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Chapter 862 - Chapter 802 Team Enigma Next Task 

Wednesday 19 October 1997 USA. 

After assigning important tasks to Team IZAN and Team NIWA in Japan, Zaboru wasted no time. He immediately boarded a flight to the United States, heading straight to Silicon Valley, where ZAGE's American headquarters—the renowned ZAGE Campus—was located. His mission there was just as crucial: to present a new project to Team ENIGMA, one of ZAGE's USA development divisions. This team had just wrapped up the final phases of Nascar Rumble, a high-speed racing title that had gone through full development and rigorous testing. The game was now complete and ready for release by the end of the month.

With everything running on schedule, the timing couldn't have been better for Zaboru to shift focus to the next big thing. His arrival at the ZAGE Campus was more than routine—it marked the beginning of another exciting chapter for Team ENIGMA. He carried not only a new vision but also the confidence that this team had what it took to turn another ambitious idea into a hit. 

Zaboru also brought along his mother, sister, wife, and newborn son. Their home in the U.S. was more than spacious enough to accommodate the entire family, making it the perfect opportunity for a long-overdue visit. Keiko, Sanika, Ayumi, and little Zenshin were excited to join him—not just to spend time together, but also to experience the U.S. again, as it had been quite a while since their last trip. Although Zaboru was glad to have them nearby, his packed schedule meant he wouldn't be able to accompany them during their stay. He was fully focused on his work with ZAGE and the rollout of upcoming projects, but he made sure everything was prepared so his family could enjoy their time comfortably while he handled business. 

After some time, Zaboru arrived at the ZAGE Campus and was warmly welcomed by Team ENIGMA. Without wasting any time, he gathered the team in the conference room and began the meeting with his usual confident energy. He took a moment to express his appreciation, congratulating the developers for their excellent work on Nascar Rumble. The game had successfully completed development and testing, and now it was only waiting for its official release at the end of the month.

After the round of applause and a few exchanged smiles, Zaboru set a new folder down on the center of the meeting table. He tapped it lightly, signaling the transition to their next challenge.

"Okay, guys, now take a look at the folder I just gave you," Zaboru said with a grin. The folder's cover was boldly labeled: WWF SmackDown. 

Zaboru grinned. "As you can see, we're finally creating a wrestling game of our own. Since we already hold the license for WWF and their flagship show SmackDown, it only makes sense for us to build a game around it," he said with excitement in his voice. He smiled again, pausing for emphasis. "WWF has already started producing the television broadcast show SmackDown, and in fact, that idea was something I personally pitched to Vince McMahon. He was quick to move forward with it—as he should—especially considering I'm one of the major shareholders in the WWF company."

He stepped closer to the whiteboard and continued, "Let's be honest, most of us in this room love watching WWF, right? And yeah, we all know it's scripted, it's choreographed, it's all part of the act—but does that take away the fun? Absolutely not. It's still ridiculously entertaining. The superstars, their personalities, their charisma—their athleticism, the over-the-top entrances, the wild storylines, the theatrical fights—we eat it all up."

Zaboru grinned again, his eyes full of energy. "And that's exactly what I want us to capture in our game. Not just the look or feel—but the spectacle, the drama, the characters, the chaos, the crowd energy. We want players to feel like they're watching and participating in an episode of WWF SmackDown. From the roar of the audience to the sound of boots hitting the mat, we want it all to feel alive, larger than life." 

Many developers from Team ENIGMA grinned, nodding in agreement as Zaboru spoke. Everything he said rang true—the energy, the vision, the passion behind the project. It was clear he understood both the heart of wrestling entertainment and what players wanted in a game. His words resonated deeply with the team, sparking excitement and anticipation for what was to come. 

"I want our game to truly make players feel, 'This is WWF,' the moment they start playing," Zaboru said confidently. "But beyond capturing that signature feeling, we must also deliver meaningful gameplay enhancements—those are absolutely essential. This isn't just a short-term project; it's a long-term commitment. We're setting the stage for a franchise that could last for years."

He continued, "In this game, we'll need a vast library of move types to reflect the diversity of wrestling styles. Every superstar has their own signature moves, unique finishers, and distinctive fighting techniques. Some of these we'll faithfully recreate, staying true to the personalities and performances fans love, while others we'll craft ourselves—drawing inspiration from professional wrestling traditions around the world. From Japanese strong style to Mexican lucha libre, British technical grappling to American hardcore brawling, we want to capture the full spectrum of wrestling culture."

He paced slowly as he spoke, his tone full of conviction. "This game will be our foundation. It's not just another release—it's the start of a new legacy. What we develop here, the systems, the animations, the pacing, the feel of every hit and reversal—it will serve as the benchmark for all our future wrestling games. We'll keep refining it, update it year by year, and evolve with the players."

Zaboru smiled, his enthusiasm lighting up the room. "This is more than just a game. It's the beginning of something that could define an entire generation of wrestling fans." 

 

"And why does it need to be so many? Well, mainly because right now there are already a lot of WWF Superstars in the roster," Zaboru explained, his tone steady and full of purpose. "And if we think ahead, there will definitely be more added in the future. We want this game to grow with the brand. On top of that, I'm planning to include a full custom character creation system—where players can create their own Superstars and build a Campaign mode centered around them."

He grinned and nodded. "This means giving players the tools to build a unique identity in the wrestling world, compete with real and fictional characters, and feel like their Superstar belongs in the same ring as the greats. That level of immersion requires variety—tons of moves, body types, gear, and entrance options. It's a big task, but it'll be worth it." 

"That's right—we're going to build a full campaign centered around the player's created character," Zaboru said with growing excitement. "This won't just be a random exhibition mode. There will be storylines, rivalries, drama, cutscenes, and career progression—all designed to mirror the spectacle and theatrics of real WWF shows. Think of it like a blend between our wrestling vision and something like what we're currently building with NBA Live 98—except this one will go even deeper into narrative and customization."

Zaboru stepped forward, his hands animated as he spoke. "Now, about the character creation menu—it has to be robust. We need to offer players everything: a wide selection of clothing options, from ring gear to casual wear, detailed tattoo customization, a range of hairstyles and facial features, different body types, skin tones, voice types—the works. We want players to have fun not only competing but also expressing themselves. Dressing and customizing their Superstars should be part of the experience they look forward to."

He paused for a moment, then added, "And don't forget about gimmicks and entrances. We'll include preset entrance videos and themes from real WWF Superstars, but also allow players to unlock new ones as they progress. Ideally, players will earn 'WWF Coins' by completing matches, rivalries, or story arcs in the campaign. These coins can be spent in an in-game store to buy entrance animations, outfits, special moves, and more."

Zaboru looked around the room, meeting the team's eyes one by one. "This isn't just about a game mode. It's about immersion. Giving the player the power to craft their journey, rise through the ranks, and make their mark on the WWF universe. That's the goal." 

Zaboru smiled and asked, "That covers the details for the next task—any questions?"

John Carmack grinned and raised his hand. Zaboru gave a nod of approval, inviting him to speak. With a curious look, John leaned forward slightly, ready to voice his thoughts. 

"Boss, will we include WWF legends in here too—or wrestling legends in general?" John asked with interest.

Zaboru chuckled and nodded. "Of course we will, John. That's part of the appeal—bringing back icons of the past and letting fans relive legendary moments, or even create new ones with them."

John grinned, clearly encouraged by the response. "Then what if we go one step further? What if we create original Superstars—characters unique to the game—that can become the player's rivals or allies depending on the story path? That way, they feel truly personal to the campaign. And if they're well-written and distinct, players will remember them just as much as the real legends."

Zaboru raised an eyebrow, thinking on it, then his expression lit up with approval. "That's a great idea, John. Let's make it happen. Original rivals, allies, even tag teams. We'll weave them into the narrative arcs so that each player's journey can branch and evolve based on who they align with—or who they fight."

The rest of the team murmured in agreement, visibly energized by the expanding scope of the campaign mode. The idea of blending real-world legends with new, story-driven characters gave the project an entirely new layer of potential.

Zaboru leaned back slightly, satisfied. "Alright, that wraps up today's session. Great work, everyone. Let's get to building something unforgettable."

With that, the meeting concluded, and the team returned to their workstations while Zaboru made his way back to his office, already thinking about how to fit all these new elements into the production timeline.

To be continue 

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