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Chapter 891 - Chapter 831 ZAGE End of The Year Events Second Day

Sunday 16 December 1997 ZEB Japan.

Today marked the second day of the ZAGE End of the Year event, which was dedicated to the highly anticipated ZAGE Game of the Year (GOTY) Awards. Despite the presence of other established GOTY ceremonies, like those hosted by ZEMITSU in Japan and Compute X in the United States—both renowned video game review companies—Zaboru decided to host a ZAGE-exclusive awards ceremony anyway. His reason was simple: to celebrate with the community and find out which games truly captured the hearts of players this year. It was also the first full year since the release of the ZEPS 3 console, and ZAGE had launched a strong lineup of new titles specifically for the platform.

The ceremony officially kicked off with Zaboru and his secretary, Yumi Ichijou, stepping up as co-hosts. Together, they energized the crowd as the list of nominees for this year's ZAGE GOTY was revealed.

ZAGE GOTY Game List Nominees

Robo-Cop 2The SimsCastlevania Symphony of The NightSilent HillThe Legend of Zelda Octarina of TimeMetal Gear SolidDiablo 2Tony Hawk Pro Skater

Zaboru grinned and addressed the crowd, "Alright everyone! This year's format is a little different—we're showing you the top eight games based on votes from our fans. As you can see, these are the most-voted titles, and we'll reveal the rankings starting from number eight all the way up to number four. Then, we'll unveil the top three and finally announce which game takes home the ZAGE Game of the Year award!"

He paused, then added with a proud smile, "And don't worry, these awards are 100% based on your votes collected earlier this year through our ZAGE Power magazine survey!"

Yumi Ichijou, wearing a Princess Peach-colored costume, beamed beside him. "Alright, Boss! Without further ado, let's reveal the top eight games. And remember—even being number eight is an honor, because every title here made it into the official nominee list!"

Then the event officially kicked off, and as the lights dimmed, Zaboru and Yumi stood center stage, providing live commentary as each rank was revealed. The crowd buzzed with anticipation as the countdown began.

The number 8 spot went to Tony Hawk's Pro Skater, a high-octane, fast-paced skating game that brought street culture to the forefront of console gaming. The audience gave a respectable cheer, recognizing its impressive trick system and soundtrack.

Next, the number 7 position was claimed by The Sims, which had quickly earned a cult following with its life-simulation mechanics and open-ended gameplay. "Who knew raising virtual people could be so addictive?" Yumi joked, earning laughs from the crowd.

At number 6 came Diablo 2, known for its dark fantasy setting and deep dungeon-crawling mechanics. The fans of action RPGs in the audience erupted in approval, clearly pleased with its placement.

In fifth place, Silent Hill emerged, representing the horror genre with its eerie atmosphere, psychological tension, and unforgettable story. Zaboru commented on how its unique horror direction raised the bar for storytelling in games.

Then came number 4—Castlevania: Symphony of the Night. Cheers echoed across the hall as the beloved game was revealed. Yumi remarked on its beautiful pixel art and iconic soundtrack, while Zaboru noted how the game's open exploration and RPG elements inspired a whole new wave of game design thinking.

Now, with only three titles remaining, the energy in the room intensified.

The number 3 spot went to Robo-Cop 2, which had exceeded expectations this year with its gripping narrative, partnering system, and branching stories. It was a surprise hit.

Then, at number 2, the stage lit up to reveal The Legend of Zelda: Ocarina of Time. The hall broke into applause. Zaboru acknowledged the game's groundbreaking 3D design, seamless storytelling, and immersive world. "This one redefined what it means to go on an adventure," he said proudly.

Finally, the moment everyone had been waiting for: the winner of ZAGE's 1997 Game of the Year. With a thunderous build-up, the screen exploded with the reveal—Metal Gear Solid!

The crowd went wild. Cheers, whistles, and even a few stunned gasps filled the air. It was a tight race, with the top three games separated by only a small margin in the final vote count. But in the end, Metal Gear cinematic stealth masterpiece stood tall. Zaboru nodded with pride, knowing this recognition was well-earned.

With that, the ZAGE GOTY ceremony drew to a close, and the lights shifted as Zaboru prepared to step up to the podium for one final segment—the reveal of ZAGE's future plans.

Zaboru smiled broadly as he stood under the spotlight, now dressed in a sleek ninja outfit inspired by Rikimaru from Tenchu, complete with a dark sash and a symbolic ZAGE emblem stitched onto the shoulder. He raised the microphone with flair and addressed the audience with his signature enthusiasm.

"Hello everyone! Now then—we've reached the part of the evening where I'll reveal a sneak peek into what ZAGE is planning for next year, and even the years beyond!" The crowd leaned in with anticipation. "As always, we at ZAGE believe in moving forward, constantly. No matter what challenges lie ahead, we never stay still. Innovation is our lifeblood."

As Zaboru spoke, the massive screen behind him came to life, revealing a bold new headline: "Delivering Many Quality Games from ZAGE."

He turned and gestured to the screen. "As expected, this is and will always be our number one priority. We're committed to crafting the best game experiences possible for our players. And no, we're not going to tie ourselves down to a single genre. We thrive on variety. Whether it's action, simulation, RPGs, strategy, rhythm games or entirely new things—we want to touch every corner of the industry and explore the possibility."

The crowd erupted in applause.

"We're constantly experimenting, constantly testing ideas. Sometimes we push boundaries. Other times, we improve on what we've already built. If a past title had flaws, we learn from it. If a mechanic works, we ask how we can evolve it. Our job is to surprise you—and ourselves—with what's possible."

The audience cheered louder, sensing the passion behind every word.

Zaboru gave one more nod, his eyes glinting with pride. "We may not be perfect, but we're relentless and strive to improve. And with your support, we'll keep chasing greatness."

The screen shifted again, setting the stage for even more revelations to come.

The section on the screen now displayed the headline: "There Will Be Plenty of 3rd Party Games Starting in 1998." Zaboru stepped forward, eyes gleaming with energy, and grinned. "Ever since we launched the ZAGE ZEPS 3 console, we've been working hard behind the scenes. We didn't just stop at developing our own games—we've been actively supporting and educating 3rd party developers, giving them access to tools, documentation, technical assistance, and even workshops. Our goal has always been to empower more voices in the industry."

He paced slightly across the stage as the screen behind him displayed visuals of developers and indie studios working with ZAGE hardware. "Now, I won't lie—developing games on a 64-bit console like the ZEPS 3 isn't something you can whip up in a few weeks. It takes time, care, passion, and discipline. But the amazing thing is, so many spirited and talented developers out there have embraced the challenge with open arms."

Zaboru pointed toward a new montage of footage showcasing upcoming 3rd party titles. "And because of that effort, we're proud to say that starting in early 1998, many of these teams will finally be releasing their first wave of ZEPS 3 games. And I've seen them. The quality? It's top-notch as we filtered them by ourselves."

He paused, letting the anticipation build. "Of course, whether these games resonate with you will ultimately be up to you, the players. But one thing is certain—the ZEPS 3 library is about to grow richer, more diverse, and more exciting than ever before."

Zaboru chuckled, clearly pleased by the growing cheers and applause from the crowd. "Get ready, everyone. A wave of creativity is coming—and it's going to be awesome."

"Next!" Zaboru called out with enthusiasm as the big screen transitioned to the next segment: "Improved Online Gaming." He smiled, adjusting the mic slightly. "Currently, the online gaming community is thriving more than ever, but we know it's not perfect. Let's be honest—there are still too many connection problems. Whether it's sudden disconnects, lag spikes, or unstable signals, the experience can sometimes get frustrating, even when players have relatively decent internet setups."

He took a breath and continued, "Despite our best efforts in maintenance, server support, and real-time fixes, unexpected issues do happen. That's the nature of online infrastructure. But in 1998, we at ZAGE are going to take things up a notch. We're putting significant resources into enhancing our Battle.net services—yes, that's right, Battle.net—with the goal of making the online experience as smooth and seamless as possible."

Zaboru motioned toward the screen, which now displayed technical diagrams of planned server improvements and upgraded backend systems. "We're planning major improvements in how data packets are handled, better synchronization across regions, and more resilient error recovery protocols. And even if a player has a less-than-stable connection, we're working to make sure their game won't suffer nearly as much as it used to."

He chuckled as the audience reacted positively, nodding in understanding. "Our dream is to make online gaming feel as dependable and fluid as single-player experiences. It won't be easy, but with every patch and upgrade, we're getting closer. And you all deserve nothing less."

"Next are Arcades and Handheld development!" Zaboru announced, pointing to the new slide that appeared on the massive screen behind him. "As I mentioned yesterday, arcades are far from dead. We haven't—and will never—abandon them. In fact, we see arcades as a vital part of the gaming world that still has untapped potential." He paused, letting the idea sink in before continuing.

"We at ZAGE are already in the process of assembling a dedicated internal team solely focused on arcade game development. This isn't a side project. This is a serious initiative. We want to explore what the next generation of arcade experiences could look like—games that blend classic thrills with modern technology."

"And now, let's talk handhelds," Zaboru continued, eyes lighting up. "Many of you have enjoyed the ZGB, our beloved 8-bit handheld system. It's fun, it's compact, and it helped define portable gaming for many of us. But let's face it—it's no longer top-tier. Technology's evolving fast, and expectations are growing."

He took a step forward, voice rising with excitement. "So here's the deal: We're officially in development of a brand-new ZAGE handheld system. I can't share the full details just yet—but I promise you this new handheld will be more powerful, more versatile, and designed with both new players and hardcore fans in mind."

The crowd gasped and clapped as the screen briefly teased silhouettes of a sleek, modern device. "One more hint," Zaboru added with a playful smirk. "This new handheld? You won't have to wait long. It will definitely launch before the year 2000 begins."

The revelation hit the audience like a bombshell. Thunderous cheers erupted throughout the venue, with fans jumping to their feet and waving ZAGE banners. The hype was real—and ZAGE had once again delivered an unforgettable surprise.

Zaboru grinned and stepped toward the final slide. "And last but not least—'Expansion!' Yes, we're expanding ZAGE!" he declared, raising his voice as the slide lit up in bold, celebratory letters. "We're entering a new era of growth, and that means we'll be bringing in more manpower. More developers, more artists, more musicians, more visionaries. And with this, our capability to create new, exciting games for all of you will grow exponentially."

The audience roared with excitement as the screen behind him displayed a world map glowing with animated pins indicating future locations.

Zaboru continued, "But expansion doesn't just mean hiring more staff—it also means nurturing the next generation of talent. Starting in 1998, we'll be launching our official ZAGE Internship Program in Japan, and soon after, in the USA as well."

The screen shifted to visuals of classrooms, workspaces, and hands-on development labs. "We'll be opening the door for high school graduates and university students—those who are passionate about coding, drawing, composing music, storytelling, or anything else related to game development. If you've got the passion, we'll give you the platform."

He smiled warmly as the crowd leaned in. "This isn't just a temporary gig. It's a real opportunity to gain hands-on experience, work alongside our core teams, and get a taste of what it's like to be part of ZAGE. We want to inspire and empower the future of gaming—because we believe the future lies in the hands of those who dare to create."

The final slide faded into a glowing banner that read: 'ZAGE: Expanding the Future'.

"Of course," Zaboru added with a wink, "we dream of expanding our workplace to all corners of the world. It might not happen overnight—but one day, ZAGE could have hubs in Europe, South America, Southeast Asia—you name it. But for now, let's take the first step together."

The excitement in the venue was overwhelming. Fans and aspiring creators alike cheered louder than ever. The energy was electric, and for many in that room, this announcement meant something deeper—it was hope. A shot at joining something bigger than themselves.

The events continued with high energy and excitement, rolling smoothly into the much-anticipated live Q&A session. Fans from across the venue raised their hands, eager to ask Zaboru their burning questions. From behind his mic, Zaboru handled every question with genuine interest and infectious enthusiasm. Whether someone asked about future game collaborations, technical development challenges, or even what his favorite ZAGE title was, Zaboru responded with a smile, sometimes even cracking jokes or sharing behind-the-scenes stories. His charisma lit up the room, and every answer felt like a personal conversation.

Some fans asked about the upcoming ZAGE handheld, others wondered about the specs of the handheld. Zaboru responded to each one with care, giving hints, teasing possibilities, and always thanking the fans for their passion and loyalty. Yumi occasionally joined in with her own charming remarks, keeping the energy upbeat.

After a fulfilling Q&A session that ran longer than planned, the stage lights dimmed—and it was time for the musical finale. Zaboru returned with his rock band, Zankoku, taking the stage to roaring cheers. He grabbed a guitar and adjusted the mic stand while the rest of the band tuned their instruments. The first song they performed was their latest release, "Numb," a moody, emotional rock anthem that had the audience swaying and singing along. The lighting and stage effects added a cinematic touch to the performance.

Then came the fan favorites—"Through Fire and Flames," with its legendary guitar solos, and "Hysteria," which had the crowd jumping in rhythm. The energy was electric. But the real surprise came when the band performed a set of anime soundtracks from them. They launched into a "We Are," the iconic opening from One Piece, followed by a high-octane rendition of "Kaze Ni Naritai," the beloved theme from Bakusou Kyoudai Let's & Go!!.

The audience erupted with excitement, waving their hands, clapping in time, and singing at the top of their lungs. It was no longer just a game expo—it had become a full-fledged concert, a celebration of the culture ZAGE helped shape.

As the final notes rang out and confetti cannons fired into the air, Zaboru took a bow with the band. The ZAGE End of the Year event had officially concluded—but the energy, memories, and inspiration it sparked would carry on long after. It was, once again, an insanely successful event, and fans left knowing they had witnessed something truly special.

To be continue 

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