Cherreads

Chapter 972 - Chapter 910 October Task and team Update. 

In the remaining weeks of October leading up to Halloween, Zaboru took the opportunity to assign new directives to his various development teams, carefully outlining upcoming responsibilities and project goals.

The first focus was on Disney, whose latest animated feature—developed under Zaboru's creative leadership—was Aladdin. The film had just been released in early October, a slight delay from its originally planned late-September debut. However, the timing didn't hinder its performance or momentum, and Zaboru considered the slight slip acceptable given the final product's overall polish and reception. 

The movie received a wave of backlash, similar to what had occurred with the recent Disney Beauty and the Beast film. The reason? In this world, Aladdin wasn't originally a movie like in Zaboru's previous life. Instead, it had first debuted as a video game back during the ZEPS 1 era, just like Beauty and the Beast. The game version of Aladdin had built a strong cult following over the years. It was beloved by many and considered one of the defining fantasy action platformers on ZEPS 1, even though it had never received a direct sequel. That legacy made the fanbase particularly passionate—and divided—when it came to the new movie adaptation.

On one hand, audiences who had never played the game and were simply moviegoers adored the film. For them, it felt fresh yet so good, echoing the familiar tone and story arc of Aladdin from Zaboru's original world. These viewers appreciated the animation, the storytelling, and the music, which all paid homage to the magical spirit of the classic tale in Zaboru's previous world despite what the audience doesn't know. On the other hand, long-time fans of the original game were much more critical. Despite Zaboru making it clear in interviews that the game and movie were separate interpretations of the Aladdin universe—with distinct tones, pacing, and character arcs—many game fans felt the film diverged too much from the source material they held dear.

Ironically, the controversy only amplified public interest. The debates and online chatter boosted the film's visibility and curiosity among neutral audiences. As a result, the movie achieved remarkable commercial success, exceeding expectations both domestically and internationally. Riding on that momentum, Zaboru wasted no time assigning the Disney team their next challenge: Tarzan. Unlike the past two projects, this one wouldn't be rendered in full 3D but would return to a traditional 2D animation style—something the Disney team was especially confident about. With a target release window of late 1999, Walt Disney and his team morale was high, and the team was eager to deliver something visually bold and emotionally resonant for their next title.

The next task was assigned to Team IZAN, fresh off their impressive and demanding work on Armored Core last month. This month, they wrapped up yet another high-profile project—Resident Evil 2—which is now finalized and ready to be released this coming October. With that milestone complete, Zaboru wasted no time in giving them another ambitious assignment, this time for the upcoming ZEPS 3 console. Despite already juggling several responsibilities, including contributing to the lineup of ZGBA launch titles, Team IZAN showed no signs of slowing down.

The new project Zaboru had in store for them was none other than a wild, over-the-top football game—originally known in his previous life as Super Shot Soccer. However, Zaboru decided to rename the game to Super Shoot Football. The change wasn't random; Zaboru personally disliked the term "soccer," finding it too detached from the way the sport was perceived globally. Although altering the name meant the catchy acronym "SSS" would no longer apply, he wasn't too concerned about that. For Zaboru, the integrity and thematic tone of the title mattered more than sticking to an acronym.

This game, much like his bold reimagining of Armored Core, was never intended to be a mere remake or simple adaptation. Zaboru envisioned a total reinvention—one that would completely transform the gameplay systems, mechanics, visuals, atmosphere, and overall tone. He wasn't satisfied with just polishing the old formula; he wanted something louder, faster, and far more intense. The original version from his previous life had leaned heavily into absurd, exaggerated special moves and anime-inspired flair. While that already gave it a distinct identity, Zaboru saw an opportunity to push those elements into uncharted territory.

In this world, Super Shoot Football would enhance what Zaboru's previous life would be. Every team would possess not only distinct uniforms and styles but also country-specific super abilities—massive power shots that could alter the entire flow of the match and others unique abilities based on that country identity, each rendered with cinematic flair and great visuals. Zaboru imagined goals being scored with flaming overhead kicks, laser-guided bicycle shots, Blink shots , or even hurricane-spinning volleys. The kind of spectacle where a single strike could shatter virtual stadium lights or ripple shockwaves across the field.

To further elevate the game's identity, he wanted the mechanics to integrate light RPG progression systems in one of its modes. Teams could level up through a fictional World Cup-style campaign, unlocking more powerful moves and unique story arcs along the way. Players wouldn't just control athletes—they'd command heroes representing national pride, each with personality-driven cutscenes, rivalries, and personal stakes that built immersion far beyond a traditional arcade sports title.

The art style, too, would reflect this ambition. Instead of leaning toward realism, Zaboru chose a hybrid aesthetic—clean cel-shaded visuals combined with dramatic lighting effects, speed lines, comic book-like impact frames, and explosive hit animations. Sound design would match the intensity, with energetic announcers, roaring crowds, and orchestrated music that crescendoed with every outrageous play.

This wasn't just football. This was a spectacle. A worldwide festival of fantasy, competition, and chaos. And Zaboru wanted Team IZAN to craft it not just as a fun arcade game, but as a cultural phenomenon—something fans would talk about, and compete in for years to come.

It was a concept that no one else in this timeline would yet attempt, but that was precisely why Zaboru wanted Team IZAN to lead the charge. They were the only team with the right balance of discipline and eccentricity to pull off such a vision. Zaboru trusted them completely, and their response didn't disappoint—especially from Shinji Mikami, who lit up upon hearing the concept. "This project is like my soul! It's so wild!" Mikami shouted, half-joking and half-serious, as the rest of the room burst into laughter. Zaboru chuckled too, watching the team erupt into a mix of chaotic brainstorming and creative enthusiasm.

Despite their quirky personalities and wild energy, Team IZAN had grown into one of ZAGE's most consistent and reliable powerhouses. They operated like a well-oiled machine—just one fueled by passion, weirdness, and absolute dedication to the craft. It was moments like these that reminded Zaboru how important it was to trust talented people and give them the freedom to run with bold ideas. 

Aside from this , there are also significant updates from Risa Miller, the owner of Flocks, which serves as ZAGE's official distribution partner for the European region. According to her latest report, renovations at the ZAGE offices in London are nearly complete, with only the installation of electrical systems and final safety checks remaining. She sounded optimistic in her update, expressing that within the next two months, they should be fully operational and ready to begin the recruitment process. This was welcome news to Zaboru, who had long intended to establish a strong foothold in the UK market. With the timeline now becoming clear, he knew it was time to start planning the official opening of the London branch, setting up key leadership roles, and coordinating with HR and logistics teams. The expansion into Europe wasn't just a symbolic move—it was a strategic one that would serve as a launchpad for broader market penetration across the continent, and Zaboru was more than ready to take that leap.

The next update comes from the ZAGE offices located in South Korea, which serve as the base of operations for Team DYNASTY. Currently, this team has two important development tasks on their plate: the PC versions of Rollercoaster Tycoon and Thief. These projects are more than just standalone game assignments—they're part of a larger strategy to transition Team DYNASTY toward future-focused development in the realm of online and connected experiences. Zaboru made a point to personally check on their progress this month, curious to see how they were handling the workload and what insights could be drawn from their development process.

As he had anticipated, the team was not only meeting expectations but steadily surpassing them. Their progress was notable, with efficient development cycles, strong feature implementation, and even some early experimentation with backend networking code. Zaboru's unique reincarnator talent, his so-called "Aura of Influence," was clearly having an effect here as well. That subtle but powerful aura allowed his employees to learn and grow faster, unlocking creative insights and boosting morale within the workplace. The phenomenon, while hard to quantify, was clearly spreading within the Korean branch—now or the "ZAGE Hub" in internal communications.

The team's growing confidence, coupled with a clear rise in technical sophistication, signaled that DYNASTY was not just keeping up—they were evolving. From game development skills meetings to QA feedback loops, everything felt sharper, more responsive, and full of energetic innovation. Their work on Rollercoaster Tycoon focused heavily on modular park systems and user-generated content integration, while the Thief project leaned into immersive sim mechanics with stealth AI behaviors.

It became clear to Zaboru that Team DYNASTY was well on its way to becoming a future-ready online development force, potentially one of the pillars for ZAGE's broader networked game ecosystem. The seeds he had planted were growing rapidly—and in Korea, those roots were starting to run deep.

And that's what October task and update for ZAGE teams and right now the halloween are near and gamers are already eager to get their hands on ZAGE newest Release game Resident Evil 2!.

To be continue 

Please give me your power stone and if you want to support me and get minimum 35+ advance chapter and additional 1 chapter a week for 4$ considering subscribe to my patreon patreon.com/Zaborn_1997 

Or buymecoffee https://buymeacoffee.com/Zaborn_1997 which same with patreon 

current Patreon/buymecoffe chap 947

Also Join my discord if you want https://discord.gg/jB8x6TUByc

More Chapters