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Chapter 978 - Chapter 916 ZAGE Japan New Team Next Task

Tuesday 11 November 1998 ZAGE Tower Japan.

Zaboru's mind remained preoccupied, the weight of his responsibilities settling in as the vision for the ZAGE Foundation continued to swirl in the back of his thoughts. While the desire to launch the foundation was growing stronger each day, he knew it would still require extensive planning, a comprehensive proposal, and crucial feedback from ZAGE's other leadership team. He couldn't afford to rush something so significant—not when it had the potential to impact lives on a global scale.

However, as much as Zaboru's heart was tied to the foundation, the present demanded his attention. Work couldn't stop. Progress couldn't stall. And so, setting aside his emotions for now, Zaboru shifted focus back to the company's immediate creative goals. At the moment, he had something very specific to handle: assigning tasks to ZAGE Japan's two newest development teams—Team Kodo and Team Fuma. Both teams had their upcoming projects that would require entirely separate approaches.

Because of this, Zaboru chose not to meet with both teams at once. Instead, he decided to meet with one first—Team KODO, whose role would be pivotal in ZAGE's IP adaptation strategy moving forward. With a clear agenda in mind, Zaboru took a deep breath and made his way to the meeting room, ready to set a new chapter in motion.

And so, Zaboru had already called together the leaders of Team KODO—a newly assembled and promising unit within ZAGE Japan. The team's leadership was made up of three uniquely skilled individuals: Masahiro Sakurai, a young and highly promising talent with strong leadership instincts; Takehiko Hiro, a strict and perfectionist developer known for his disciplined approach; and Sawamura Genba, a slightly chubby yet energetic and passionate developer who had earned a reputation for rallying team morale.

All three were relatively new to the company but had already shown strong promise during the team's two-month integration and training phase. Zaboru personally handpicked them for their potential to lead major IP adaptations, a new strategic focus for ZAGE Japan.

As Zaboru stepped into the modern glass-walled meeting room, the three men were already seated, notebooks ready, eyes alert. He offered a warm smile and greeted them casually.

"Hello, guys. How's Team KODO doing? Did the transition period over the past two months go well? Are you starting to get a feel for how ZAGE operates?"

Masahiro Sakurai nodded with a confident smile. "So far, we've done everything we can to adjust, boss. I'd say it's been pretty smooth overall. The internal structure feels strong, and we've been absorbing the company culture."

Takehiko Hiro, sitting upright in his crisp suit, adjusted his glasses before speaking. "We've spent time studying ZAGE's Game Development Lifecycle—how your teams manage concepts, prototyping, and production. I think we now understand the rhythm and expectations of this studio."

Sawamura Genba, grinning with his usual enthusiasm, nodded eagerly. "We're ready for whatever's next, boss. We've synced up, we've built our team structure—and we're itching to start something big."

Zaboru chuckled, clearly pleased by their attitude. Their energy, alignment, and drive reminded him of why he had taken a personal interest in forming this team.

Zaboru laughed and nodded, clearly pleased. "Great! That's exactly what I like to hear," he said confidently. "Now, as you guys probably already know… you understand what your main role in ZAGE is, right?"

Masahiro Sakurai nodded without hesitation and answered, "We'll be responsible for developing video game adaptations of ZAGE IPs here in Japan, correct, boss?"

Zaboru snapped his fingers lightly and smiled. "Bingo. That's the core of it. But I want to make one thing very clear," he continued, his tone turning more serious. "You are not limited to IP games only. If ZAGE decides to create an IP-driven title that requires speed, flexibility, and deep respect for the source material, that task will come straight to Team KODO."

The three leaders exchanged brief looks and nodded together, fully understanding the weight of that responsibility.

Zaboru then reached into his briefcase and pulled out the infamous black ZAGE folders—the kind that always meant something big was coming. A grin spread across his face as he placed one folder in front of each leader. "These will be based on our IPs first," he said calmly, letting the tension build. "And to start with… we're talking about Gundam, One Piece, and Kamen Rider Ryuki."

The room grew noticeably quieter.

Zaboru leaned forward slightly as he handed out the folders. "I know this might sound overwhelming," he admitted, his voice steady but encouraging. "But ZAGE teams are built to handle multiple large-scale projects at the same time. We've done it before, and we'll do it again. So these are your first official assignments, Team KODO. I want to see what you're really capable of."

The folders revealed their titles clearly: "Gundam Battle Assault," "One Piece Grand Battle," and "Kamen Rider Ryuki." Zaboru let out a short chuckle as he watched the leaders' reactions, fully aware of the weight those names carried within the Japanese entertainment industry.

Zaboru handed the three folders to the team leaders one by one and gave them a moment to skim through the contents. He deliberately asked them to start with Gundam first. After a brief pause, he began explaining, his tone confident and precise. "All three projects will be fighting games," he said, "but don't misunderstand—they are fundamentally different experiences. Each one must reflect the soul of its IP."

He tapped the Gundam folder lightly. "Gundam Battle Assault should be exactly what people imagine when they think of Gundam combat. The battles must feel heavy, mechanical, and devastating. Every movement should carry weight. When two mobile suits clash, players need to feel the impact." He continued, describing the visual direction. "We're approaching this with a strong anime-inspired art style. Sharp silhouettes, dramatic lighting, and dynamic motion—something that looks like it jumped straight out of the series."

Zaboru smiled as he elaborated further. "This won't be limited to just one season of gundam. I want every Gundam from our shows represented here."

Next, Zaboru shifted the discussion toward One Piece. In this world, One Piece did not originate from a manga but instead began directly as an anime produced by YaDo Animation Studio, a subsidiary fully owned by ZAGE. The series had been airing for roughly two and a half years, and by now it had reached around ninety-five episodes. The Straw Hat crew was just beginning their journey toward Skypia, and the pacing was intentionally different from what Zaboru remembered from his previous life.

That difference was deliberate. Zaboru had made a clear decision early on that One Piece would not run endlessly week after week. Instead, the anime would be produced at a controlled rate of forty episodes per year, ensuring consistent quality, better animation, and stronger story structure. It was a healthier production cycle—for both the staff and the franchise—and one Zaboru fully believed in.

With that context established, Zaboru tapped the One Piece folder and continued. "One Piece Grand Battle will be a fighting game," he explained, before quickly correcting himself with a grin. "Actually, I prefer to call it an arena game. This isn't about clean one-versus-one duels. This is about chaos."

He leaned back slightly, clearly enjoying the explanation. "The arenas will be large, interactive, and dangerous. Terrain matters. Objects break. Characters get launched across the map. The battlefield itself should feel alive and unpredictable." Zaboru emphasized that the game would support up to four players simultaneously, turning every match into pure, unfiltered mayhem.

"This is not a traditional fighting game," he continued. "You can't balance One Piece around strict rules and symmetry. It has to embrace absurdity. Devil Fruit powers flying everywhere, exaggerated attacks, ridiculous momentum swings—this game should feel loud, messy, and fun. That's One Piece at its core."

Zaboru laughed at the end, clearly amused. "If players aren't yelling, laughing, and accusing each other of cheating by the end of a match, then we're doing it wrong."

Next, Zaboru moved on to Kamen Rider Ryuki and began to explain with a thoughtful expression. "It's a bit unfortunate that we have to start with Kamen Rider Ryuki first," he admitted, "especially since our ZAGE-era Riders like Kuuga and Agito still don't have their own games yet. But that's fine—they can wait. Ryuki is the right starting point for what I want to do."

Zaboru smiled as he continued. "This will be a fighting game—a full 3D fighting game, similar in structure to our Tekken series—but instead of martial artists, we'll be using Kamen Riders as playable characters. Each Rider must feel distinct, not just in appearance, but in movement, combat rhythm, and special abilities."

He leaned forward slightly, tapping the table for emphasis. "The special moves won't rely on complicated fighting-game inputs. Instead, they'll be activated through dedicated buttons. Once pressed, the Rider performs the move automatically. This design is intentional—it reflects the card-based system used in the Ryuki series itself. Players will feel like they're actually activating Advent Cards, just like in the show."

Zaboru continued, "Each Rider will have different Advent Cards, which means different weapons, different abilities, and distinct combat options."

Zaboru let out a quiet chuckle, nostalgia flickering in his eyes. This game… he thought. It was one of my favorites in my previous life. Memories surfaced unbidden—late nights, familiar sound effects, the thrill of activating cards at just the right moment. And that's exactly why I can't just recreate it.

His gaze hardened slightly, resolve settling in. It has to be better. Cleaner visuals. Smoother combat. Every Rider feeling truly distinct, not just a reskin. He could already picture it in his mind—the spectacle, the weight, the drama. This isn't just another adaptation. This is my chance to do Kamen Rider Ryuki justice… the way it always deserved.

Zaboru then continued to explain the three games in greater detail, laying out the vision, goals, and design direction with growing enthusiasm. The meeting turned dynamic, with the three KODO leaders diving into a flurry of questions—technical, creative, and logistical. They asked about art pipeline optimization, character balancing, and multiplayer architecture. Zaboru, calm and prepared, answered each question thoroughly, encouraging them to think outside the box while staying true to the heart of each IP.

As the discussion continued, he could sense their minds racing with possibilities, and that's exactly what he wanted. But eventually, it was time to bring the focus back. Zaboru stood up, holding a clipboard with a timeline and production outline. He looked at the three with a sly grin and a spark in his eye.

"As your first task," he said, pacing slowly in front of them, "I want all three of these titles—Gundam Battle Assault, One Piece Grand Battle, and Kamen Rider Ryuki—to be developed simultaneously and completed together." He paused, letting the weight of the challenge settle. "You'll have around nine months. The release date is scheduled for August next year. That's your finish line."

The room went quiet. Zaboru smiled wider.

"I want to test your capability," he continued. "I want to see if this team can rise to the occasion, handle the pressure, and still deliver the kind of quality that ZAGE is known for."

He walked back to his seat and sat down, leaning forward with sincerity. "And don't worry—I'm not throwing you to the wolves. I'll be helping you. You'll have access to all the support teams, tech infrastructure, and any feedback you need from me personally. You won't be doing this alone." 

Masayoshi Sakurai gulped, eyes wide in disbelief. "Th-Three games in nine months… That's insane," he said, barely able to process the weight of what was just assigned. His voice carried both awe and anxiety, a reaction that was entirely human given the scale of the project.

Takehiko Hiro, always the analytical mind, took a deep breath and adjusted his glasses with a calm demeanor. "It's a daunting schedule, no doubt," he said, "but with these folders being this detailed, it feels like we've skipped a significant portion of the usual pre-production steps. It's almost like we've been handed a loaded slingshot. We just need to aim and fire."

Sawamura Genba, ever the spirited one, leaned forward with his trademark grin, punching his palm with excitement. "Bring it on! This is the kind of challenge that gets my blood pumping. We'll definitely deliver, boss. You can count on us!"

Zaboru let out a hearty laugh, pleased with the mixture of raw enthusiasm, thoughtful caution, and confidence from the three leaders. "That's exactly what I wanted to hear," he said proudly. "Keep that energy. You're not just building games—you're setting the tone for what ZAGE Japan is capable of."

Zaboru then grinned, his tone playful but firm. "You might already know this, but every time a ZAGE team finishes their project, I give out bonuses. You've probably heard the stories from other departments, right? So imagine this—if all three of these projects are done successfully and at the quality I'm expecting… that means three times the bonus. Hahaha!"

The eyes of every team leader lit up instantly, as if someone had flipped a switch. A new layer of motivation surged through the room. The promise of reward wasn't just money—it was recognition, celebration, and the pride of delivering under pressure.

Zaboru gave them one last nod, satisfied by their reaction. Then he stood tall, clutching his clipboard like a baton being passed to the next phase of a race.

"Now then… Team KODO," he said with finality, "get ready to make history."

With that, Zaboru turned toward the door. As he exited the room, his mind was already preparing for his next challenge. Behind him, the energy lingered—crackling with ambition, possibility, and the heavy promise of the work ahead.

Next on his list was Team Fuma. Unlike Team KODO, their assignment wouldn't be based on adapting beloved IPs. They would be given entirely different challenges.

To be continue 

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