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Chapter 957 - Chapter 895 Team Nexus First 2 task.

Tuesday 6 August 1998 ZAGE Tower Japan.

It's already early August, which means Team Nexus—ZAGE's specialized division focused on arcade development and established in both the USA and Japan—is officially ready to receive their first major assignments. Recently, Zaboru had returned from his trip to the United States, where he had already held preliminary discussions with the Nexus USA leadership. He informed them that the final, detailed instructions would be delivered in Japan, where he planned to hold the main briefing. Naturally, ZAGE would cover all travel, lodging, and logistical costs for the meeting, underscoring just how important these dual-region projects were. Each Nexus branch—USA and Japan—would be assigned separate but equally significant tasks, tailor-made to suit their regional strengths and development goals.

Without wasting time, Zaboru convened the meeting at the ZAGE Tower in Japan, gathering all the key executives and lead developers from Team Nexus. The conference room buzzed with anticipation as Zaboru stood at the front, ready to unveil their missions. He began with the first task designated for the Japanese branch of Nexus: the development of ZAGE's new flagship arcade title—Tekken 2.

This will serve as the next major sequel to Tekken, which has already made its mark both in arcades and on ZEPS 3. Now, it's finally time to take the franchise to the next level. The original Tekken 1 in this world, developed by ZAGE, was modeled after Tekken 2 from Zaboru's previous life, reflecting a nearly identical character roster and combat system. So naturally, the next logical step would be to base this new sequel on Tekken 3, which in Zaboru's past life was universally hailed as one of the greatest entries in the series—revolutionary in both style and gameplay.

However, Zaboru wasn't interested in merely repeating history. Instead, he aimed to leap even further. This upcoming Tekken version wouldn't just emulate Tekken 3—it would fuse its core gameplay, speed, and roster with the aesthetic and technical advances of Tekken 4 from his original world. That meant pushing beyond the expected standards of a 1998 arcade title. Tekken 4, after all, was a PlayStation 2-era game in Zaboru's previous life, and replicating its visual fidelity would mean pushing ZAGE's arcade hardware to its limits.

He planned for the roster to include the iconic characters of Tekken 3—like Jin Kazama, Hwoarang, Eddy Gordo, and Ling Xiaoyu—but rendered in a visual style that mirrored Tekken 4: more detailed facial animations, fluid clothing physics, and richly lit 3D environments with real-time shadows and improved stage interaction. To achieve this level of fidelity, Zaboru would introduce advanced motion capture into the animation pipeline—something almost unheard of in arcades at this point in history.

This push toward realism and technical sophistication would serve a dual purpose. Beyond making this new Tekken arcade a visual marvel, it would also act as a trial by fire for the Nexus Japan team as they began transitioning into high-end development. Zaboru wanted them not only to succeed with this game, but also to gain experience in creating next-gen content in preparation for ZAGE's upcoming home console—the next successor after ZEPS 3. With Tekken as both a testbed and a showcase, the team would be laying the foundation for the future of the company.

The Nexus Japan team were visibly excited, their enthusiasm growing as they began to truly grasp the immense potential behind this next-generation arcade version of Tekken 2. As Zaboru passionately laid out the vision, design direction, and technical ambition for the project, the team couldn't help but feel a mix of inspiration and challenge. The idea of incorporating motion capture, advanced rendering techniques, and dynamic 3D environments was a bold undertaking, and it became clear to everyone in the room that this project would redefine what an arcade experience could be.

Zaboru, fully aware of the complexity involved, announced that he would give the team a full development window until August 1999—an entire year—ensuring they would have sufficient time to experiment, adjust systems, iterate on gameplay mechanics, and master the new technologies being introduced. This timeframe wasn't just generous; it was strategic. Zaboru wanted the team to push boundaries without the pressure of rushing to meet a quarterly deadline. With room for playtesting, internal showcases, and engine optimization, the developers could focus on perfecting not just how the game looked, but how it felt to play in an arcade setting.

He emphasized that during this year, feedback cycles would be ongoing, and prototype builds would be reviewed regularly. The entire room was energized by the roadmap—a mix of innovation and Zaboru's confidence in them. For many of the Nexus Japan members, this would be the most ambitious and transformative project of their careers so far, and they were determined to rise to the occasion.

Next, for Team Nexus USA, Zaboru had something very different in mind. He wanted them to craft a unique arcade experience—one that couldn't be replicated by home consoles, even with ZAGE's advanced technology. Drawing inspiration from a cult classic in his previous life—SEGA Bass Fishing—he presented the project now titled ZAGE Bass Fishing, reimagined for the arcades of this world with added realism, depth, and immersion.

Zaboru explained in vivid detail how this wouldn't just be a casual fishing simulator—it would be an immersive fishing experience. The arcade cabinet itself would include a specialized motion-sensing fishing rod controller with built-in tension feedback. When players cast, reel, or fight against a big catch, the rod would vibrate, resist, and pull—just like real fishing. The core gameplay would center on mastering a wide variety of lures, each with its own behavior in water physics that would change depending on depth, current, and fish species.

He emphasized the need for lifelike lure animations, simulating the way each bait moved underwater, whether it was a spinnerbait, crankbait, or soft plastic. The fish AI would also respond dynamically to weather conditions (like rain or sunshine), time of day (dawn, noon, dusk), and water clarity. Each location would feature a different biome—lakes, rivers, swamps—with specific fish types such as largemouth bass, trout, catfish, and even rare trophy catches.

Every catch would award points based on weight, rarity, and difficulty. Some fish would require quick reflexes and precise reeling patterns to land, while others would test endurance and timing. The challenge and variety were designed to encourage repeat plays, local competitions, and arcade high-score rivalries.

Zaboru gave the Nexus USA team a generous development window of approximately one year and one month, aiming for a release around September next year. The timeline would give them freedom to prototype unique hardware components while fine-tuning the gameplay systems. The team was visibly thrilled. For many of them, this felt like a rare chance to build something wholly original—an arcade cabinet with a dedicated mechanical control system and layered environmental simulation.

This wasn't just a task; it was a chance to pioneer a new category of immersive arcade games, and Team Nexus USA was eager to rise to the challenge.

With both teams now fully briefed and energized, Zaboru had officially assigned Team Nexus their respective tasks and provided them with generous timelines to execute his ambitious vision. While he planned to occasionally assist and oversee key milestones throughout the development process, he also trusted his teams enough to take initiative and innovate on their own.

Zaboru envisioned Team Nexus as the foundational force behind many of ZAGE's upcoming high-profile projects—initiatives that would push the company's arcade legacy into the next era. These weren't just ordinary follow-ups or one-off releases; he was thinking about long-term infrastructure, immersive brand ecosystems, and defining what the ZAGE arcade experience would be

However, these ambitions required extensive planning and cross-department collaboration. The next steps would involve a series of intensive meetings with not just the Nexus leadership, but also ZAGE's hardware engineers, experienced designers, and executive strategists. What Zaboru had in mind was something much larger than just a game—it was a new generation of arcade environments that would combine social engagement, physical interaction, and cutting-edge technology into a full-scale entertainment hub.

To bring this vision to life, one major logistical hurdle had to be addressed: space. These dedicated ZAGE arcade locations would require significantly more floor area than traditional arcades. Some would include multiple interconnected cabinets, environmental effects, and possibly even thematic zones that changed based on the featured titles. ZAGE's Research and Marketing divisions were already conducting feasibility studies and scouting urban and suburban locations in both Japan and the USA. They were looking for high-foot-traffic zones, entertainment districts, and emerging youth culture hotspots to serve as potential sites for these new flagship arcades.

Zaboru knew this would take time, resources, and relentless iteration—but once it was in motion, it would redefine the cultural perception of arcades. And at the heart of it all, Team Nexus would be the engine driving its future so there's a chance in future the ZAGE team nexus will expand.

With the immediate planning phase concluded, Zaboru finally allowed himself a moment of relaxation. Back in his private office at the ZAGE Tower, he spent the afternoon diving into a selection of new titles from third-party developers releasing on ZEPS 3 with both his Wife and his son that were so excited..

To be continue 

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