Wednesday 1 September 1996. Zaboru sat in his office in the United States, reviewing reports and planning ahead. He was aware of the ongoing progress back in Japan, where the ZAGE Tokyo and Osaka teams were deep in development on the ZEPS 3 console. Now, it was time for him to take the next step—assigning the Japanese teams a lineup of launch titles for the system. He had carefully planned a slate of 12 games to accompany the release of ZEPS 3. Each title was selected for a purpose, either to showcase the technical capabilities of the new hardware or to appeal to a wide range of players. Confident in his teams' ability to execute the vision, Zaboru was excited to see the creative sparks fly. To make the most of the console's technical potential, he would also bring in ZAGE USA. With their deep experience using Unreal Engine, they were perfectly positioned to lead development on several high-performance titles. Since ZEPS 3 would rely heavily on Unreal Engine as its core development tool, Zaboru saw this collaboration as essential to the system's success. Zaboru smiled. "Heh, let's hope this idea works." He chuckled to himself, energized by the vision forming in his mind. He wanted to create a themed 6 vs. 6 lineup—six sequels to beloved classics and six entirely new original titles. The plan wasn't just about launching great games; it was about creating a clash of eras, a celebration of legacy versus innovation. To make it even more exciting, Zaboru envisioned a community-driven vote where gamers could pick a side—Team Sequel or Team Original. The results would show which kind of content players connected with more: the return of iconic characters and stories, or the bold introduction of brand-new ideas. He even planned to develop an official cinematic trailer titled "Old vs. New," featuring stylized matchups between the returning legends and the newcomers. Epic, dramatic, and dripping with nostalgia and hype, it would ask players one direct question: Which side are you on? Zaboru loved the idea of sparking passionate debates within the gaming community. It wasn't just about promoting games—it was about giving fans a reason to talk, to engage, to feel like their preferences mattered. The matchups would create rivalries, and that kind of energy was exactly what he wanted ZAGE's next era to thrive on. The Legend of Zelda Ocarina of Time Harvest Moon back to Nature. The Original 6 will be Zaboru chose these games first because they each represent a key piece of what defined the 32-bit and 64-bit gaming era. Resident Evil would mark ZAGE's first official step into the horror genre on consoles, pushing atmospheric tension, survival mechanics, and cinematic storytelling. Twisted Metal would break new ground as the company's first-ever car battle game—introducing a chaotic, high-octane genre to the ZAGE lineup. Meanwhile, Suikoden brought a deep and expansive RPG experience, featuring political intrigue, a massive roster of characters, and a war-driven storyline that few other games could match in complexity. Tomb Raider was chosen not just for its gameplay but for its massive cultural impact. The character of Lara Croft had become iconic—even infamous—for her sharp-edged, polygonal design, which somehow captivated a generation. It was a strange phenomenon, but one that helped define an era of gaming and pop culture in Zaboru previous life. Zaboru understood that—even if people laughed about it now, it had made history then. These six original games weren't just nostalgic picks. They were deliberate choices meant to showcase ZAGE's ability to honor the past while moving into a bold new future. For Zaboru, these titles would serve as the pillars that marked the beginning of ZAGE's new era. The sequel lineup itself was a powerhouse. Super Mario 64 stood out as one of the most influential Mario games ever made, setting a new standard for the 3D platforming genre with its revolutionary controls and level design. The Legend of Zelda: Ocarina of Time—or as Zaboru fondly called it, "Octarina of Time"—was one of his all-time favorites, known for its epic storytelling, time-travel mechanics, and emotional depth. Metal Gear Solid brought cinematic espionage action into gaming like never before, blending stealth gameplay with deep narrative twists. Harvest Moon: Back to Nature offered something quieter but equally engaging, delivering a cozy, life-simulation experience that many players found soothing and addictive. Meanwhile, Star Fox 64 combined space combat with memorable characters and voice acting, showing off what the ZAGE hardware could do with fast-paced 3D gameplay. Each of these sequels represented a refinement and evolution of beloved franchises, proving that ZAGE wasn't just revisiting the past—it was upgrading it for a new generation of players. Zaboru chuckled. He wanted to create a rivalry between Crash and Mario—something that, in his previous world, had sparked immense excitement and debate among gamers. Back then, Crash Bandicoot was seen as the unofficial mascot of PlayStation, a brash, energetic character who stood in sharp contrast to the family-friendly Mario. When the PlayStation 1 arrived, it shook Nintendo's long-held dominance, pushing them out of the top spot in the gaming hierarchy. This shift also impacted SEGA, who suddenly found themselves struggling to stay relevant in the rapidly changing console landscape. With PlayStation soaring and Nintendo adjusting to a new reality, SEGA was pushed into the role of a third contender—eventually forcing them to step away from the console war entirely a few years later. Zaboru remembered that rivalry vividly, and now, he intended to recreate it under ZAGE's banner, reigniting that same competitive fire—but this time, with his own twist. When Nintendo's newest console, the Nintendo 64, was released, it still couldn't match the overwhelming power and market dominance of the PlayStation. Sony had already revolutionized the industry by introducing cinematic gameplay experiences, something that captivated players and set a new benchmark for what games could be. Nintendo, on the other hand, remained rooted in their traditional design philosophy—sticking to cartridge-based systems and familiar game mechanics. This approach had its strengths, but it also held them back from fully embracing the new wave of immersive, story-driven content that PlayStation was rapidly popularizing. Yet, despite everything, Nintendo remained true to their core values to the very end—something Zaboru genuinely respected. However, that same commitment to tradition also made it difficult for them to innovate in terms of overall gameplay evolution. It was a double-edged sword: admirable in principle, but limiting in execution. That, in Zaboru's eyes, was what truly separated Nintendo from PlayStation—one clinging to legacy, the other chasing the future. PlayStation had always aimed to push boundaries and try new things. But over time, they realized just how profitable and influential the Western market had become compared to the Eastern market. As a result, they gradually shifted their focus, adapting their game design and themes to better suit Western tastes. In doing so, however, they also began to drift away from their original roots—abandoning the unique charm and style that once defined them. It was a trade-off that brought massive commercial success, but at the cost of their original identity. Follow current novels on 𝙣𝙤𝙫𝙚𝙡•𝓯𝓲𝓻𝓮•𝕟𝕖𝕥 Zaboru chuckled to himself. "Hehehe... will people see Crash as a villain? Or will they end up loving him?" he wondered aloud. He was fascinated by the psychology behind mascot rivalries. In his previous world, Crash had become a symbol of rebellion against Nintendo's clean-cut image, and that rebellious charm had helped Sony carve out its identity. Zaboru was eager to see if he could spark the same tension in this timeline—except now, Crash would debut under ZAGE's flag and Mario as well so it might be seen as Siblings Rivalries. He envisioned playful marketing campaigns, fan polls, and heated message board discussions debating whether Crash was a hero, a rival, or something entirely new. He imagined animated commercials and magazine spreads featuring Crash and Mario in dramatic face-offs, with bold taglines like "Choose Your Champion" and "Old School vs. New Blood." "Next year, it'll be different with ZAGE," Next year ZAGE will be completely different with many revolutionary stuff. 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