art direction carries it.
As a debut JRPG for the ZEPS 3, Suikoden sets the bar high. It delivers a meaningful narrative, bold visual design, and gameplay that respects your time.
Rating: 9.5/10
ZEMITSU says: Suikoden doesn't just show what the ZEPS 3 can do—it shows what JRPGs can become on this hardware. A powerful start to a promising new era.
Zaboru chuckled, impressed. "Whoa, that's a high score—but honestly, Suikoden really is a great game overall." He flipped the page eagerly, eyes scanning the bold heading of the next section. "Alright, next up... Star Fox 64."
Starfox 64 is a bold showcase of what the ZEPS 3 is really capable of. Developed by ZAGE, it pushes the hardware with fast, fluid 3D action and delivers one of the smoothest gameplay experiences we've seen yet. This isn't just a sequel—it's a full-on evolution, proving that the 3D shoot-'em-up genre has a future, and it's flying high.
Right from takeoff, Starfox 64 grabs you with sharp visuals, dynamic camera angles, and voice acting that gives the game a cinematic edge. The performance is rock solid—no frame dips, no hiccups—just pure, responsive flying. Whether you're blasting through enemy squadrons, weaving between buildings, or dodging lasers in deep space, the controls feel tight and natural. The ZEPS 3's power is on full display, pushing fast-paced 3D graphics without sacrificing gameplay.
The branching path system gives the game replayability beyond a single run, with secret routes, alternate missions, and tougher challenges for players who want to master every route. Each level is packed with detail, and every boss fight feels distinct and memorable.
There are a few rough edges—some missions feel a bit short, and the dialogue can be cheesy—but none of that drags the experience down. Starfox 64 nails the core of what makes a 3D shooter exciting, while pointing forward to what this genre can become.
Rating: 8.5/10
ZEMITSU says: Starfox 64 isn't just a technical triumph for the ZEPS 3—it's the blueprint for the future of 3D shooters. Fast, fierce, and unforgettable.
Zaboru nodded in clear agreement, visibly impressed by the praise for Star Fox 64. With growing anticipation, he turned the page and moved on to the next section—Shin Megami Tensei II.
ZAGE darkest RPG Shin Megami Tensei II returned on the ZEPS 3, and this one hits differently. While other RPGs are chasing heroic fantasy and polished charm, like other Megami Tensei games, SMT2 drags you into a dark, broken world full of moral gray zones, hard choices, and demons that would eat your typical party for breakfast. This isn't your usual adventure—it's a test of will, strategy, and how far you're willing to bend to survive.
The biggest hook? You don't just fight monsters—you talk to them. Negotiate, bribe, lie, or beg—demon recruitment is its own kind of battle. Once they're on your side, you can fuse them into stronger allies, crafting a team that's built around your choices and your style.This the original feature of Megami Tensei games though other RPGs are trying to use this mechanics No other RPG does this with this much depth or freedom. It's risky, it's weird, and it absolutely works.
Gameplay is brutally tough, but never unfair. Every fight matters. Random encounters can wipe you out if you're not thinking ahead. Buffs, debuffs, resistances—they all count. And when you lose, the game doesn't coddle you. You reload, rethink, and try again.
Visually, SMT2 leans into its grim aesthetic. The environments are cold and oppressive, the atmosphere is thick with tension, and the monster designs are on another level—mythological, grotesque, stylish. You won't confuse these creatures with anything else in the genre. The ZEPS 3's 64-bit power brings them to life in stunning detail, blending 2D art with subtle effects that make everything feel alive and dangerous.
The story digs deep into philosophy, faith, and the blurry lines between good and evil. It's not an easy ride, but that's the point.
Rating: 8.5/10
ZEMITSU says: Shin Megami Tensei II isn't here to comfort you. It's here to challenge you—with mechanics, with ideas, and with some of the best monster design the ZEPS 3 has seen yet. Dark, bold, unforgettable.
Zaboru chuckled to himself. "What a solid review, honestly," he said, nodding in appreciation at the thoughtful breakdown of Shin Megami Tensei II. Still smiling, he turned the page with curiosity and excitement building. The next section? Crash Bandicoot. He leaned forward, eager to see how the bold, mischievous marsupial had fared in the eyes of the critics.
If Super Mario 64 kicked down the door for 3D platformers on the ZEPS 3, Crash Bandicoot barges in right behind it—spinning, sliding, and making a complete mess of the place. And honestly? It's awesome, Crash Bandicoot feels like a wild, calculated attempt to steal Mario's crown—and the crazy part is, it might actually pull it off.
Crash doesn't talk, but his personality is loud. From the exaggerated animations to the goofy death scenes, everything about him screams "mascot material." He's not here to save a princess—he's here to crash the party and become the face of ZAGE. And with a game this fun, that goal doesn't feel so far-fetched. It's playful, it's polished, and it's got that "one more try" energy baked into every level.
Gameplay-wise, Crash Bandicoot is technically 3D, but it's not trying to copy Mario. The levels are more linear, like obstacle courses on rails—but that's the trick. It works. The tight camera angles and straightforward paths let ZAGE focus on precise platforming, sharp timing, and creative level design without losing players in open spaces. Whether you're dodging boulders, hopping over TNT, or riding a wild hog, it keeps mixing things up while staying laser-focused on challenge and flow.
It's not just different from Mario—it's confident in its own style. And with visuals this clean, vibrant, and expressive, Crash's world pops off the screen.
ZEMITSU says: Crash Bandicoot might've started as a Mario challenger, but it ended up as something better—its own thing. Fun, fast, and full of personality. ZAGE's wildcard just became a real contender but can he really beat Mario though?
Zaboru laughed, nodding in amusement. It was true—over on the ZAGE forums, there was already a growing crowd of passionate Crash Bandicoot fans. While Mario still had the larger fanbase overall, Crash was steadily gaining ground. The momentum behind ZAGE's new mascot was undeniable, and it brought a smile to Zaboru's face to see it happening in real time.
With a sense of curiosity and anticipation, Zaboru turned the page and moved on to the next section: Harvest Moon: Back to Nature.
Not every great game needs to be loud. Harvest Moon: Back to Nature proves that sometimes, the quietest experiences hit the hardest. On the ZEPS 3, this cozy life sim from ZAGE feels like a warm escape from the chaos of the usual gaming lineup. No monsters, no bosses—just you, a rundown farm, and the freedom to build a life at your own pace. And it's beautifully done.
Just like the previous Harvest Moon games, the gameplay is simple on the surface—plant crops, raise animals, fix up your land—but the magic is in the rhythm. Days pass, seasons change, and the little victories start to stack up. Your farm grows. The animals trust you. The town begins to feel like home. And before you know it, you're not just playing—you're living a second life.
What really sells it is the charm. The art style is bright, soft, and full of personality. Every character in the town has their own schedule, their own quirks, and even their own storylines to uncover. Relationships matter. You can fall in love, get married, and even have a child. It's a slow burn, but one that feels incredibly rewarding. Watching your farm go from a weedy mess to a thriving home—with a family to match—gives the game a level of emotional payoff that most RPGs only dream of.
The story unfolds quietly, through conversations, festivals, and small choices, but it all adds up. There's a subtle adventure here, hidden in daily life, the changing seasons, and the way time never stops moving forward.
Rating: 9.5/10
ZEMITSU says: Back to Nature isn't just a game—it's a life you grow into. Cozy, heartfelt, and full of meaning. One of the most quietly powerful games on the ZEPS 3.
Zaboru chuckled. "Whoa, he really rated Harvest Moon that high? Well, I can't blame him," he said with a nostalgic grin. He clearly remembered the first time he played the game in his previous life—the calm pacing, the charm, the way time seemed to slow down while immersed in its world. It wasn't just a game; it was an experience that stayed with him. The sense of peace, purpose, and discovery had left a lasting impression. Smiling to himself, Zaboru leaned back for a moment, savoring the memory, before turning the page to continue reading the rest of the reviews.
To be continue
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