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Chapter 916 - Chapter 856 Zanichi Lunar Knight 2.

Monday 25 March 1998 ZAGE Tower Japan.

Zanichi sat comfortably in his office, a satisfied smile spreading across his face as he stared at the screen in front of him. He had just finished reviewing the latest sales data, and the numbers were better than he expected—Lunar Knight 2, which had been released back in January, was performing incredibly well. What surprised him even more was the sheer number of fans who had returned for the sequel after playing the original Lunar Knight on the old 8-bit ZEPS 1 console. It was clear that the game had built a loyal following over time.

The gameplay, which stayed true to its roots, was a big part of its success. Zanichi had made sure to preserve the core side-scrolling experience that players loved while enhancing it with upgraded graphics and a more refined artistic direction. One of the most praised features was the return of the beloved Lunar Armaments system—a mechanic where Tsukian, the game's main character, would wield different weapons depending on the moon phase within the game world. This randomness gave the game a fresh feeling on each playthrough and kept players engaged as they adapted to the ever-changing arsenal.

Instead of reinventing everything, Zanichi had focused on evolving what already worked, and fans had responded with enthusiasm. He knew then that his decision to blend nostalgia with thoughtful innovation was paying off. 

If it's the New Moon Phase, the Lunar Armament transforms into a sleek, thin, and shining blade. This version of the weapon boasts exceptional attack speed, and Tsukian himself becomes incredibly agile, moving swiftly across the battlefield. His dodges become sharper, his strikes more fluid, making this form ideal for players who prefer speed and precision.

When the moon enters the Crescent Phase, the Lunar Armament morphs into a scythe — long, elegant, and eerie. What's truly unique is that this scythe is semi-autonomous and can be controlled through Tsukian's thoughts, almost as if it were alive. It slashes with a will of its own, allowing for more tactical play and crowd control, making it a fan favorite for those who enjoy stylish and strategic combat.

In the Half Moon Phase, the weapon takes the form of a massive Great Axe. It exudes raw power, offering heavy-hitting attacks with decent speed but limited range. In this form, Tsukian's damage output increases proportionally to how much he lost current health, encouraging players to play aggressively and maintain low health for maximum impact. This adds an exciting layer of risk-reward gameplay.

Finally, under the Full Moon Phase, the Lunar Armament becomes a gigantic War Hammer. This form provides the highest attack damage of all the phases and decent range, though it has the slowest swing speed and slow movement. However, Tsukian becomes extremely tanky in this phase, able to absorb significant damage and withstand prolonged battles. The form emphasizes brute strength and endurance, perfect for players who enjoy a more methodical and punishing playstyle.

Each Lunar Phase not only changes Tsukian's weapon but also subtly affects his movement, defensive capabilities, and special abilities, making every phase feel distinct and rewarding. This layered mechanic offers players a dynamic and evolving combat experience that encourages adaptation and experimentation.

These mechanics were already well-received in Lunar Knight 1, but in Lunar Knight 2, Zanichi took them to another level by expanding and refining the system. Not only did he retain the core Lunar Armament transformations based on moon phases, but he also introduced a host of new gameplay-enhancing items. These items allow players to prolong specific forms or switch between them on the fly, offering much more flexibility and control over combat strategies.

In addition to these enhancements, a brand-new feature called "Moon Types" was introduced. Moon Types are talisman-like accessories that modify the behavior and properties of the Lunar Armaments. Each Moon Type dramatically alters the way the weapons function, adding a whole new layer of depth to customization and playstyle. For example, equipping the "Red Moon" talisman grants Tsukian's weapons a life-steal effect, allowing him to recover health with each successful hit — an ideal choice for aggressive players who prefer to stay in close combat. On the other hand, the "Blue Moon" talisman grants a mana-steal effect, enabling players to recover magical energy with each attack, which can then be used to cast powerful Lunar Spells.

There are other variations as well, such as "Green Moon," which add poison or , or "Silver Moon," which improves defensive attributes and boosts Tsukian's resilience. These Moon Types not only diversify combat encounters but also encourage experimentation and player agency. The system offers nearly endless combinations when paired with the different moon phase forms, making each playthrough feel fresh, strategic, and uniquely tailored to the player's approach.

Thanks to these improvements, Lunar Knight 2 offers a far deeper and more replayable experience, blending familiar mechanics with new features that push the boundaries of what was previously possible in the original game.

The story of Lunar Knight 2 continues directly from the events of the original game. After a hard-fought battle, Tsukian had finally defeated Promehound, the most powerful warrior of the Promesun Clan. With the war behind him, he looked forward to a peaceful life. Now married to Kyoran, the woman who had supported him through his darkest times, Tsukian was ready to embrace a quiet, domestic life away from conflict. The world, it seemed, was finally at peace—or so he thought.

But tranquility never lasts long in a world shaped by cosmic forces. Everything changes when a dark religious order emerges from the shadows. Calling themselves the Priests of the Mother Moon, this mysterious cult launches a terrifying plan: to kidnap Kyoran and make her the vessel of the so-called "Mother Moon." This entity, revered by the cult, is not a benevolent goddess but a grotesque, otherworldly deity whose true form resembles a distorted and nightmarish moon. Wherever her influence spreads, so too does horror, madness, and decay.

The cult's goal is to summon the Mother Moon into the world, and Kyoran is their key. With time running out, Tsukian finds himself pulled back into battle. No longer just a warrior, but now a husband with everything to lose, he must fight not only against the terrifying creatures summoned by the cult but also against despair itself. He'll travel through cursed lands, face corrupted former allies, and uncover ancient secrets buried beneath moonlight. His mission is clear: rescue his wife, destroy the cult, and stop the rise of the Mother Moon before the world is plunged into a new era of chaos and fear.

The stakes are higher, the enemy more terrifying, and Tsukian's resolve will be tested like never before.

The overall gameplay saw significant improvements in Lunar Knight 2. The stages are now far more diverse, each one featuring distinct themes, environments, and challenges that keep players engaged from start to finish. Whether it's traversing an eerie moonlit forest or battling foes in ancient ruins drenched in starlight, each area has its own personality, mood, and strategic flow. The level design is tighter, with better pacing and more opportunities for exploration and surprise encounters. 

The game's atmosphere has also received a major boost. The improved visual design complements the tone of the game perfectly, but what truly ties everything together is the soundtrack. The musical score is beautifully composed, blending emotional, haunting melodies with energetic tracks that elevate key battles and story moments. It sets the mood effortlessly, and fans have already started praising it online as one of the most memorable soundtracks and this soundtracks are composed by Nobuo Uematsu as he is already work at ZAGE.

Players and critics alike responded with enthusiasm. The respected Famitsu Game Review magazine awarded Lunar Knight 2 a strong 8.5 rating, citing its inventive mechanics, refined gameplay, and atmospheric presentation. Zaboru Renkonan, Zanichi's own son and the founder of ZAGE, also shared praise for the title. He saying that it was a wise and commendable choice for his dad to keep the side-scrolling format instead of jumping into full 3D, despite the ZEPS 3 console now being fully capable of handling such transitions. According to Zaboru, the decision preserved the identity of the Lunar Knight series and allowed it to evolve without losing what made it special in the first place.

Zanichi leaned back at his desk, sipping his coffee with a satisfied grin. "Hehehehe, I guess I still haven't lost my touch," he muttered to himself, basking in the moment of quiet triumph. For a moment, his thoughts drifted back to his younger days—back when he had dreams not of leading company or game development, but of becoming a mangaka. He used to sketch ideas late at night, imagining stories that could move people, inspire them, and bring entire worlds to life.

But those dreams were cut short by the weight of family expectations. Born into an established business family, Zanichi had always been under pressure from his father, Zenzou Zagashira, to take over the family empire. Zenzou was strict, traditional, and uncompromising, and he had no patience for what he considered childish dreams. When Zanichi insisted on choosing his own path—one that clashed with his father's legacy—the fallout was swift and brutal. He was exiled from the Zagashira household, cut off completely, left to fend for himself.

For a time, he wandered aimlessly, scraping by and living on the edge of poverty. It was during those dark, uncertain days that he met Keiko—the woman who would later become his wife. Her support and belief in him changed everything. With no prospects of becoming a mangaka, and driven by necessity, Zanichi redirected his focus to something he was naturally good at: technology. He joined a small tech company and quickly proved himself, rising through the ranks with a mix of hard work and raw talent. His dreams of drawing manga were shelved, but not forgotten. They lingered quietly in the background, like a book placed lovingly back on the shelf, waiting for the right moment to be opened again.

Now, as the Chief Technology Officer of his son's company—ZAGE, the most renowned game company in the world—Zanichi had found a new way to express his creativity. Through video games, he could tell stories, build worlds, and reach audiences in ways he never imagined back then. Lunar Knight 2 wasn't just a successful game—it was proof that his passion had simply taken a new shape. And in that, he found fulfillment he never thought possible.

He smiled again, not just out of pride, but from a deep sense of gratitude—for the past, for the struggle, and for the path he'd carved with his own hands.

Now, as the Chief Technology Officer of his son's company—widely recognized as the greatest game company in the world—Zanichi finally had the platform to create and express himself in ways that mattered to him. It wasn't manga, but through video games, he could bring his stories to life with just as much passion and creativity. Lunar Knight 2 stood as proof of that, a game shaped by his vision and heart. And for that reason alone, Zanichi knew he wouldn't give up—not now, not ever.

"Hmm… maybe a manga adaptation of Lunar Knight would be good? Yeah, maybe one day—if I ever get the chance," he murmured to himself with a soft chuckle. The old dream still lingered, quietly flickering in the back of his mind. He still wanted to create a great manga someday. But for now, his son's company—and the legacy they were building together—was his top priority. 

To be continue

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