AN: You guys noticed I slowed down the pace right? , that's actually true because for now i want to take it slow at least after this month ends but don't worry the pace will become normal after this hell overtime is over… and yeah today until next sunday i might not be coming back home… stay at offices..
Zaboru let out another sigh before grabbing the next game case. "Then there's iRace 2001x," he said while smiling faintly. "And honestly? This one is actually quite good for a racing game." He immediately started playing footage of the game. Zaboru used his laptop to open ZAGE YouTube before connecting it directly to the massive television installed inside the living room floor area. The screen quickly filled with high-speed racing footage, realistic-looking sports cars, city tracks glowing at night, and dramatic replay cameras clearly inspired by Gran Turismo.
The engine sounds echoed through the room while flashy menus and car customization options appeared one after another. Ayumi quietly watched the footage with interest. Unlike some of the earlier iPlay games, this one at least looked polished visually. "This game is literally trying to become Gran Turismo," Zaboru said casually. "Honestly, it's similar to X-box's X-Miracle Race too. But unlike X-box's racing game, which still tries adding its own identity and arcade-style flavor, iRace 2001x is basically just a direct copy of ZAGE Gran Turismo."
The footage displayed realistic car tuning menus, license challenges, replay systems, and simulation-focused driving. "They copied almost everything," Zaboru continued. "The progression system, the realistic presentation, the menu style, the driving philosophy, even the camera angles during replays." He shook his head while leaning back against the sofa. "The only major thing they really added was online racing support. And honestly? That idea is actually pretty great."
Ayumi blinked slightly. "Really?" Zaboru nodded. "Yeah. Racing against real players online has huge potential, especially for simulation racers. Imagine tournaments, ranking systems, online championships, player clubs… honestly, this could've become one of iPlay's strongest launch titles." The television suddenly displayed footage of lagging online gameplay where cars teleported awkwardly across the track. Zaboru immediately pointed toward the screen with a deadpan expression. "And then their servers completely ruined everything."
Ayumi immediately laughed while Zaboru sighed dramatically. "Look at that. Cars are literally teleporting. Input delay is horrible. Some matches disconnect randomly. Sometimes players can't even enter races properly." Another replay showed two cars clipping into each other awkwardly before flying unnaturally into barriers. "And because racing games require smooth timing and precision," Zaboru continued, "server instability becomes even more noticeable compared to other genres. A small delay in RPGs might be annoying. In racing games? It completely destroys immersion."
He crossed his arms while still watching the footage. "Honestly, if their online infrastructure was actually good, this game could've become surprisingly successful. But because Apple rushed things too early without enough experience handling online gaming systems, the entire feature backfired instead." Zaboru shook his head again. "And that's honestly the biggest theme of iPlay overall."
Ayumi chuckled softly. "Well, it makes sense that real-world racing games want to copy Gran Turismo, no? I mean, ZAGE literally created the perfect racing simulation game." Zaboru chuckled and shrugged lightly. "Maybe," he admitted. "But like I said before, copying and referencing are two completely different things." He pointed toward the paused gameplay footage on the television. "X-box is clearly inspired by Gran Turismo too, but at least they're still trying to add their own flavor into the formula. Their racing games lean more toward aggressive arcade presentation mixed with simulation elements. The atmosphere feels different, the pacing feels different, and the way they market speed and competition feels more western."
He crossed his arms while continuing his explanation. "That's what good inspiration should look like. You study successful ideas, then evolve them into something with your own identity." Zaboru then glanced back toward iRace 2001x footage. "Meanwhile Apple basically copied Gran Turismo almost one-to-one. Same progression style, same simulation philosophy, similar presentation, similar menu structure… it honestly feels more like imitation than inspiration."
Ayumi nodded slowly while listening. "And that's disappointing because the game itself isn't completely terrible," Zaboru said. "The graphics are decent, the driving mechanics are functional, and online racing had huge potential. But because they played things too safely, the game ends up lacking personality." He let out a small sigh. "So yeah… overall I'd probably give this around five out of ten honestly."
Ayumi nodded before asking curiously, "What about Pippin?" Zaboru immediately smiled after hearing that title. "Yeah honestly? This is probably one of the worst names I've ever heard for a mascot platformer," he said while laughing lightly. "But weirdly enough… the game itself is actually decent." He switched the footage on the television again.
This time, colorful platform stages immediately appeared on the screen. Bright grass fields, floating platforms, giant toys, strange candy-themed levels, and cheerful music instantly filled the atmosphere. At the center of the game was a strange mascot character named Pippin. The character had yellow and silver colors, oversized gloves, tiny boots, and a funny round face with exaggerated cartoon expressions. Every time he jumped, rolled, or got hit by enemies, he made ridiculous sound effects that immediately made Arumi laugh from across the room. Even the rabbits seemed confused while staring toward the television.
Zaboru chuckled after seeing Arumi's reaction. "Honestly, Pippin himself is pretty cute," he admitted. "You can clearly tell Apple wanted their own mascot character badly after seeing how successful ZAGE Mario, Sonic, and Crash Bandicoot became." The gameplay footage displayed Pippin jumping across moving platforms while collecting floating crystal apples. "But gameplay-wise?" Zaboru continued. "This game is clearly copying ZAGE Mario 64 and Crash Bandicoot at the same time."
Ayumi tilted her head slightly while watching. "Mario 64 exploration mixed with Crash-style stage progression?" Zaboru nodded. "Exactly. Wide 3D movement, collectible-focused exploration, platforming puzzles, silly enemies, linear action sections, chase sequences… honestly, they copied a lot." The footage then displayed underwater stages and rail grinding sections. "But unlike some of the earlier iPlay games," Zaboru admitted, "this one actually has a decent gameplay feel. The controls are responsive enough, the soundtrack is catchy, and the stage designs are surprisingly creative sometimes."
He crossed his arms while continuing. "I'd honestly give this around seven out of ten. It's not groundbreaking, but it's definitely one of the stronger games in iPlay's launch lineup." Then the footage suddenly shifted toward an online multiplayer area. Several Pippin characters were running around a floating social hub while chatting, racing through obstacle courses, and competing in small mini-games together. Ayumi blinked with visible surprise. "Oh? Multi-player online platforming?" she asked. "That's actually pretty new, isn't it?"
Zaboru chuckled. "Well, technically almost all console online gaming is still new right now," he replied. "But yeah… this is honestly good stuff." He pointed toward the multiplayer footage. "The idea itself is actually very smart. Casual social platforming online could become extremely popular in the future, especially for younger audiences." The screen then displayed lagging players teleporting awkwardly during a mini-game race, and immediately, Zaboru sighed. "But once again…"
Ayumi immediately started laughing before he even finished. "The servers?" Zaboru answered with a deadpan expression, "The servers." Some players suddenly froze in place, others fell through platforms randomly, and one Pippin character spun infinitely against a wall. Zaboru rubbed his forehead. "This online infrastructure is genuinely fighting for its life." Ayumi laughed harder while Zaboru shook his head helplessly. "Honestly, iPlay keeps accidentally proving how important stable online systems are. Because some of these ideas are genuinely interesting. But their execution keeps ruining everything."
Then Zaboru moved toward another iPlay title called Boxing Mutants, and the moment the footage started playing, he immediately let out a disappointed sigh. "This is honestly a major disappointment," he said while shaking his head. "And what makes it worse is that the premise itself was actually extremely interesting." The television displayed muscular mutant fighters entering dark underground arenas while dramatic announcers shouted their names. Some fighters had reptile skin, some had mechanical arms, while others looked like failed laboratory experiments mixed with professional boxers.
Ayumi blinked slightly. "Honestly… that concept sounds cool though." Zaboru immediately pointed toward the screen. "Exactly! That's why I got excited when the trailer first appeared. I thought this would become a proper mutant boxing game where every fighter has unique boxing styles, different mutation-based abilities, and racial advantages or disadvantages." The footage then showed gameplay, and immediately, Zaboru's expression became deadpan. "But somehow almost everything unique about the concept disappears once you actually play it."
He crossed his arms while continuing. "All the mutations are mostly visual only. Sure, one character might have electric arms, another might have insect wings, and another might look like a giant gorilla mutant… but gameplay-wise they barely feel different outside of special attacks." The footage displayed two mutants exchanging generic combo attacks. "And worse?" Zaboru continued. "Why is this game trying so hard to become Tekken?"
He rubbed his forehead before continuing his rant. "This is honestly such a major disappointment. I seriously thought this would become a proper mutant boxing game where every fighter had completely different styles based on their mutation, race, body structure, or biological advantages." The footage displayed several fighters entering the ring dramatically. One mutant had four arms, another had stone-like skin, one looked like a shark-human hybrid, and another resembled a cybernetic insect soldier. "And yet somehow," Zaboru continued with visible frustration, "almost all of those differences are only cosmetic outside of special attacks."
The gameplay footage then showed fighters throwing generic punch combos repeatedly. "All the normal attacks feel almost the same," he explained. "The pacing feels generic, the combo structure feels generic, and instead of fully committing to boxing mechanics, the game suddenly starts acting like a Tekken clone halfway through matches." The television displayed a mutant fighter suddenly performing spinning kicks despite wearing massive boxing gloves, making Ayumi immediately laugh.
"Exactly!" Zaboru pointed toward the screen dramatically. "That's what disappoints me the most. If you're making a mutant boxing game, then commit to boxing properly! I thought they would integrate actual boxing systems into the gameplay. Footwork management, stamina pressure, dodge timing, counter punches, mutation-based fighting styles, weight classes, unique reach advantages… there were so many possibilities." Zaboru sighed again. "But apparently not."
Another mutant suddenly launched into a flying kick combo. "Despite wearing boxing gloves and standing in boxing stances, all the fighters can randomly kick like martial artists anyway. At that point, just make a full fighting game instead of pretending this is about boxing." Ayumi laughed harder while Zaboru shook his head helplessly. "And don't even get me started on the online play," he continued. "The servers are terrible. Input delay in fighting games is already painful enough normally, but here? It becomes absolutely miserable."
The footage displayed lagging online matches where punches connected seconds late. "Look at that," Zaboru said while pointing at the screen. "Half the time players aren't even reacting to each other properly because the synchronization is so unstable." The footage then shifted toward character profiles. "And another huge problem?" Zaboru added. "There's almost no proper story content for the characters."
Ayumi blinked slightly. "Really?" Zaboru nodded. "You have all these interesting mutant fighters with cool designs, but barely any meaningful rivalries, emotional arcs, tournament drama, faction conflicts, or worldbuilding. Most of them feel like random models thrown into the game without purpose." He leaned back against the sofa while letting out a tired sigh. "That's why I rate this around three out of ten. It's genuinely terrible."
Then Zaboru paused briefly before smiling bitterly. Ayumi's eyes widened. "Whoa, three out of ten? That's the lowest I've heard you give to a game…" Zaboru smiled faintly. "Because the potential was high, but they completely botched it. And yeah, maybe I'm biased too, because when the trailer came out, this was actually the game that made me the most excited."
Ayumi laughed softly and nodded before picking up the last iPlay game case. "Relaxio Village," she read while smiling. "Hey, I actually like this one. Well… to be honest, this is literally just Harvest Moon with different graphics, right Zabo?" Zaboru immediately chuckled after hearing that. "Exactly," he admitted casually. "And honestly? That's not even a bad thing because Harvest Moon is already one of ZAGE's best comfort games. Farming simulators and peaceful village games naturally have a relaxing charm when done properly."
He started playing the footage on the television, and immediately, warm countryside music filled the room. Small farms, rivers, flower fields, tiny wooden houses, and cheerful villagers appeared on screen while a customizable player character watered crops and talked to NPCs. Even Arumi looked interested after seeing cute farm animals wandering around the village. Ayumi smiled softly. "This atmosphere honestly feels really nice."
Zaboru nodded. "Yeah. Out of all the iPlay games, this one probably understands its target audience the best. The entire point is to feel relaxed and comfortable." The footage then showed farming systems, fishing mini-games, cooking mechanics, festivals, and relationship events with villagers. "But…" Zaboru continued while smirking slightly, "Apple copied Harvest Moon almost directly again."
Ayumi laughed quietly while Zaboru continued, "The farming loop, the seasonal system, relationship building, festivals, village progression, animal raising… it's basically Harvest Moon with slightly different art direction and iPlay graphics." He crossed his arms. "And honestly? That's becoming Apple's biggest problem in this launch. They keep chasing successful formulas without adding enough personality of their own."
The footage then displayed online multiplayer farming. Players could visit each other's villages, trade crops, fish together, and participate in seasonal online festivals. Ayumi blinked with visible surprise. "Oh? Wait… that's actually kind of cute." Zaboru nodded. "Yeah. The online village concept is honestly pretty charming. Visiting friends' farms online has huge potential." Then suddenly the footage showed villagers teleporting awkwardly during multiplayer, and immediately, both Ayumi and Zaboru started laughing.
"The servers again?" Ayumi asked while trying not to laugh. "The servers again," Zaboru replied with a tired smile. One player suddenly froze while holding a fishing rod, another character clipped halfway into the ground, and a cow somehow floated briefly near a fence before snapping back into place. Ayumi laughed even harder after seeing that. "This online infrastructure is genuinely cursed," Zaboru muttered while rubbing his forehead.
Still, after watching more footage, his expression softened slightly. "But honestly? Compared to some of the other iPlay launch games, this one is at least enjoyable. The relaxing atmosphere works, the soundtrack is peaceful, and casual players will probably spend a lot of time with it." He leaned back comfortably against the sofa. "That's why I'd probably give this around six out of ten. It's generic, but at least it understands what kind of experience it wants to deliver."
Ayumi smiled softly and nodded. "So… X-box literally won this battle, didn't they?" Zaboru chuckled while leaning back comfortably against the sofa. "Yeah," he admitted casually. "At this point, I honestly don't see how Apple can recover from this launch. The biggest problem isn't even the hardware itself. It's the public perception." He pointed toward the stack of reports near the table. "People already started viewing iPlay as unstable, unoriginal, and rushed. Once players lose confidence that quickly, it becomes extremely difficult to recover, especially in the console industry."
Ayumi nodded slowly while listening. "Meanwhile X-box managed to position themselves properly," Zaboru continued. "They reacted quickly, marketed aggressively, and most importantly… their online systems actually function." He smirked faintly. "And honestly? Apple accidentally became the best advertisement X-box could've ever asked for."
Ayumi laughed softly before tilting her head curiously. "But compared to ZEPS 4…" she asked, "will X-box even stand a chance?" The moment she asked that question, Zaboru immediately grinned. "Nope," he answered without hesitation. "Not at all. Hehehe." Ayumi immediately burst into laughter after seeing how confident he looked. "Hehehe… look at how confident you are," she teased him. "Now you're making me really excited to see what ZEPS 4 is capable of."
Zaboru let out a long sigh before smiling faintly. "Honestly? Me too, Ayumi… me too." For a brief moment, his expression became more thoughtful. Unlike everyone else, Zaboru actually knew how important ZEPS 4 would become for the future of gaming, not just because of hardware power or graphics, but because the entire philosophy behind the console was fundamentally different PS3, WII and XBOX 360 combined from Zaboru preivous world. "Hopefully Dad gives me another sneak peek soon though," he muttered. Ayumi immediately laughed again after hearing that, and after this they both spent more time together.
To be continued.
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