Saturday 8 November 2000 ZAGE Tower Japan.
While the rest of the gaming world is still buzzing with excitement over ZAGE's November release trailer, Zaboru finds himself in a completely different mood. Right now, he is inside his office, away from the chaos of public attention, wanting nothing more than to relax for a moment and play a newly released game. The game, developed by Akaishidan, had just come out yesterday, and it immediately caught his interest—enough for him to set aside time despite his packed schedule.
For Zaboru, moments like this are rare. Between managing ZAGE, overseeing multiple projects, and constantly planning for the future, simply sitting down to enjoy a game like a normal player feels almost like a luxury. Yet, this is also how he stays grounded—by experiencing games not as a creator, but as a player.
And he isn't alone.
Inside the office with him are his wife, Ayumi, and his brother-in-law, Akechi. Their presence changes the atmosphere entirely, turning what could have been a quiet moment into something more lively and personal.
Ayumi smiled warmly. "Zabo… come, play our new game, hehe," she said with a light, playful tone as she gently nudged him toward the setup. Zaboru chuckled and nodded, his attention already drawn to the cover in her hands. The title read "Karasu." The artwork was striking—a dimly lit room filled with silhouettes of crows and figures standing in uneasy stillness, all painted under a deep red palette that immediately gave off the feeling of danger… like a moment frozen just before an assassination.
Zaboru leaned in slightly, studying the details more closely. "This cover is really cool… it feels heavy, like something serious is about to happen," he muttered, clearly intrigued. He glanced toward Akechi with a curious smile. "I wonder… is this based on our Hitman-style games from ZAGE, Akechi-san?"
Akechi gave a small nod, his expression calm but confident. "That's right. You could say it takes inspiration from that foundation," he replied. "But we didn't just copy it—we tried to build something with its own identity. A bit more personal… a bit more narrative-driven. Hopefully, it turns out well."
Zaboru gave an approving nod, already feeling interested just from the explanation alone. "Hmm… I like that approach," he said. Without wasting more time, he reached for the controller and prepared to start the game, his curiosity fully engaged as he moved from observer… to player.
Then, as Zaboru finished inserting the DVD into his ZEPS 3, the screen flickered to life. The cutscene began slowly, almost deceptively calm. It first showed scenes of ordinary human life—people walking down the street, children playing, couples talking under dim streetlights. The atmosphere felt grounded, peaceful even, before a low voice echoed in the background.
"Human life is fragile… yet precious to some… and meaningless to others."
The tone immediately shifted.
The next scene revealed a figure standing in the shadows—a man with glowing red eyes, his face partially hidden beneath a black hoodie. In his hand, a knife reflected faint light, cold and silent. The camera slowly moved closer as the narrator continued.
"Then there is… Karasu. A high assassin. If your name is on his list… then your life is already over."
The screen cut rapidly between scenes—targets being eliminated one after another. No one saw the killer. No witnesses. No traces. Just silence after death, as if the assassin never existed in the first place.
Then the narration changed again, its tone becoming heavier.
"But now… Karasu, once only a tool… has become aware."
The visuals slowed down, focusing on the same red-eyed figure standing alone, unmoving.
"And now… he is hunting his former master."
The camera zoomed in sharply toward Karasu's glowing eyes, filling the entire screen with that intense red gaze. For a brief second, everything went silent.
Then suddenly—the art style shifted.
The scene distorted, transitioning into a stylized visual, and finally settled into the main menu with, leavin "Karasu" behind a lingering sense of tension and mystery.
Zaboru let out a low whistle, clearly impressed. "Whoa… this is actually really cool. A proper assassin revenge story, huh? But…" he narrowed his eyes slightly, studying the character again, "…why does this Karasu look like Tanabe-san? Don't tell me this is his story?"
Akechi gave a small, knowing smile, though he didn't immediately confirm anything. "Well… it could be," he said calmly, "or it could just be a coincidence."
Zaboru sighed softly, but his gaze remained fixed on the screen. The resemblance was too strong to ignore. Tanabe Goro was one of Akechi's subordinates—someone who could hide his presence incredibly well. In fact, he was so skilled at concealing himself that most people wouldn't even notice him standing nearby.
But that didn't work on Zaboru.
With his Aura of Influence, Zaboru could sense people around him no matter how faint their presence was. It wasn't just awareness—it was instinct. And because of that, he had interacted with Tanabe more than most, gradually becoming familiar with him.
Over time, their relationship had become… closer, in its own quiet way. Tanabe often operated in the shadows, silently protecting Zaboru under Akechi's orders, appearing only when necessary and disappearing just as quickly.
And most importantly…
Tanabe had those same red eyes.
Zaboru leaned back slightly, a faint smirk forming on his face. "Yeah… there's no way that's just a coincidence…" Zaboru said with sarcasm.
Zaboru then started playing the game, and honestly, it immediately caught his attention. At first glance, it felt quite similar to Hitman, especially in how missions were structured around eliminating targets in controlled environments. However, as he continued, it became clear that this game offered even more freedom in how to approach each assassination. While ZAGE's Hitman focused heavily on stealth and disguise as its core identity, this game expanded on that concept by giving players additional verticality and movement options. Disguises were still available, but Tanabe's character could also rely on positioning—scouting high places, climbing structures, and navigating rooftops to stay unseen.
The level design encouraged creativity. Instead of following a single optimal path, Zaboru noticed multiple viable routes, each with its own risks and rewards. He could observe from above, infiltrate quietly, or manipulate the environment before striking. That sense of flexibility made each encounter feel dynamic rather than scripted.
The climbing mechanics, while not as fluid as full parkour systems, were still satisfying and added a strategic layer to movement. It reminded him of Assassin's Creed from his previous life, but toned down—less about continuous parkour flow, and more about deliberate positioning and tactical advantage.
Overall, the game didn't just copy its inspiration—it evolved it, giving players more ways to think, plan, and execute their targets.
As Zaboru navigated the first area, set within a red-light district in Japan, he couldn't help but feel impressed by the atmosphere. The setting carried a strong 1970s vibe in this world—neon signs flickering softly, narrow alleys filled with shadows, and background NPCs moving with subtle, believable routines. It wasn't just a backdrop; it felt alive. The environmental design added a layer of immersion, with details like distant chatter, street vendors, and dim lighting creating a tense yet grounded mood that perfectly matched the assassin theme.
Zaboru slowed his pace slightly, observing the layout. "Hmm… they really put effort into this," he muttered. Every corner offered potential—hiding spots, alternate routes, vantage points. It wasn't just about reaching the target, but understanding the space itself.
Now, the target was Kiyosake Minakata—one of the higher-ups from Karasu's former organization. The game quickly established him as a formidable figure: a man with a strong physique, confident posture, and clear combat ability. At the moment, he was preparing to fight a tiger in a staged arena, showcasing his dominance and reputation to those watching.
However… Zaboru quickly noticed something off.
The tiger, despite its appearance, was weakened. Starved. Drugged. Its movements were sluggish, its aggression forced rather than natural. It wasn't a fair fight—it was a performance meant to elevate Kiyosake's image.
Zaboru's eyes narrowed slightly, a grin forming. "So… that's the setup, huh."
Through Karasu's abilities, the player could interfere with this situation—altering the environment, changing variables behind the scenes without being detected. And that's exactly what Zaboru decided to do.
Instead of following the obvious path, he chose to manipulate the outcome entirely.
Zaboru continued navigating through the area with careful precision, observing patrol patterns and environmental triggers before making his move. Instead of rushing toward the target, he chose a more subtle approach—quietly reaching the hidden sections near the arena where the tiger was being kept. From there, he began altering the situation step by step.
He fed the tiger properly, removing the starvation effect, then used available tools to neutralize the drugs weakening it. Slowly, the beast's posture changed—its breathing steadied, its eyes sharpened, and its movements regained their natural strength. By the time he finished, the tiger was no longer a staged prop.
It had become a real threat again.
And no one knew.
Zaboru leaned back slightly, clearly satisfied with the setup he had created. "Now this… this is how it's supposed to be," he muttered with a faint grin.
Beside him, Akechi let out a small chuckle. "Impressive as always. You already saw the pattern from the start, huh?"
Zaboru grinned without looking away from the screen. "Yeah… but it's well designed. They give you just enough clues without forcing it. I like that."
Then finally, at the climax of the mission, Kiyosake Minakata stepped into the arena, fully confident as he prepared to fight the tiger. But the moment the beast lunged forward, his expression changed instantly—shock flashing across his face.
This wasn't the same tiger anymore.
It moved faster. Stronger. Its eyes were sharp, filled with real killing intent. The crowd didn't notice at first, but something had clearly gone wrong. What was supposed to be a controlled performance suddenly turned into a real fight for survival.
Kiyosake tried to react, but it was too late.
Within moments, the tiger overwhelmed him completely.
No tricks. No staged victory.
Just a brutal, chaotic end—one that looked like a complete accident to everyone watching.
Zaboru leaned back slightly, clearly enjoying what he had just witnessed. "Heh… that's clean," he muttered, a satisfied grin forming on his face. This approach—using the environment itself to eliminate the target—felt incredibly rewarding.
He nodded to himself. This game clearly showed inspiration from Hitman, but it didn't stop there. It built on that foundation and added its own core identity—more freedom, more environmental manipulation, and a stronger narrative tone.
"And the story… it's actually really good too," Zaboru added, genuinely impressed. It wasn't just about gameplay—it was about intention, and that made the experience feel far more complete.
"Akechi-san… honestly, I really want to keep playing this, but I should give my proper review first," Zaboru said as he leaned back slightly, still holding the controller. "This game is top-notch. I'd rate it an 8.5 out of 10—purely based on how solid and enjoyable the experience already is." He paused for a moment, clearly thinking through his feedback carefully instead of just throwing praise.
"It nails the core loop—freedom, planning, execution… all of that feels great. The way players can manipulate the environment instead of just following a fixed path is especially strong. That's something not many games get right."
He then tilted his head slightly, his tone becoming more analytical. "But… if there's one thing that still needs improvement, it's the stealth animation—especially things like wall climbing and basic parkour transitions. Right now, they feel a bit stiff compared to how fluid the rest of the gameplay is."
Zaboru tapped the controller lightly as he continued. "If those animations become smoother and more responsive, it'll elevate the entire experience. Because the foundation is already there—really strong. It just needs that final polish."
He gave a small grin. "And if that gets improved… this game won't just be good—it'll be seriously good."
Akechi nodded slowly, taking in Zaboru's feedback with a thoughtful expression. "I see… that's a really good point. I'll make sure to note that," he said calmly, clearly treating the critique seriously rather than brushing it off.
Ayumi, who had been quietly watching the exchange, only smiled softly, her eyes showing a hint of pride—not just in the game, but in how Zaboru was engaging with it.
Akechi then straightened slightly. "Alright then, Zabo… I'll excuse myself for now. I'll relay this feedback to the team," he added before turning toward the door.
As he walked out of the office, the atmosphere shifted again—becoming more relaxed, more personal.
Zaboru let out a light laugh, stretching a little as he leaned back. "Hehehe… time to play some more," he said, clearly not done enjoying the game.
Ayumi moved closer and gently leaned her head on his shoulder, watching the screen together with him. "Hehe… you know, I'm actually the one who designed that enemy character," she said proudly, her tone playful but also a little shy.
Zaboru glanced at her, smiling warmly. "Hehe… you really are amazing, you know that? That design was seriously cool," he replied, his voice sincere.
Ayumi smiled a little brighter at that, clearly happy with his reaction.
Then, without saying anything more, Zaboru returned his full attention to the game, continuing to play—this time with a small sense of comfort beside him.
To be continue
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