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Chapter 889 - Chapter 829 ZAGE End of The Year events 2 - The Trailers.

The stage was now filled with anticipation. Zaboru, still present under the spotlight, had taken a seat casually on the floor, as if he were just another member of the audience. It was a charming, humble gesture that made the crowd love him even more. With a grin on his face and eyes focused forward, he waited with everyone else as the trailer finally began to roll.

First, the trailer opened with a burst of energetic rock music—"Atsui Kodou," the iconic theme from Rival School. The music alone was enough to hype up the crowd, but what followed truly stole the spotlight. The trailer wasted no time diving into high-energy combat scenes that looked stunning in motion. Every punch, kick, and special move was crisp, fluid, and packed with personality.

As the action ramped up, the narrator's voice cut through the sound: "Choose your characters!" What followed was a flashy character lineup screen showing a colorful cast. A baseball player with a bat slung over his shoulder, a volleyball girl mid-spike, a American football linebacker charging with full gear, A football guy with hat, street-styled basketball player dribbling with flair—each one oozed charm and identity. But they weren't alone. Dozens of other unique characters flashed across the screen, each representing different student archetypes, sports, or school clubs, making the game feel like a love letter to school life and youth energy.

The trailer shifted again, showcasing dynamic gameplay across several vibrant school-themed arenas: the backyard of a high school under a golden sunset, a packed-out basketball court echoing with cheers, and even a brightly lit swimming pool turned into a full-on battle zone. Each stage felt alive and distinct, amplifying the uniqueness of the game's setting and style.

Finally, after an action-packed montage of gameplay, dramatic camera angles, and a few flashy ultimate moves, the screen faded to black. Then, in bold, stylized letters, the title appeared: "RIVAL SCHOOL." Just beneath it, a powerful tagline: "It's Our School. We Must Protect It."

The crowd exploded with cheers and applause. Fans jumped out of their seats, whistling, clapping, and waving their glowsticks. The energy was electric. And as the lights came back up, Zaboru stood up with a grin, clearly pleased by the audience's reaction. He was ready to speak.

"Heh, pretty cool, right?" Zaboru said, flashing a confident grin as the applause began to settle. "Rival School—well, I don't want to spoil too much, but it's one of our newest fighting games. You probably noticed the fluid animations and all the improvements we've been testing out. We've been experimenting a lot with this one."

He walked a few steps across the stage, still grinning. "This game's different from our usual line-up. The characters? They're mostly students—yeah, school kids. But each one is great at something specific. Sports, clubs, martial arts—you name it. It's a unique twist that really spices up the gameplay. And if you were paying attention, you probably noticed how each character moves and fights differently based on their background."

The audience laughed and nodded, caught up in Zaboru's enthusiasm.

"And hey," he said, lowering his voice just a little for effect, "it's not just a fighting game. I'm not going to spoil what else is in there, but trust me—it's worth picking up." He broke into laughter. "Just buy it! Hahaha!"

The crowd burst out laughing with him. Zaboru's presence had the room in the palm of his hand. His charisma, combined with his clear passion for the project, made everything feel more personal. It wasn't just another game release—it felt like he was inviting fans to join something special.

By now, most of the fighting game community was already eager to buy the KOF Bundle. And for newcomers, Rival School looked like the perfect place to start. With its accessible design, stylish presentation, and lovable cast.

Zaboru grinned. "Okay! We've already shown enough of Rival School. Now it's time for the next game in the KOF Bundle. Like Rival School, it's one of our latest fighting games—but this one is completely different." He paused for effect, then declared with excitement, "It's none other than Killer Instinct! Enjoy!"

The lights dimmed again, and the screen burst into motion as a heavy metal soundtrack kicked in. The growling voice of Zaboru which he sing Slipknot's "Psychosocial" thundered across the venue—"UGGH YEAGH!"—setting an intense tone. The trailer opened with rapid-fire scenes of brutal combat. Killer Instinct's iconic roster filled the screen: fierce, wild, and brimming with personality. The character designs were bold and edgy, each fighter standing out with distinct silhouettes, colors, and weapons.

Gameplay footage followed, showcasing the signature combo-heavy mechanics that still not exsist in this world for. Each move connected with satisfying weight. The side-scrolling combat looked traditional at first, but the 3D-rendered characters and backgrounds gave it a dynamic, almost cinematic flair. Fighters launched into chains of attacks—juggles, air combos, follow-ups—only to be interrupted by perfectly timed combo breakers that flipped the momentum in an instant. Above it all, the game's flashy UI counted every hit with relentless speed.

Then came a highlight moment: the camera zoomed into a dramatic one-on-one between two characters Jago, the stoic ninja warrior, and Fulgore, a hulking cyber-alien hybrid. Fulgore are attacking Jago but Jago Parry it then With his energy bar maxed, Jago unleashed a blistering assault. His strikes were fast, brutal, and unrelenting. Fulgore tried to respond, but Jago didn't stop. The combo meter skyrocketed as the screen shook violently with each hit. Sparks flew. Blood spilled , Impacts boomed. The crowd roared louder with each frame.

And then—the climax. The screen slowed just long enough to zoom in on the final blow with 100 more combos in the UI. Fulgore exploded in a burst of sparks and debris, right as the announcer's growling voice roared: "ULTRA!!!!!!!!!!!!!!"

The screen faded to black, leaving only the Killer Instinct logo glowing in the background. A moment of silence followed—then the audience erupted. Cheers, screams, applause. The difference between this and Rival School was night and day, and fans were thrilled by the contrast. This was something darker, heavier, more aggressive. And they wanted more.

Zaboru grinned. "And yeah, it's got that heavy metal vibe, right? Fits Killer Instinct perfectly. It's a bit wild, a bit aggressive—but that's the point." He gestured with his hands as he spoke, clearly excited. "Just like with Rival School, we've been experimenting with a ton of new systems and mechanics in this game too—but in a totally different direction. Where Rival School focused on personality and fast-paced team dynamics, Killer Instinct is all about pressure, momentum, and absolute chaos. You probably noticed how we pushed the combo system even further than anything we've done before."

He began pacing the stage, energized by the crowd's reaction. "We worked really hard on the feel of each hit, the weight behind every move. We wanted it to feel impactful—not just visually, but in how it plays. And of course, we had to bring back those over-the-top finishers, like the Ultra Combos you witness earlier."

The crowd erupted again at the mention of Ultra Combos, and Zaboru laughed. "But hey—I'm not going to spoil too much. I could talk for hours about what we put into this game, but I want you to experience it for yourselves. Just buy it, okay? You won't regret it!"

Everyone cheered, clapping and shouting as Zaboru turned and started walking across the stage, clearly pleased with how well the game had landed with the audience. His energy was infectious, and his spontaneous delivery of the phrase "Just buy it!" had struck a chord. The phrase "Just buy it" was already on its way to becoming a staple in the ZAGE community.

"Well, we at ZAGE still have one more game to showcase, which is scheduled for release this December. However, this upcoming title isn't part of the KOF bundle at all—it stands on its own. So, before we get to that, I'd like to take a moment to talk more about our KOF projects while I have the stage."

Zaboru chuckled. "'Fighting games aren't suited for console'—I can't tell you how many times I heard that during the ZEPS 2 era," he said with a half-smile. "And honestly? A lot of people had a point. Back then, we at ZAGE were working hard to bring our popular arcade fighters—like Street Fighter and other big third-party titles—over to ZEPS 2. Technically, the ports ran well. They looked good, the core mechanics were intact, and on paper, everything worked."

He paused and scanned the audience. "But the feedback? It was mixed. Especially from the competitive scene. Arcade veterans weren't feeling it. Something was off. And we all knew what it was—it wasn't about performance or graphics. It was about feel. Fighting games are about rhythm, precision, flow. Playing on a controller just didn't hit the same as slamming your palm on a big arcade button or pulling a proper joystick for that perfect Shoryuken."

Zaboru chuckled. "And we didn't want it to stay that way. That kind of limitation? It holds the genre back. So, at ZAGE, we really put our heads together and thought about how to highlight and enhance our fighting game catalog. That led us to expand the KOF Bundle—yeah, we added two more titles to the mix, giving players more choice and more styles to dig into."

He pointed at the giant display above the stage, where still images of different characters with "KOF" logo flashed across the screen. "But games alone aren't the full solution. We also knew we had to address the hardware problem—specifically the controller experience. Fighting games need precision, they need that physical connection. So we developed the Z-Fighting Sticks." 

Zaboru chuckled. "But what if players still want to stick with the default ZEPS 3 joystick for fighting games? Well, that's absolutely fine!" He grinned. "If you're already good with the default controller, then why change to something new, right? Use what works for you. Comfort and familiarity matter just as much as anything else in competitive play. Heheh."

He gestured with his hand, mimicking arcade stick movements. "Now, I'll be honest with you all—it's not 100% the same as the traditional arcade setup, but it comes close. Really close. It's designed to replicate that feel: the weight of the joystick, the feedback of the buttons, the spacing, the responsiveness. Whether you're a seasoned arcade vet or just someone wanting to experience it for the first time, it'll feel familiar. It's not just an accessory—it's part of the fighting game experience."

Zaboru smiled again as he slowly paced across the stage, the spotlight following him. "Now, some of you might be thinking, 'So… is the arcade doomed? Especially with fighting games finally being played properly on consoles?'" He paused for a beat, letting the question hang in the air. Then he pointed out toward the audience. "Let me tell you—absolutely not."

The crowd responded with curious murmurs and a few nods. Zaboru continued, more energized now. "Arcades still have something that consoles can't quite replicate: focused design. See, arcade machines are built for one thing—to give the best possible experience for a single game. That kind of laser-focused hardware setup, paired with the community atmosphere, still holds massive potential. You walk into an arcade, drop a coin in, and suddenly you're in it. The sound, the feel, the pressure of someone watching over your shoulder—it's a different world."

He stopped mid-stage and added, "And we at ZAGE? We're not abandoning that. In fact, we're going to experiment even more with arcade games in the future. We're talking about designing next-gen arcade cabinets with improved visuals, deeper sound systems, and even tighter gameplay loops. But…"—he held up a finger—"these things take time. Arcade development isn't something we rush. Quality takes patience."

Zaboru grinned as the audience erupted in cheers again. "So hang tight, alright? We're not done with arcades. Not by a long shot." 

Zaboru grinned. "And one more thing—I sincerely want to thank all of you for supporting ZAGE's fighting games. We just witnessed the finals of the tournament right here at ZEB, and let me tell you, it wouldn't have felt the same without your energy. The passion, the cheers, the love—you made it something special."

He gave a playful wink and added with a smirk, "And as for KOF—'Just Buy It, Okay?'"

The crowd erupted in laughter and applause, fully embracing the phrase that had already become a running joke.

Zaboru nodded, clearly moved but keeping the mood light. "Alright, that's everything I wanted to say about the KOF Bundle. Thank you for your support, your energy, and your loyalty. Now… it's time for one more surprise."

He pointed toward the screen with flair. "Let's check out the trailer for our final game releasing this December—and it's none other than The Amazing Spider-Man!"

As the lights dimmed once again and the first beats of the trailer played, the audience roared with excitement, their anticipation reignited for one last reveal.

To be continue 

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