There were many things happening throughout November 2000, and one of the most significant was Zaboru assigning a massive set of tasks—nine in total—to Team Frost, Blaze, and FUMA. These teams had just completed their previous workload for November, and not only were the tasks finished, they were completed with excellent results, further proving the capability of the newly formed teams.
Because of that, Zaboru made a deliberate decision. Instead of overloading them like some of the older teams, he chose to limit their next assignments to only three tasks each. It wasn't a sign of slowing down, but rather a calculated approach. ZAGE, at this point, already had a large number of projects running simultaneously, and maintaining quality across all of them was far more important than simply increasing quantity.
For Zaboru, this was about sustainability. He understood that pushing too hard, too fast—even with talented teams—could eventually lead to burnout or a drop in quality. So by narrowing their focus, he ensured that each project would receive the attention it deserved while still keeping the overall momentum of ZAGE strong.
So first, for Team BLAZE, the primary assignment is the sequel to The Amazing Spider-Man. Although the previous title was developed by Team Enigma, it is perfectly suitable for Team BLAZE to take over this project, as their core responsibility is adapting ZAGE's major IPs into high-quality video games.
More importantly, this project is meant to become a showcase of what "peak ZEPS3" can truly deliver. Zaboru is not just expecting a sequel—he is expecting a statement. Improved traversal, more dynamic city interactions, deeper combat systems, and a stronger narrative flow are all part of the vision. The game should feel like a leap forward, not just an iteration.
Because of that ambition, Zaboru is giving Team BLAZE a generous development window of around one and a half years. This allows them enough time to refine mechanics, polish performance, and fully utilize the hardware capabilities without being rushed.
The target release is set for May 2002, and the title will be The Amazing Spider-Man 2—a project that is expected to define the standard for superhero games moving forward.
The next task for Team BLAZE is The Incredibles game. Compared to the previous project, this one is intended to be lighter in scope, but still highly polished and enjoyable. The game will follow the storyline of The Incredibles movie, adapting its key moments into a gameplay format that feels engaging and dynamic rather than just a simple retelling.
Zaboru wants this title to take the form of an action-platformer, featuring around two to three playable characters. Each character will have distinct abilities, encouraging players to switch between them depending on the situation—similar to the style of cartoon-based games from the PS2 era in Zaboru's previous life, but enhanced with better responsiveness and smoother transitions.
Despite being a "lighter" project, the expectation is still high. The gameplay should feel fluid, the level design should reflect the movie's pacing, and the overall experience should capture both the action and family dynamic that made the original story memorable. It's not just about adapting the film—it's about translating its energy into gameplay.
Zaboru has set a clear timeline for this project. The game is expected to be completed and released exactly one year from now, targeting November next year, ensuring it aligns closely with the momentum of the movie's popularity while still giving the team enough time to deliver a polished result.
Next game should be Tarzan. This project is based on a game from Zaboru's previous life—one that he always considered underrated, even though it was actually very well-designed. Because Disney had already released the Tarzan movie a couple of years ago, the timing still made sense for an adaptation, especially if it was executed with a stronger gameplay identity.
In Zaboru's previous life, what made the Tarzan game stand out wasn't just the license—it was the execution. The controls felt tight and responsive, especially for a platformer, making every jump, swing, and movement feel satisfying. The animation quality was also surprisingly high, closely matching the fluid style of the movie itself, which made the character feel alive rather than stiff.
Another major strength was level design. The game offered a variety of stages—from jungle exploration to tree-top traversal and high-speed sequences like vine surfing and running from stampedes. These moments created pacing that kept the experience fresh, constantly shifting between calm platforming and intense action.
Even the difficulty curve was well handled. It wasn't too easy, but it never felt unfair either. Players were encouraged to learn patterns, improve timing, and master movement, which made progression feel rewarding.
Because of all this, Zaboru didn't want a simple remake. He wanted Team BLAZE to capture that same core feeling—tight controls, fluid animation, and varied level design—while enhancing it with modern improvements. Better visuals, smoother transitions, and more refined mechanics should elevate the experience without losing what made it special.
For this project, Zaboru set a clear goal: a polished, high-quality platformer that could stand on its own, not just as a movie tie-in. He expects Team BLAZE to have this game ready by December 2001.
For Team FROST, Zaboru assigned a new task—Rise of Nation, an RTS game that acts as a bridge between Age of Empires and Civilization. Unlike traditional RTS games that focus purely on real-time battles, this project is designed to combine fast-paced resource management and combat with long-term strategic progression across eras.
In Zaboru's previous life, what made Rise of Nations stand out was exactly this balance. From Age of Empires, it took the satisfying real-time gameplay—building cities, gathering resources, and commanding armies in active combat. But from Civilization, it adopted the concept of technological advancement, territory control, and nation growth over time. Players weren't just fighting battles—they were building a civilization that evolved through different ages, unlocking new units, technologies, and strategic options.
Another key strength was how it handled pacing. Unlike many RTS games that could feel overwhelming early on or repetitive later, Rise of Nations maintained a steady sense of progression. Expanding borders, securing resources, and advancing through ages created a constant feeling of growth, giving players both short-term and long-term goals at the same time.
Because of this, Zaboru wanted Team FROST to fully embrace that identity—not just copying elements, but refining them. The game should feel accessible like Age of Empires, but deeper in progression like Civilization. It should allow both casual players and strategic thinkers to enjoy it in different ways.
Zaboru set a clear timeline for this project, aiming for a January 2002 release on PC, ensuring enough time for balancing gameplay systems while still delivering a polished and complete experience.
And for the next game, Zaboru wants Team FROST to create a ZEPS 3 title: Oddworld: Abe's Oddysee. In his previous life, this game was often underrated despite having a very distinct identity, and that is exactly why Zaboru chose it. Its unique art style—dark, industrial, and slightly grotesque—combined with a strong sense of atmosphere made it stand out from typical platformers. More importantly, the game focused on puzzle-solving and timing rather than pure action, requiring players to think carefully about each step.
What Zaboru values most from the original is its tone and design philosophy. The world feels alive yet oppressive, and the gameplay reinforces that feeling by making every decision matter. It's not just about reaching the end—it's about how you navigate danger, save others, and survive within that environment. Because of this, he wants Team FROST to preserve that core identity while improving responsiveness, visual clarity, and overall polish using ZEPS 3 capabilities.
He also emphasized that the animation and character expression should remain a priority. Abe's subtle movements, reactions, and interactions with the environment are key to the experience, and enhancing them will make the game even more immersive without losing its original charm.
Zaboru set a clear target for this project: February 2002. With enough time for refinement, he expects Team FROST to deliver a version that not only respects the original but elevates it into something more widely appreciated.
The last game for Team FROST will be a PC title: Prince of Persia – The Sands of Time. At first, Zaboru considered introducing this project for ZEPS 4, as its concept and mechanics felt ahead of the current generation. However, after evaluating the current technical capabilities, he decided that the game could already be developed on PC with the right level of optimization and focus.
More importantly, this project is not just another action game—it is meant to redefine how movement and time manipulation feel in gameplay. In Zaboru's previous life, what made The Sands of Time truly stand out was its fluid parkour system. Running along walls, climbing structures, and chaining movements together created a sense of flow that felt almost cinematic. It wasn't just about reaching a destination—it was about how stylishly and smoothly the player could get there.
Another defining feature was the time-rewind mechanic. This system allowed players to reverse mistakes, turning frustration into experimentation. Instead of punishing players harshly, the game encouraged them to take risks, learn patterns, and refine their actions. It created a unique gameplay loop where failure wasn't an end—but part of the process.
Zaboru wants Team FROST to fully capture that feeling while enhancing it further. Movement must feel seamless, animations must connect naturally, and the world design should support vertical exploration in a meaningful way. Combat should complement movement, not interrupt it, allowing players to stay in motion rather than being locked into rigid encounters.
Because of the scale and complexity of this project, Zaboru understands that it will require significant resources, both in development time and technical refinement. Therefore, he set a clear target: May 2002. This gives the team enough room to polish every aspect properly, ensuring the game delivers not just on concept—but on execution as well.
As for Team FUMA, they will focus on creating ZGBA titles, fully utilizing the handheld's capabilities while maintaining strong gameplay identity. The first game they will develop is Alien Hominid—a platform shooter that was massively underrated in Zaboru's previous life. Despite its simple appearance, the game stood out because of its fast-paced action, tight controls, and challenging gameplay loop. It rewarded player skill heavily, with precise shooting and movement being key to survival. Zaboru wants Team FUMA to preserve that intensity while improving visual clarity and responsiveness for ZGBA. The expected release for this title is November next year.
The next game is a unique project featuring a female protagonist, titled Scourge: Hive. Unlike typical action titles, this game leans more toward exploration and atmosphere, combining shooting mechanics with a sense of isolation and mystery. In Zaboru's previous life, this kind of game stood out because of its tone—darker, more focused on narrative progression rather than just action. He wants Team FUMA to enhance that identity further by improving environmental storytelling and gameplay pacing, making it feel immersive despite being on a handheld platform. The target release for this project is December 2001.
And the final game is Crash Bandicoot: The Huge Adventure. This title represents a 2D adaptation of the Crash Bandicoot formula, which worked surprisingly well in Zaboru's previous life, especially on GBA. The strength of the game came from how it translated the fast-paced, obstacle-driven gameplay of Crash into a side-scrolling format without losing its charm. With ZGBA's enhanced capabilities, Zaboru expects this version to be even better—smoother controls, more vibrant visuals, and improved level design that fully captures the spirit of the franchise. The expected release for this game is January 2002.
Those were the main developments for ZAGE throughout November. As for the November releases, all nine titles performed strongly in the market, selling well and receiving positive reception from players. As expected, the games were widely appreciated, further reinforcing ZAGE's reputation for both quality and consistency.
Meanwhile, as the year 2000 approaches its end, the world is rapidly entering a new phase—the rise of the Internet era. Connectivity is expanding, digital platforms are becoming more influential, and the way people consume media is beginning to shift.
To be continue
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