Cherreads

Chapter 934 - Chapter 873 Sonaya Revolution - 2

Hikaru Kurata sat together with his two Game Department leaders, Junpei Hoshida and Ken Kutaragi, inside a quiet meeting room at Sonaya. The discussion was focused entirely on the future of the company's game division — from long-term direction and upcoming projects to the impact of recent failures and the new recruits who had just joined the department. Unlike previous meetings filled with tension and denial, this one felt heavier, more reflective, as if everyone present understood that Sonaya was standing at a crossroads.

Hikaru Kurata leaned back in his chair, letting out a slow breath. "Alright," he began, his voice calm but tired. "I know we've already been preparing for NBA Stars 98." He sighed again, rubbing his temple briefly before continuing. "But let's be honest with ourselves. We all know how mediocre our basketball game looks when compared to what ZAGE just released."

He gave a small, bitter chuckle. "Because of that, we've decided to hold the release of NBA Stars 98. There's no reason to damage our reputation any further by pushing out a title we know can't compete."

Junpei Hoshida and Ken Kutaragi exchanged glances before nodding in agreement. Both of them sighed quietly, knowing that this was probably the best decision Sonaya could make under the circumstances. On its own, NBA Stars 98 was a solid basketball game — technically competent, stable, and featuring all thirty-two teams. But when placed side by side with NBA Live 98 from ZAGE, it simply couldn't measure up. ZAGE's title was ahead in gameplay depth, presentation, responsiveness, and overall polish. Releasing their game now would only highlight that gap even further.

Now Hikaru Kurata fell into deep thought. So what's next for us? he asked himself silently. And this time, it doesn't need instant results. This has to be for the long term. A faint smile formed on his face as he finally spoke. "I want Sonaya to make a game — at least one game — that can truly stand ahead of ZAGE's top titles," he said calmly. "It doesn't matter how much time we need for research or development. As long as the end result is truly great, then it will be worth it."

Junpei Hoshida smiled when he heard that. For the first time in a long while, Hikaru Kurata wasn't talking about chasing or countering ZAGE. He finally understood that blindly following ZAGE's footsteps was unrealistic. ZAGE's release schedule was absurdly fast, driven by Zaboru's relentless creativity, and Sonaya simply couldn't match that pace without burning itself out. Instead, moving at their own rhythm — carefully, deliberately — was the wiser path forward.

Junpei Hoshida smiled and spoke up, his tone noticeably more optimistic than before. "That's great, boss. And honestly, I think we should focus on our strongest IPs first — Sherif Juan and Sun Knight," he said. "Both series are already in their fourth installments, and they still have strong recognition among our players. If we move forward with Sherif Juan 5 and Sun Knight 5 as flagship titles for our Game Station, we can rebuild confidence step by step."

Junpei then said, "This installment should be different. We should pour our heart and soul into it, so it can become our masterpiece."

Junpei continued, warming to the idea. "Once we're confident again — not rushed, not pressured — then we can start developing brand-new IPs. But for now, stability matters. We need time, a proper timeline, and clear focus. We have a big internal team now, and even our several third-party studios willing to work with us. What we need to do is reorganize those teams into two or three dedicated groups, each assigned to a specific project. That way, no one is stretched thin, and each game gets the attention it deserves."

Ken Kutaragi nodded in agreement. "That approach makes sense," he added. "Focused teams, clear timelines, and strong IPs first. It's the safest and smartest way forward for Sonaya right now."

Hikaru Kurata leaned forward slightly, thinking out loud. "Sun Knight 5 and Sherif Juan 5, huh?" he murmured. "Those two are definitely our strongest titles right now." He paused, fingers tapping lightly against the armrest. "But what if we also revived some of our older titles? Games that were quite popular back in the days of the 8-bit Mugen Game Box — like Thunder Warrior or Yokai Kiri. Do you think that's viable? They had a strong following back then, even if the hardware was limited."

Junpei Hoshida nodded without hesitation. "That's definitely viable, boss," he replied confidently. "In fact, it might be one of our strongest moves. Those IPs still have nostalgic value, and we can modernize them without losing their identity." He leaned forward as well, clearly invested. "We also have plenty of reference points now — especially from ZAGE games. We can study their mechanics, pacing, and polish, then reinterpret those ideas into something that feels uniquely Sonaya."

Junpei continued, choosing his words carefully. "Yokai Kiri was always inspired by ZAGE's Castlevania-style design, but that doesn't mean it has to stay stuck in the past. We can deepen the combat, expand the level structure, and give it a stronger identity of its own. As for Thunder Warrior, we can make plenty of adjustments to fit modern gameplay expectations — smoother controls, better progression systems — while still preserving the core feeling that made the original so memorable. In the end, it should feel new, but unmistakably like the Thunder Warrior fans remember."

Junpei also spoke up again, carefully expanding on his idea. "Aside from that, while we slowly work on reviving old IPs and strengthening our core titles, we should also try developing a completely new IP," he said. "We can focus on a very specific type of gameplay — for example, motorcycle racing. That's a genre ZAGE isn't focusing on right now."

He paused briefly before continuing. "Of course, there's always a chance they might enter that genre in the future. But this time, we don't need to antagonize them or race to compete directly. Instead, we should simply do our best to create motorcycle racing games that feel unique, refined, and genuinely fun. If we build something great on its own merits, then even if ZAGE releases a motorcycle game later, there won't be hostility. We'll simply be standing side by side, each with our own strengths."

Junpei smiled, clearly confident in the direction. Hikaru Kurata nodded in agreement, understanding the value of carving out their own space rather than endlessly clashing with ZAGE.

Hikaru Kurata grinned, clearly energized by the direction the discussion had taken. "Yes, let's do that," he said firmly. "And I've already accepted one thing — ZAGE's ideas of gameplay and mechanics are far superior to ours right now. But that doesn't mean we can't study them, learn from them, and create our own versions in the end, right? Junpei, Ken?"

Junpei grinned and nodded immediately. "Yes, boss. And honestly, Zaboru himself has said something similar," he added. "He doesn't mind if his game mechanics are copied, as long as there's still originality involved and it doesn't turn into a blatant clone."

Ken Kutaragi blinked in surprise. "Huh? He actually said that?"

Hikaru Kurata nodded. "Yes. Especially during the early days of ZAGE, when many developers were openly copying their games. He said it himself — that he's a really strange guy."

Junpei Hoshida smiled and let out a small chuckle. "Well, that's because he genuinely cares about the video game industry as a whole," he said. "That's honestly why I'm such a big fan of his."

Ken Kutaragi nodded slowly. "Still… that's pretty weird."

Junpei laughed again before continuing. "Even ZAGE's patents are unusual. They're known for patenting their gameplay mechanics, but the way they do it is completely different. They patent them in a way that allows everyone in the gaming industry to use those mechanics freely. Those patents can't even be changed later — not even by ZAGE themselves. Basically, they make their gameplay ideas available to everyone so no other studio can ever monopolize them."

Ken Kutaragi's eyes widened. "That's just… insanely weird, man."

Then Hikaru Kurata chuckled softly. "Well, that's just how they are," he said with a small shake of his head. "We'll continue the rest of our plans later with the full team." He then shifted his gaze back to Junpei. "But for now, Junpei, how's the new hiring? Especially that Daigo Honda. I heard he's… unique."

Junpei let out a dry chuckle. "Well, his ideas and abilities are top-notch, boss. There's no doubt about that," he admitted. "But yes, his behavior is… quite unique. And weird, if I'm being honest." He sighed and scratched the back of his hand, clearly a bit conflicted. "He absolutely hates wearing formal shirts. He shows up every day in a hoodie like he's still a student. And he keeps saying he joined Sonaya because he wants to make a game that will make ZAGE feel ashamed."

Junpei sighed again, clearly unsure how to feel about it. Hikaru Kurata, however, only chuckled in response. "That's quite the motivation," he said lightly. "But why does he hate ZAGE so much?"

Ken Kutaragi spoke up after a brief pause. "Well, it's not exactly that he hates ZAGE, boss," he explained. "What he really hates is Zaboru Renkonan himself. And it's not because Zaboru ever did anything to him personally. From what I can tell, Zaboru has simply become his goal — the person he wants to surpass. It feels less like hatred and more like an intense superiority complex." Ken sighed quietly. "Honestly, the kid is pretty weird. I mean, didn't he just graduate from high school?"

Hikaru Kurata chuckled softly at that. "Yup. But he has ability — and both of you know it," he said calmly. "He'll become an important asset to us in the future. As long as he works properly, follows direction, and doesn't annoy the rest of the staff too much, I don't mind his shenanigans."

Junpei and Ken both nodded in agreement.

Junpei had already met Daigo Tadakatsu personally, and in his own way, the boy was something of a legend. Daigo was the son of an old friend, but more importantly, he had been showing clear talent as a game developer since childhood. He didn't just play games — he dissected them. He had even modified ZAGE games into his own experimental versions, changing mechanics and systems purely out of curiosity. When Hikaru Kurata heard about this recently, he immediately requested that Daigo be brought in. Somewhat unexpectedly, Daigo agreed to join Sonaya — at least for the time being. 

The three of them continued their discussion for a while longer, ironing out smaller details and assigning follow-up tasks. Once everything that needed to be said was said, the meeting finally came to an end. There was no dramatic conclusion — just quiet nods of understanding. Each of them stood up, already mentally shifting back into work mode. Sonaya didn't have the luxury of resting for long, and they all knew it.

Meanwhile, elsewhere in the Sonaya offices, Daigo Honda was already hard at work. He sat hunched over his desk, lines of code scrolling rapidly across his monitor. A grin slowly crept across his face as his fingers danced across the keyboard. "Heh… I can prove it," he muttered to himself. "I can become like Zaboru himself."

Daigo had been obsessed with Zaboru Renkonan since he was a child — ever since he was ten years old, back when ZAGE first released its early titles. From that moment on, Zaboru became his benchmark, his obsession, and his ultimate goal. Daigo didn't just admire him; he wanted to reach the same heights. He taught himself how to code, learned how to draw, studied game systems, and even created several small games of his own. None of them were ever released to the public, but each project was a stepping stone, a personal experiment meant to sharpen his skills.

To truly become like Zaboru, Daigo knew he would need his own company someday. But reality was harsh. He didn't have the funds to start one, and he wasn't reckless enough to bury himself in loans. Joining ZAGE was an option — one he knew he could probably achieve — but he rejected it outright. He didn't want to work under Zaboru's shadow. He wanted to prove that he could stand on the same level, not follow behind.

That was why he chose Sonaya. Under Sonaya's wing, Daigo planned to learn how game development worked in the real, professional world — pipelines, teamwork, deadlines, and scale. This wasn't just a job to him. It was training. And one day, he believed, it would be the path that allowed him to finally prove himself.

To be continue 

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