Chapter 466: The Reactions to Titan Drive

Following the release of Sonaya's Titan Drive, a surge of players rushed to get their hands on it—and most walked away impressed. The console lived up to the hype, and the majority of buyers felt satisfied with their purchase. However, not everyone could afford the premium price tag, and some players were left watching from the sidelines. Still, the momentum was undeniable. Sonaya had finally stepped into the spotlight, no longer overshadowed by ZAGE at least for now.

Their game Sun Knight 3 was also earning glowing reviews. Many hailed it as the best in the series, and fans praised its vibrant 16-bit graphics. For players accustomed to 8-bit visuals, the leap in quality was astonishing. The new visual standard captured their attention and didn't let go. The leap in quality was significant, and it became clear that players who prioritized strong graphics were now hesitant to return to 8-bit games. Although this segment of the audience wasn't the majority, their influence on industry trends was starting to show.

It's Monday, November 10, 1993. Inside the ZAGE offices, Zaboru convened a high-level meeting about how to respond to the Titan Drive continuation of the meeting from last week.

"Alright, everyone," Zaboru began. "Titan Drive is out, and I've played it myself. It's a solid console, no doubt. We need to respond accordingly."

He nodded to his secretary, Yumi Ichijou, who handed out folders to everyone in the room. "What you have in front of you is our answer—this is the plan for our 16-bit console and its launch titles. I call it Project Blue. Please open your files."

Inside, the documents detailed the specs and goals for ZAGE's upcoming console. The goal: release in early 1994, ideally between March and April, with eight launch titles.

Zaboru continued, "We'll dedicate ourselves to this completely. I understand that ZAGE doesn't have much experience in 16-bit hardware, which is why I'll personally oversee this project. And as for our other games—ZEPS and ZGB—I expect very few new releases during this time. Maybe just one or two at most over the next five to six months, as we channel all our energy into Project Blue.

Zanichi raised an eyebrow. "That's a long dry spell, boss. What if players think we've given up?"

Zaboru smiled. "Third-party developers are still submitting titles. Plus, our American team will focus on arcade games. You can expect at least one new arcade release every month or two." Zaboru then continued, "And these arcade games aren't your usual fare—this is something special, trust me. As for what they are, that's still a secret. And no, it's not OutRun or Dance Dance Revolution—we're still working on those separately. This is something entirely different."

Zanichi still looked skeptical but gave a reluctant nod. "Alright then, I'll trust your judgment."

With the meeting concluded, Zaboru spent the rest of the day briefing the Tokyo office staff about Project Blue. Tomorrow, he will head to the Osaka branch to deliver the same message. Tokyo would handle console development and four of the launch games; Osaka would handle the remaining four.

By 8:00 p.m., the building was quiet. Everyone had gone home except Zaboru, who leaned back in his chair, relaxing.

"Heh… Sonaya's slogan is, 'You can play arcade games at home,right?" Zaboru muttered to himself with a grin. Months ago, he'd directed the U.S. team to concentrate on arcade development. He even persuaded Nanco to lend their support. As co-owner of Nanco, Zaboru had convinced CEO Nando Michio that boosting their arcade strategy—especially in the U.S.—was the right move.

He picked up a file labeled Tekken and smirked. "Think arcades are just for 16-bit games, Sonaya? You're dead wrong."

Zaboru chuckled to himself. His American team was deep into development on a cutting-edge 32-bit arcade version of Tekken, along with a slate of side projects. The growth in staff and output at ZAGE USA was proof of their momentum. Real 3D games didn't exist yet in this gaming world, so this would be a major breakthrough for the industry as a whole.

"I wonder how Sonaya will react when the 32-bit arcade machines hit the market. I bet they didn't even consider that possibility," Zaboru chuckled.

Meanwhile, Emerald Wings had secured a local manufacturer in the U.S. to handle production of ZEPS, ZGB, and arcade systems. Even though it was slightly expensive, the investment proved worthwhile. The U.S. branch of ZAGE was now fully capable of operating independently from Japan.

Zaboru felt proud. The American division had matured quickly, filled with talent that matched their Japanese counterparts. But one problem remained—he couldn't be in two places at once.

Sighing, he muttered, "If only video calls were a thing already." He laughed to himself. "Should we be the ones to develop that tech? Nah, I don't know the first thing about video calls. Still… maybe we could invest in someone who does?" He thought for a moment, then shook his head. "That's a future problem. For now, we focus on Project Blue—and the 32-bit arcade revolution."

Zaboru briefly entertained a wild thought—how amazing it would be to have teleportation powers. "Wouldn't that solve everything?" he mused with a soft chuckle. Shaking his head at the absurdity, he let the idea fade and brought himself back to reality.

And with that, Zaboru turned back to his desk and resumed his work.

To be continued

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