Monday, September 29, 1992
With the ZGB launch still fresh in the public's mind and the recent trial against Universal Studios finally behind him, Zaboru found himself back at ZAGE HQ, diving into preparations for October's game releases. His energy hadn't waned one bit. With the ZGB's incredible reception and the upcoming U.S. release to plan for, he was juggling ideas at lightning speed.
Currently, he had three ZEPS games and two ZGB titles planned for the October schedule. But with development pacing smoothly, there wasn't an immediate need to assign new heavy tasks. Instead, Zaboru gave his team a well-earned breather.
"Everyone, just stay on standby for now. Relax a bit," he announced during the morning meeting. The response from employees was immediate and overwhelmingly positive. The break was appreciated, especially after the intense sprint leading up to ZGB's launch.
Back in his office, Zaboru leaned into his chair, scribbling gameplay concepts in his sketchbook. Suddenly, a knock at the door interrupted his focus.
"Come in," he called.
The door opened to reveal none other than Zanichi Renkonan, Zaboru's father and ZAGE's current CTO.
"Boss, I'm here to cash in on your promise," Zanichi said with a grin. "It's time for me to make my own game."
Zaboru smiled, not surprised. "Sure thing, Dad. But you remember the rules, right? Every employee can pitch a game, but it needs to be solid. Show me the concept, the gameplay systems, the art direction, and the story. If I find it compelling, it gets greenlit."
"Naturally," Zanichi replied as he pulled a hefty folder from under his arm. He placed it on Zaboru's desk. "Introducing: Lunar Knight."
Zaboru raised an eyebrow, flipping open the cover. "Lunar Knight? A thematic opposite to your Sun Knight series from the Sonaya days?"
Zanichi nodded. "Exactly. Since Sun Knight belongs to Sonaya now, I wanted to revisit the concept from a different angle. Lunar Knight is an action platformer, with heavy inspiration from Castlevania but infused with a new kind of weapon mechanic."
He continued, laying out the gameplay framework. The protagonist, Tsukian Lunario, wields a single mystical weapon called the Lunar Armament, but its form changes depending on the moon phase displayed in the game. These moon phases affect gameplay dynamically and are represented visually in the background.
"Here's how it works," Zanichi explained. "In the New Moon phase, the weapon forms into a long blade made of moonlight—a fast, close-range attack with critical potential. During the Crescent Moon phase, it morphs into a scythe-like arc capable of long-range slashes. The Half Moon transforms the weapon into an axe, slow but powerful, with the ability to break barriers. And the Full Moon makes it a massive hammer, with heavy knockback and area-of-effect smashes but slow attacks"
Zaboru nodded thoughtfully, impressed. "The weapon transformation mechanic sounds strong. But what if you go further? Give each form a unique special ability. Let players build strategies around switching forms. That would give them more depth."
Zanichi grinned. "Already thought of that. Just haven't pinned down the abilities yet. Maybe you could help with that?"
"Sure, we can brainstorm later," Zaboru replied.
Then came the lore presentation. According to Zanichi's concept, Tsukian is a warrior of the Lunario Order, guardians of moonlight who protect their realm using the powers granted by the Blue Moon Crystal. But one day, this artifact is stolen by an elite group from the rival Promesun Clan, masters of solar energy. Tasked with recovering it, Tsukian must infiltrate the Promesun stronghold and face foes imbued with solar fire.
"The narrative sets up a good contrast," Zaboru said. "Moon vs. Sun, classic light and dark dynamic. But the story could use a bit more character motivation. Why Tsukian? What's personal for him here?"
Zanichi nodded, scribbling a note. "I'll flesh that out. Maybe a former friend turned enemy or a lost mentor from the Promesun Clan."
He then unveiled concept art. The sketches were rough but full of flair. Tsukian had sleek, silver-and-blue armor with arcane symbols etched into his gauntlets. His blue headband trailed behind him dramatically, and his posture exuded stoic determination he also wielding the Lunar Armament.
"The design works," Zaboru said, smiling. "The blue motif and light armor give him that agile but mystical feel. It fits the gameplay."
"So," Zanichi asked, eyes gleaming, "what do you think?"
"I approve," Zaboru said without hesitation. "But let's schedule it for November. That gives us time to polish the story and balance the gameplay."
"Perfect," Zanichi replied, clearly thrilled. "Thanks, boss."
"Thank you, Dad," Zaboru said sincerely, his eyes warm with pride. "It's honestly exciting seeing you jump back into the creative side."
Zanichi chuckled and gave a playful shrug. "You bet! Maybe it`s your fault I'm so inspired these days—working next to a prodigy kind of rubs off, huh?"
As Zanichi left the office, already drafting tweaks to the lore and weapon abilities, Zaboru leaned back in his chair. It felt good to encourage creativity across all corners of ZAGE. This was what he wanted when he built the company: a space where anyone, regardless of title, could create something magical.
Zaboru then reflected on the presence of two legendary developers from his previous world: Satoru Iwata and Hideo Kojima and both are ZAGE employee now. Although in this world both were still early in their careers in this timeline, their talent was undeniable. He was especially curious about what kind of games they would eventually pursue now that the trajectory had shifted—especially since Metal Gear, Kojima's landmark title from his past life, had already been developed by Zaboru himself in this world.
"I wonder what kinds of original ideas they'll bring to the table now... whatever it is, I can't wait to see it," he murmured with a grin, already envisioning the creative waves these future giants might send through ZAGE.
To be continued...
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