After the eventful first day, it was now already the second day of the ZEB ZAGE End of the Year events. Unlike the first day, which was filled with performances, showcases, and fan-driven excitement, the second day carried a more formal yet equally anticipated atmosphere. The main agenda for today was to announce and reward ZAGE's Game of the Year, one of the most prestigious recognitions within the company, followed by Zaboru's official speech outlining the vision and direction for the coming year. Because of this, the crowd that gathered today wasn't just here for entertainment—they were here with expectations, curiosity, and excitement for what would come next.
In addition to that, there was also the cosplay championship event, where participants from all over competed to be recognized as the best cosplayer of the entire event. The competition itself had been ongoing since the first day, with judges observing craftsmanship, accuracy, performance, and overall presence. Now, the final decision would be revealed, and the winner would receive a prize that was no joke at all—not only in terms of value, but also prestige. For many participants, this was more than just a hobby—it was a chance to be acknowledged on a much larger stage.
Then the event began to unfold, and as usual, Yumi Ichijou—Zaboru's secretary—stepped onto the stage as the host, dressed in a Princess Daisy costume. The outfit was detailed and elegant, fitting her surprisingly well, and the moment she appeared, the audience reacted with excitement and cheers. Over time, she had fully embraced this role, no longer showing any hesitation or awkwardness. Instead, she carried herself with confidence, moving naturally as both a professional secretary and a public host for ZAGE's major events.
Despite that, at the core of it all, her original motivation hadn't really changed—the reward money her boss provided for taking on this role was simply too good to ignore. What started as a practical decision had gradually turned into something she could handle with ease, blending responsibility with performance. And now, standing under the spotlight, she looked completely in place, guiding the event forward as if this had always been part of her identity.
Then the ZAGE Game of the Year 2000 nominees were introduced, and the moment itself already carried weight. ZAGE had released a massive number of titles throughout the year—so many that even industry veterans found it hard to keep track. Believe it or not, the total number reached 63 games in a single year. Yes… sixty-three. It was an almost absurd number, something that would normally be impossible for a single company to achieve without sacrificing quality. And yet, ZAGE had managed to do it while still maintaining a strong level of consistency across their releases. Their most recent title, Max Payne, had just launched this very month, further proving that their momentum hadn't slowed down at all even toward the end of the year.
This overwhelming output wasn't just because of scale—it was also due to ZAGE's expanding structure. The introduction of ZGBA titles contributed significantly, adding a steady stream of handheld-focused games to their lineup. At the same time, ZAGE's internal teams had grown both in number and specialization, allowing multiple projects to be developed simultaneously without interfering with each other. Each team had its own identity, style, and strengths, which made their games feel distinct rather than repetitive. Because of this structure, ZAGE was in a unique position where they could fairly evaluate their own titles, relying on internal expertise combined with player feedback.
In the end, after all considerations, the top six nominees were selected—each representing not just a great game, but also the peak performance of their respective teams.
Final Fantasy 8 (ZEPS 3 - TEAM NIWA) — a refined JRPG with strong character focus, polished mechanics, and a more streamlined narrative direction.Dino Crisis (ZEPS 3 - TEAM IZAN) — a tense survival experience that replaces zombies with intelligent, unpredictable dinosaurs, creating a completely different kind of fear.Nightmare Creature (ZEPS 3 - TEAM OMNI) — a brutally challenging action-horror title that rewards skill and perseverance, earning its place as a cult favorite.ZAGE Smash Bros (ZEPS 3 - TEAM NOVA) — a massive crossover fighter bringing multiple ZAGE IPs together with deep mechanics and an expanding storyline.Fallout 2 (PC - TEAM ENIGMA) — a rich RPG with branching narratives, dark atmosphere, and meaningful player choice in a harsh nuclear wasteland.Gran Turismo (ZEPS 3 - TEAM TEMPEST) — a groundbreaking racing simulator featuring real-world licensed cars, deep customization, and realistic driving physics.
These nominees are absolutely insane—not just because each of these games is incredibly good, but because every single one of them comes from a different ZAGE team. That alone highlights the company's strength: diversity in development, creativity in execution, and the ability to produce top-tier titles across completely different genres at the same time.
Final Fantasy 8 is a strong JRPG, and even though it isn't as universally massive as its predecessor, many players actually prefer it over 7. One of the main reasons is its more focused and linear storyline, which allows the narrative to flow smoothly without too many distractions, making the emotional beats hit harder. At the same time, the game introduces unique gameplay systems that set it apart from typical RPGs, giving players a different kind of experience compared to earlier titles. On top of that, the romance element between the main characters adds a more personal and emotional layer to the story, making it memorable in a different way. Because of these aspects, Final Fantasy 8 manages to stand on its own, offering a distinct identity that resonates deeply with a large portion of its audience.
Dino Crisis is, in many ways, simply Dino Crisis—and that alone already says a lot. It feels completely different when compared to Resident Evil, even though both share survival elements. The biggest difference comes from the enemies themselves. Instead of slow, predictable zombies, players are forced to deal with fast, intelligent, and aggressive reptiles that behave in ways that feel far more dynamic and dangerous. This changes the entire experience, making every encounter more tense and unpredictable. The feeling of being hunted by something that can react, adapt, and close distance quickly creates a unique kind of pressure that Resident Evil never fully replicates. Because of that, playing against these smart reptiles doesn't just feel different—it feels more intense, more alive, and in many ways, more terrifying.
And then there is Nightmare Creature, which has already grown into a favorite among a certain group of players, especially those who enjoy a real challenge. This game doesn't hold the player's hand at all—it's hard, punishing, and demands precision, patience, and understanding of its mechanics. But that difficulty is exactly what makes it stand out. Every small victory feels earned, every boss defeated feels like an achievement, and that sense of reward creates a strong attachment for the players who stick with it. Because of that, it has naturally developed into a cult favorite, praised not by everyone, but deeply loved by those who truly appreciate its demanding and rewarding design.
Then there are ZAGE Smash Bros, a massive crossover where many ZAGE IPs come together to fight in one game, but it's more than just a simple brawler. What makes it stand out is how it blends fan service with an actually engaging storyline that expands the Zabo-man lore, connecting characters and worlds in a way that feels meaningful rather than forced. Each character isn't just a skin—they bring their own mechanics, styles, and identity into the game, making every matchup feel fresh. The gameplay itself is easy to pick up for casual players, allowing anyone to jump in and have fun almost immediately, but beneath that accessibility lies a surprisingly deep system. For competitive players, mastering movement, timing, combos, and character matchups becomes a serious challenge that rewards skill and dedication. Because of that balance, ZAGE Smash Bros manages to appeal to both casual fans and hardcore players, making it not just a crossover, but one of the most complete and dynamic fighting experiences in the entire ZAGE lineup.
Then there is Fallout 2, a game that takes everything that made Fallout 1 great and pushes it even further. It doesn't just expand—it refines, deepens, and enhances almost every aspect of the experience. The atmosphere alone is something else entirely; players don't just see the world—they feel it. The nuclear wasteland isn't just a setting, it's a presence, filled with tension, decay, and a lingering sense of dread that stays with the player throughout the journey. Every location, every encounter, and every piece of dialogue adds to that heavy, immersive tone.
But what truly makes Fallout 2 stand out is the sheer depth of choice. The decisions available to the player are on another level, offering an insane number of branching paths that shape the story in meaningful ways. It's not just about good or bad decisions—it's about how you choose to approach the world, whether through diplomacy, intelligence, violence, or something in between. Different playstyles lead to entirely different outcomes, making each playthrough feel unique. Because of that, the game doesn't just tell a story—it lets the player create their own version of it, making Fallout 2 one of the most complex and replayable RPG experiences in the entire lineup.
Then there is Gran Turismo, widely recognized as the best racing simulator in video games right now, and for good reason. It features a massive roster of real-life licensed cars, each modeled with remarkable accuracy, giving players a genuine sense of driving machines they could only dream of owning. Beyond that, the game offers deep customization and upgrade systems, allowing players to fine-tune performance, handling, and aesthetics to suit their playstyle. The driving physics feel grounded and responsive, striking a careful balance between realism and accessibility so both newcomers and veterans can enjoy it. Most importantly, the progression and challenges are incredibly rewarding—every race, every improvement, and every hard-earned victory feels meaningful. Because of all these elements combined, Gran Turismo doesn't just feel cool to play—it feels authentic, immersive, and endlessly satisfying.
Then Yumi Ichijou smiled and addressed the audience, her voice lively and engaging as always, while Zaboru stood beside her, already drawing attention with his Kenshiro outfit from Fist of the North Star. The contrast between her elegant Princess Daisy appearance and his intense, battle-ready look made the moment even more entertaining, and the audience reacted with laughter and cheers just from seeing them together.
"So, among these incredible games! Which one really caught your hearts the most!? It's different for every single person, right!?" Yumi said, raising her voice as the crowd responded with excitement, some even shouting out their favorite titles. She then turned slightly toward Zaboru with a playful smile. "So, boss… which game do you think deserves to win?"
Zaboru crossed his arms slightly, staying in character for a brief moment before answering, his tone confident yet teasing. "Well… who knows?" he said, causing laughter to ripple across the audience. "Each of these games is great in its own way—different genres, different strengths. There's no simple answer to that."
He paused briefly, letting the tension build before continuing. "But in the end, what really matters is the players. These awards are mostly decided by them—about 60% comes from player votes. So the real question isn't what I think… it's what they think."
The audience responded with loud cheers, clearly enjoying the interaction as the anticipation for the winner continued to rise.
Then Yumi said, her voice rising with excitement, "Okay then, without further ado… the winner is…" She paused deliberately, letting the tension stretch across the entire venue as the audience leaned in, waiting. Yumi grinned brightly before announcing, "ZAGE Smash Bros!" The reaction was immediate—applause erupted throughout the hall, mixed with cheers from fans who had clearly hoped for this result. Cameras flashed, and the energy of the room spiked as the members of Team NOVA stood up. Their lead, Yugo Kanai, made his way to the stage with a wide smile, bowing slightly in gratitude as he accepted the award. He thanked the audience and the company briefly, then took a moment to speak about the experience of developing Smash Bros, his tone filled with both pride and disbelief at how far the project had come.
"When our boss comes up with an idea this wild, honestly, I was completely surprised! I kept asking myself—how can something like this even be realized!? But in the end, it didn't just work… it actually showcased what we are capable of as developers. It pushed every one of us to go further, to go beyond what we thought was possible, and to refine our skills in ways we didn't expect. Because of that, we didn't just make a game—we created something that represents our limits being broken. And the result? More than 100 playable characters, each with their own identity, mechanics, and balance. It's something we're truly proud of. And in the future, there will definitely be more Smash Bros games—bigger, better, and even more ambitious than what you see today. I'm confident that what comes next will surpass even this version. Right, boss?"
Zaboru only shrugged slightly, a faint smile lingering on his face as he replied, "Who knows?" His tone was light, almost playful, but there was a quiet confidence behind it that didn't go unnoticed. To the audience, it felt like a casual answer—but to those who truly understood him, it carried something deeper. It wasn't uncertainty… it was certainty disguised as humility.
For a brief moment, the crowd reacted with laughter and cheers, enjoying the simplicity of his response. But at the same time, there was a growing anticipation—because whenever Zaboru spoke like that, it usually meant something bigger was already in motion behind the scenes. Even Yugo himself chuckled, shaking his head slightly as he stepped back, knowing full well that whatever came next would likely exceed expectations once again.
Then after that, Yumi quickly stepped forward again, smoothly taking control of the stage as the applause settled. "Okay! Next session is the talk for next year plan of ZAGE!" she announced with energy, her voice carrying across the venue. She glanced toward Zaboru with a bright smile before adding, "And without further ado… go on, boss!"
Zaboru smiles and is ready to talk..
To be continue
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