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Chapter 918 - Chapter 858 New Task for teams Enigma and Team IZAN

In mid-April 1998, both ZAGE Team IZAN in Japan and ZAGE Team Enigma in the USA successfully completed their major development tasks for the month. Team Enigma wrapped up work on NBA Live 98, while Team IZAN finished development on Jackie Chan: Stunt Master. Both titles were considered significant projects within ZAGE's spring lineup, showcasing the company's continued momentum across different genres and regions.

Zaboru was already hard at work preparing marketing materials and promotional campaigns for both games, anticipating their official release by the end of April. With everything on track, and both teams having completed their assignments ahead of schedule, Zaboru knew it was time to assign their next challenges. As usual, the project folders containing full game design documentation were already organized and ready—showing once again how efficiently ZAGE operated under his leadership.

The next task assigned to Team Enigma is none other than developing Medal of Honor, which will mark ZAGE's very first attempt at a first-person shooter set during World War II in this alternate version of Earth. Zaboru, having deep admiration for the original Medal of Honor from his previous life, saw this as a special project. However, he quickly realized that the historical context in this world was quite different from the one he remembered. In this timeline, the Nazi regime isn't solely rooted in Germany. While Germany remains a core part of the Nazi headquarters and ideology, the regime has gained additional strength by forging alliances with—or outright absorbing—parts of other European nations that, in this world, chose to submit or collaborate rather than resist. This expanded influence made the Nazis significantly more powerful and widespread than in Zaboru's original world.

Because of that, their reach has even stretched into parts of Asia. The geopolitical situation is drastically more unstable, with ripple effects reaching countries like Japan, Korea, and China. In response to the growing threat of Nazi expansionism in Asia, these three nations have formed a military alliance in this version of history, uniting against a common enemy in a rare show of regional cooperation. So, if Medal of Honor were to follow this new storyline, it would be significantly different from the version Zaboru knew in his previous life. That's exactly why Zaboru made the conscious decision to treat this version as a fictional retelling, inspired by real events from his past world. By officially labeling it as "fiction," he gave himself and the team more creative freedom. This approach allowed them to write and shape narratives with more flexibility, free from the constraints of strict historical accuracy, while still grounding the experience in believable and emotionally resonant moments.

Zaboru's vision wasn't to abandon history entirely—on the contrary, he still chose to reference a wide range of accurate World War II data, using it as a base for the game's atmosphere, weaponry, military tactics, and global conflict structure. The idea was to mix factual depth with imaginative scenarios, building a compelling experience that felt authentic without being a history textbook. Interestingly, many elements between this world and his previous one overlapped enough to support this hybrid storytelling.

Naturally, Team Enigma had questions. They approached Zaboru and asked why they weren't simply adapting real stories from history, which might give the game a more serious and educational tone. Zaboru's answer was clear: using a fictionalized version gave the team the space they needed to be more creative. It would allow them to invent side characters, subplots, and alternate outcomes that wouldn't be possible if they were strictly following real events . More importantly, it gave them freedom to design levels and missions that were exciting and fun to play without being tied down by rigid historical timelines.

He encouraged them to see this as a balance—respect history, but don't be chained by it. That way, ZAGE could honor the spirit of the original Medal of Honor while also making something bold and fresh for this world's players, who had never experienced a campaign-driven World War II FPS before.

Zaboru didn't know if this type of project would turn players off or not, but he believed it was worth the risk. World War-themed games had always proven to be captivating, and in this world, there were no major titles exploring the concept through a first-person shooter with a dedicated single-player campaign yet. It was an open lane, and ZAGE would be the first to drive through it. With Medal of Honor, ZAGE would not only introduce the genre—it would define it.

Zaboru decided to keep the overall structure and gameplay flow similar to how it was in his previous life's version of Medal of Honor. He wanted it to feel familiar to him but fresh to everyone else. He envisioned immersive missions, character-driven plotlines, and historically inspired yet fictional battles that would emotionally resonate with players. His goal wasn't just to create a shooter—it was to create a cinematic, story-rich war experience.

With the game tentatively scheduled for release in January 1999, Zaboru was giving Team Enigma roughly ten months to complete development. Considering the scope, the deadline was tight, but he believed in their ability. Since this was their first time working on a World War-themed title he gave them more leeway than usual. He encouraged creative experimentation, flexible timelines for prototyping, and a heavier focus on narrative cohesion. For Zaboru, this wasn't just another product on the release calendar—it was the start of something new, both for ZAGE and for the gaming world of this timeline.

Next up in Japan, after successfully completing development on Jackie Chan: Stunt Master, Team IZAN is shifting focus to their next big title: Resident Evil 2. Anticipation is already building rapidly. Fans have been eagerly asking for a sequel to ZAGE's infamous Resident Evil, and Zaboru had planned to deliver it. The timing couldn't be better—he aims for an October release to coincide perfectly with the Halloween season, making it a high-impact seasonal title that plays into the horror genre's strengths.

Resident Evil 2 is set to expand the series in major ways. One of the most notable new features is the introduction of the terrifying Mr. X, a relentless chaser-type enemy designed to add constant pressure and fear throughout the game. This towering, unstoppable figure will stalk the player, creating tension and unpredictability that wasn't present in the first game. The sequel also raises the stakes significantly—the outbreak has escalated into a full-blown catastrophe. Where the original Resident Evil was confined and eerie, Resident Evil 2 feels like the end of the world, with streets overrun by the infected and chaos reigning across the city.

Zaboru is placing a strong emphasis on maintaining quality above all else. Fortunately, Team IZAN is already well-versed in survival horror, having cut their teeth on the original Resident Evil. This experience should allow them to move quickly and efficiently. The development window is set at around six months, and although that's tight, it's manageable given their familiarity with the genre and game engine. Despite the crunch, Zaboru sees this as a new creative challenge for Team IZAN, pushing them to elevate abilities

To support the team, Zaboru will be personally involved in certain aspects of development, ensuring that the vision remains sharp and the execution meets ZAGE's standards. After all, this isn't just another sequel—it's a flagship horror release that will help define the company's identity in the genre. And with a Halloween launch in mind, everything must land just right.

Now, in mid-April, ZAGE is preparing to launch the official trailers for both Jackie Chan: Stunt Master and NBA Live 98. These trailers will serve as the first public glimpse into the final versions of the games and are expected to generate excitement leading up to their end-of-month releases.

To be continue 

 

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