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Chapter 1011 - Chapter 948 The Beat’em up Games

Wednesday 19 March 1999. ZAGE Campus USA.

Zaboru had just arrived from Japan on his private jet, the night sky already blanketing Silicon Valley by the time he touched down. Without wasting a moment, he made his way directly to the ZAGE Campus headquarters. As usual, his first stop was his personal quarters on the 15th floor—a sleek, high-tech sanctuary designed for both relaxation and creative thinking. There, waiting for him, were several brand-new games ready for testing. He felt a flicker of excitement.

Tomorrow, he planned to assign a new task to Team Tempest, one of his most trusted development squads. They had just wrapped up their latest assignment, the ambitious Rampage: Universal World Tour, which was scheduled to launch at the end of the week. For now, though, Zaboru allowed himself a rare moment of solitude and anticipation as he prepared to dive into the latest creation waiting for him in the console tray.

These games were developed by Kogane Studio, one of ZAGE's longest-standing third-party partners. They had been producing titles since the early ZEPS 1 era and had become known for their consistency and passion for crafting unique, robot related games. Their latest release, titled "Heartless," had just launched, and Zaboru was eager to dive in. The premise revolved around a conflict between robots, each with distinct personalities and combat styles, set in a mysterious sci-fi world.

Zaboru smiled to himself. "The title is interesting…" he murmured, flipping the case in his hands. The cover art depicted two robotic figures locked in intense battle. The first robot had glowing red eyes and wore a motorcycle-style helmet, its hand transformed into a sleek sword mid-motion, deflecting a flurry of bullets with fluid precision. The second robot, its rival, bore blue eyes and a unique mushroom-like head design. It was armed with a powerful arm-mounted gatling gun, mid-burst, unleashing a barrage of fire at the red-eyed robot while also the blue eyed robot wearing some kind of blue and black coat. The contrast in their designs hinted at deeper lore and an emotional storyline beneath the flashy visuals. It was dynamic, chaotic, and instantly intriguing. Zaboru couldn't wait to see what kind of world and story this game was about to unveil.

Without further delay, Zaboru inserted Heartless into the ZEPS 3 console. As the loading screen faded and the game booted up, a vibrant disco-inspired soundtrack filled the room, pulsing with energy and setting a stylish, retro-futuristic tone. The main menu appeared shortly after, showcasing two simple options: "New Game" and "Load Game." Naturally, the "Load Game" option was grayed out—this was Zaboru's first time launching the title, after all. Without hesitation, he selected "New Game," eager to begin his journey into this intriguing world of mechanical conflict and stylized warfare.

Then the game introduced a short but captivating bit of world-building, narrated in a deep, metallic voice that echoed with mystery. "The planet Steelor," the narrator began, "a world forged from iron and circuitry. It is the home of sentient beings made entirely of steel—creatures known only as the 'Heartless.' Though they are mechanical in construction, these beings possess consciousness, thoughts, emotions, and dreams. They are not mindless automatons, but living entities with culture and history. Yet, in the vast expanse of Steelor, no one truly knows the origin or meaning of the word 'Heartless.' To its people, it is simply the name they inherited, a designation passed down without question, accepted as a given truth, never challenged. They live with it, identify with it, and build their stories around it... but its true meaning remains buried in forgotten archives."

Zaboru leaned in slightly, intrigued by the setup. "Interesting," he mused. "So these Steelor robots don't even know why they're called 'Heartless'? And none of them ever asked where the term came from? That means there's something deeper… some kind of mystery, maybe even a forgotten past." He paused for a moment, then added with a soft chuckle, "I wonder if they were originally created by humans—maybe the name 'Heartless' is something left behind by their first makers. That would make a lot of sense..." With curiosity rising, Zaboru grabbed his controller and continued deeper into the story.

Then the screen transitioned smoothly, revealing a cinematic cutscene. The camera panned into a dimly lit, cyberpunk-style room where the same robot featured on the cover—recognizable by his motorcycle-like helmet and glowing red eyes—was seated on a rugged steel sofa. His mechanical fingers gripped a canister with a strange, alien script printed on its label. A subtitle at the bottom of the screen translated it as "Flavoured Oil," hinting at a fictional beverage consumed by Heartless beings. He took a slow, casual sip while ambient machinery hummed softly in the background.

Suddenly, a nearby holo-screen flickered on, displaying a broadcast in a stylized, non-English, fictional language unique to the game's universe. Subtitles translated the robotic newscaster's urgent voice: "Another rogue Heartless is rampaging once again. Law Enforcers are currently assisting civilians in the evacuation zone."

The broadcast cut to a chaotic scene—a different Heartless, bulkier in design, wreaking havoc in the middle of a neon-lit street. Sparks flew as the rogue used a massive electric arm to strike a storefront, sending debris flying in all directions while panicked robots fled in every direction.

Back in the apartment, the red-eyed Heartless stood up slowly. He narrowed his eyes, watching the scene with cold amusement. Then he muttered under his breath with a smirk, "Time for Swift Kendo to deploy." The scene then showed him grabbing tools and gadgets from his weapons rack, each one with its own unique design. With one fluid motion, his left arm transformed into a sleek, sharp steel katana-like blade. Without warning, boosters on his back activated, and he shot upward, bursting through the ceiling as he launched into the night sky, headed straight for the battlefield.

The cutscene ended with an aerial shot of the futuristic city as alarms echoed and neon lights flickered—Swift Kendo soaring into the chaos below. 

Zaboru smirked. "Ho..? So they used an original language? That's quite advanced," he mused, a spark of appreciation in his eyes. He had always loved when games created their own fictional dialects or writing systems or what he called it "Bullshit Blabbering"—it added an immersive and artistic layer to the world-building. In his previous life, many modern games had embraced this creative approach, using entirely fabricated languages to deepen their lore. But in this world, such efforts were rare. That's exactly why it thrilled him. The audacity and creativity of it reminded him of the wild, experimental spirit of the industry he once knew.

Then the gameplay began, immersing the player in a sprawling, neon-drenched futuristic cityscape filled with towering steel structures, holographic signs, and humming transit lines that weaved through the night sky. The player took control of the main character—Swift Kendo, a Heartless warrior armed with a mechanical left arm that doubled as a versatile weapon. From the very first moment of control, the game revealed itself as a single-player beat-'em-up title with a strong focus on fluid movement and satisfying combat mechanics.

Despite being grounded in traditional beat-'em-up roots, Heartless felt fresh. The graphics were impressively detailed, especially for the ZEPS 3 hardware, with smooth animations and dynamic lighting that brought the city to life. Zaboru quickly noticed how responsive the controls were—each punch, parry, and combo chained together with precision. The game rewarded skillful play with a stylish rating system and an upgrade tree that allowed players to customize Swift Kendo's abilities.

As Zaboru progressed deeper into the game, he unlocked numerous enhancements for Swift Kendo's weaponized arm. Players could choose to strengthen its raw power, extend combo potential, or even imbue the arm with different elemental effects—like fire, ice, or electricity—each adding unique tactical advantages against different enemy types. The arm wasn't just a weapon; it was the heart of the gameplay, evolving alongside the player's choices. The further Zaboru played, the more impressed he became. The game wasn't just fun—it was clearly crafted with care and ambition.

Zaboru smiled—this game clearly contained a nod to ZAGE's Jackie Chan Stuntmaster, which had been released not long ago. While the core gameplay was entirely different, there was something unmistakable in how the enemies moved, how they exaggerated their attacks, and even in their comic timing. It wasn't a direct imitation, but more like a respectful homage or creative reference. The resemblance made him grin with appreciation, and not angry one bit.

Zaboru continued to play, his curiosity deepening with every passing chapter. The plot thickened as new factions and ideologies were introduced. One of the major twists came with the revelation of a rogue Heartless syndicate known as "Ruorkorth." The game provided a subtitle for the Steelor language term: "The Truth." This faction was portrayed as a rebel terrorist group opposing the established Heartless government. They weren't just random enemies—they had a cause. According to their underground broadcasts and cryptic transmissions scattered throughout the world, Ruorkorth believed that the Heartless were never originally from Steelor. They claimed the Heartless were an invader race, alien to the planet, who had arrived long ago and seized control. This belief was heretical and dangerous in the eyes of the current regime.

Ruorkorth argued that because the Heartless were technologically superior, their potential far exceeded that of any native race on Steelor. However, the ruling Heartless government had chosen to suppress this advantage. They intentionally limited technological advancement, restricting innovation to maintain control and prevent the Heartless from expanding beyond their borders. Ruorkorth believed that such policies were cowardly and wasteful. They envisioned a future where the Heartless could colonize other worlds, spreading their influence and unleashing their full might.

Swift Kendo's mission then became clear—he was tasked with hunting down the members of Ruorkorth and dismantling their operations across Steelor. But the moral lines began to blur. The game began to present documents, intercepted messages, and hidden lore that made Zaboru question who was truly right. Was Ruorkorth really evil, or were they just exposing uncomfortable truths?

Five hours had flown by in what felt like minutes. Zaboru was fully immersed, both in the gameplay and the growing ethical dilemmas the story presented. The combat was still tight and satisfying, but now it was layered with philosophical intrigue. Despite being deeply hooked, Zaboru finally decided to pause the game. He needed at least two hours of rest before his early morning schedule. Still, as he put the controller down, his mind buzzed with questions, and he was already looking forward to continuing the story.

But Zaboru leaned back a bit, resting against the back of the leather lounge chair, his fingers interlaced behind his head. "Still beat-'em-up games, huh?" he muttered aloud. "They've really improved this time... no doubt about that." His eyes drifted toward the darkened ceiling as he continued in a lower tone, speaking half to himself. "Still, I've noticed something lately—so many developers are focusing entirely on single-player beat-'em-ups now. It's not necessarily a bad direction, and some of them are excellent... but something's missing."

He sighed, the weight of nostalgia subtly pressing on his chest. "There's a unique charm to beat-'em-up games that you experience with others—shoulder to shoulder, shouting at the screen, sharing power-ups, saving each other mid-combo. That raw, chaotic fun. It's hard to replicate alone." A small chuckle escaped him. "Next week's Rampage: Universal World Tour is gonna remind people what that's like. Multiplayer madness, pure and simple."

His tone then shifted, more contemplative now. "But beyond that, you know what's really bothering me? There aren't that many games taking bold risks these days. Not a lot of developers are experimenting with entirely new genres or gameplay concepts. Sure, there are a few trying something different here and there... but it's nothing compared to the sheer wildness I remember from my previous life. Back then, devs just said 'Screw it' and dove into absurd ideas—games that sounded like they'd never work on paper, but somehow became unforgettable masterpieces."

He paused again, eyes dim with a mix of pride and disappointment. "In this world, because ZAGE exists… because I built this company into a pillar of the industry, most developers now have too much material to rely on from ZAGE games. Tutorials. Case studies. Proven mechanics. Solid frameworks. It's like everything's already been paved for them. So instead of forging a new path, they walk the one already laid out." His voice dropped into a murmur, "Not many of them get wild anymore. Not many shout 'F*CK it' and dive into something beautifully insane."

He shook his head slowly, then gave a bittersweet smile. "Those absurd games in my past life... they were beautiful. Messy. Incomplete, sometimes. But they were filled with soul. With guts. With unpredictable joy."

Still, there was hope.

Zaboru's expression softened as he glanced at the stack of titles in front of him. "Even now, the number of third-party games coming through ZAGE is increasing year after year. And that means something." He leaned forward again, resting his arms on his knees. "They may not be chaotic or off-the-wall like the games I remember, but they're trying. The developers are trying. They're pushing where they can, experimenting in the little things—mechanics, narrative, pacing, tone."

His eyes narrowed, yet glimmered with faint optimism. "It's not the same kind of revolution I once knew… but it's still a movement. And that, to me, is everything. The ember's still burning.".

aboru then grinned, a mischievous spark flickering in his eyes. "Maybe ZAGE should make a few of those 'F*ck it's games too, hehehe," he said aloud, clearly amused by the sudden thought. The idea of letting one of his studios go completely wild—without constraints or market research—felt both risky and exhilarating. He chuckled again, imagining what kinds of weird, brilliant chaos his teams might produce.

With that amusing thought lingering in his mind, Zaboru rose from his seat and made his way to his private quarters. The sleek, minimal design of his room reflected both serenity and efficiency. He slid under the covers of his modern bed, designed for comfort and recovery. Thanks to his enlightenment-forged body, Zaboru only needed two hours of rest to feel completely rejuvenated. As he lay there, eyes closing gently, his mind was already setting plans in motion. Tomorrow, he would awaken refreshed, and Team Tempest would receive their next challenge very important one at that.

To be continue 

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