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Chapter 866 - Chapter 806 Nascar Rumble and October Games Review

In October, ZAGE fans—and gaming fans in general—were feasting with joy as three brand-new titles dropped from ZAGE, each one making waves across the industry. One of the standout titles among them was none other than Nascar Rumble. This chaotic racing game delivered nonstop action and insanity, drawing comparisons to ZAGE's Mario Kart—but instead of cartoon karts, it featured real licensed and fictional cars blazing through outrageous tracks.

But Nascar Rumble didn't stop at just chaos and speed. What made it truly shine was the immense variety and crossover appeal. ZAGE didn't just make a racing game—they turned it into a celebration of all their vehicle-related franchises. Cars from ZAGE titles like Twisted Metal, Carmageddon, and Rad Racer were present, each with their own unique look and feel. But that wasn't all. HotWheels-style cars, created by ZAGE's own toy subsidiary HanDai, were also part of the lineup, giving players even more variety.

Zaboru, always the mastermind, had gone far beyond what was available in his previous life's version of the game. He packed this release with more vehicles, deeper customization, hidden unlocks, and references to other ZAGE games Players could spend hours just scrolling through the garage, trying to decide which ridiculous or legendary car to bring to the track. Whether you wanted to ride into chaos with a spiked war machine or drift corners in a sleek HotWheels speedster, Nascar Rumble had you covered—and then some.

First of all, the graphics are absolutely stunning. The cars look incredibly detailed on the ZEPS 3, showcasing what the 64-bit console is truly capable of. From reflections on car surfaces to the sparks that fly during collisions, the visuals blow players away and elevate the whole racing experience. Every environment, whether a stormy city street or a dusty desert trail, bursts with life and movement.

The racing itself is also top-tier. The feel of each car is distinct, handling is responsive, and the sense of speed is thrilling. But what takes it to the next level is the sheer chaos that unfolds on the track. Players can pick up power-ups that let them speed boost, teleport across the track, transform into a wrecking machine, summon devastating tornadoes, fire rockets at their opponents, or even temporarily take flight. The result is pure, unpredictable mayhem—every race is different, full of explosions, surprises, and laughter.

Players are loving the experience not just for the gameplay, but for the variety it offers. The game supports up to four players simultaneously, which turns every session into a party filled with trash talk, screaming victories, and hilarious wipeouts. It's one of those games that never gets old because the chaos makes every round feel new.

But there's even more beyond just standard racing. Nascar Rumble includes several alternate modes. One of the biggest hits is the custom battle car mode, where players can build their own combat vehicle from scratch—choosing weapons, armor, paint jobs, and unique gadgets. It allows for deep personalization and strategy.

Then there's the track builder. Players can create their own courses with insane loops, traps, jumps, and hazards, then challenge friends to race on them. It adds another layer of creativity and replayability. 

Altogether, Nascar Rumble isn't just a racing game—it's a wild, chaotic sandbox of high-speed fun that shows off the full power of the ZEPS 3. Players are hooked, and they can't get enough.

Next game is Silent Hill, which has been praised by many as nothing short of revolutionary. Horror game fans are absolutely loving this one, and it's not hard to see why. Silent Hill proves that horror doesn't have to rely solely on jump scares or ghostly figures popping out of closets. Instead, it focuses on psychological terror, using silence, atmosphere, and the fear of the unknown to send shivers down players' spines. The eerie fog, unsettling music, and oppressive mood all blend together to create an experience that lingers with you long after you've put down the controller.

What sets Silent Hill apart even more is its rich storytelling and multiple endings. Players' choices influence how the game concludes, encouraging replayability and deep discussions in the community. And then there's the now-iconic secret UFO ending, where Harry is kidnapped by a flying saucer—and the alien pilot is hilariously wearing a Z helmet, clearly referencing Zabo-man. This absurd twist had fans howling with laughter, and it quickly became a fan-favorite Easter egg, shared across message boards and ZAGE forums.

But Silent Hill's impact didn't stop with gamers. Even film directors and writers have taken note. The game's mastery of creating tension through silence and uncertainty has been cited as a lesson in how fear can be psychological, not just visual. Released right on Halloween, the timing only boosted its reception, making it the go-to horror game for the spooky season.

Interestingly, Silent Hill also sparked a unique cultural phenomenon. While many people were fascinated by the game's mysterious story and atmosphere, not everyone was brave enough to play it themselves even when they already bought the game as appreciation. This led to a new behavior: people would buy the game, then invite their more fearless friends to play while they watched from a safer distance. The combination of terror and curiosity created a shared experience that was both thrilling and hilarious. On the ZAGE forums, this was quickly dubbed the "Silent Hill Effect," and it soon spread into a meme within the gaming community.

Memes about "Silent Hill" quickly spread, often showing exaggerated contrasts—like people confidently squaring up to muscular street thugs but completely cowering in fear when playing Silent Hill. These memes captured the unique psychological grip the game had on players. It wasn't just about fear—it was about shared vulnerability and emotional tension. Silent Hill didn't just terrify people; it brought them together through a common, unforgettable experience. It demonstrated that horror could be intelligent, nuanced, and socially resonant. For many, Silent Hill wasn't just a video game—it was a cultural moment that left a lasting impression.

Other than Silent Hill, next on the list is Castlevania: Symphony of the Night, also known as SOTN, a game that absolutely blew gamers away. If Silent Hill was pushing the boundaries of what horror games could be, then Symphony of the Night was doing the same for the 2D action-adventure genre. It took everything players loved about older Castlevania titles and expanded it to create something deeper, richer, and more unforgettable. In the ZAGE forums, the term "MetroidVania" was officially born, naming a genre that mixed exploration, progression, combat, and storytelling in a single 2D experience.

The game is packed with content: dozens of weapons to discover, multiple viable builds to experiment with, and a wide array of spells that add complexity and creativity to combat. These spells aren't just passive abilities; players have to input them using specific command combos, much like a fighting game, giving that extra satisfaction when you land one mid-battle. It rewards skill and memorization in a way that keeps players engaged.

But what truly takes SOTN to another level is the amount of hidden content. There are layers upon layers of secrets. From breakable walls to secret items and rooms, it constantly rewards curious and observant players. Zaboru, drawing from his knowledge of the original SOTN in his past life, took this version even further. He introduced new New Game+ stages where the entire castle is flipped upside-down, opening new areas and enemies and it was more polished than original. This blew fans' minds—turning something familiar into something entirely new and dangerous.

On top of that, SOTN features alternate playable characters. Players can unlock Axe Hero, Richter Belmont, and even Zabo-man, each with unique weapons, movesets, and playstyles that change how the game feels. These aren't cheap reskins—they're full-fledged characters with their own identities.

And then there's the soundtrack. The music and atmosphere are some of the strongest in any ZAGE title to date. Gothic orchestral tracks fill the halls of Dracula's castle, haunting melodies follow you through caverns and cathedrals, and boss battles are punctuated by intense, unforgettable compositions. Combined with the stunning 2D sprite work and moody lighting, the game completely immerses you in its eerie, romantic world.

It's no surprise that Castlevania: Symphony of the Night received perfect scores across the board. In forums and reviews, it's often described not just as a game but as an "experience." ZAGE fans can't stop talking about it. The secrets, the builds, the lore—it's the kind of game people are still playing, analyzing, and sharing week after its release.

In short, Symphony of the Night isn't just one of the best games of October. It's one of the defining titles of the decade—and a crown jewel in Zaboru's ever-expanding creative empire.

Players are genuinely delighted, and they always look forward to ZAGE releasing new games—it's consistently exciting and often groundbreaking. However, as early November rolls in, a strange conspiracy theory has started circulating among fans. It revolves around Zaboru Renkonan, the enigmatic owner of ZAGE. His name appears everywhere across their games: from game development credits to "Art Design," "Music," "Story," and more. In fact, most of ZAGE's in-game characters seem to have been created or shaped under Zaboru's direct guidance.

This overwhelming presence has sparked rumors and speculation. Some fans believe it's more than just creative involvement—it's almost as if Zaboru is embedding a deeper message or controlling everything behind the scenes with uncanny precision. As fans dig deeper, the theory gains traction across ZAGE forums and social spaces, turning into a full-blown online mystery that has everyone wondering: how much of ZAGE is Zaboru, and how much is fiction?

To be continue

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