First of all ZAGE are releasing 4 games this month which are R-Type DX , Wario Land 2 for ZGB and E.V.O Search of Eden for ZEPS 2 and Elder Scroll 2 arena.
For R-Type DX, Zaboru hasn't altered much, preserving the solid handheld side-scrolling shoot-'em-up gameplay that fans love. The controls remain tight, the pacing energetic, and the challenge level just right for portable play.
For Wario Land 2, Zaboru didn't make major changes but rather enhanced the graphics and overall gameplay compared to his earlier world versions. Surprisingly, Wario has a large fanbase, likely because he feels like an anti-hero or something a bit different from the typical protagonist. His unique playstyle—slow, tank-like, and powerful—has a certain appeal that many players appreciate. When the sequel was announced and eventually released, fans were thrilled. The game sold very well, further proving that Wario's charm and unconventional design have carved out a distinct fanbase, even some Wario fans are starting dissing Mario in the ZAGE forum.
For E.V.O Search of Eden many players are astonished how unique it is!. The game put you in the role of a living creature guided by Gaia, the spirit of Earth, across five geological ages. You start as a small fish in the ocean, struggling to survive, and through combat and adaptation you slowly climb the evolutionary ladder toward mammals and eventually humankind.
The core mechanic revolves around evolution points. Every time you defeat an enemy—whether it's another fish, a reptile, or even a large predator—you consume its remains and earn points. These points can then be spent to change parts of your body, such as jaws, horns, fins, legs, or tails. Each upgrade affects your stats and abilities, letting you craft your own creature build. Some players preferred strong jaws for powerful attacks, while others evolved faster fins or legs for mobility. The system encouraged experimentation, and the results could be both practical and bizarre, making every playthrough feel different.
Progression is structured around five distinct eras, each with its own overworld and side-scrolling stages. You move from the primordial seas to amphibian land, then into the dinosaur age, the Ice Age, and finally into the age of early humans. Each era ends with a boss fight, often against mutated beasts enhanced by strange crystals. Defeating these bosses pushes evolution forward, but also resets your form into a simpler state appropriate for the new age, keeping the gameplay fresh.
Another unique feature is that the game rarely punishes you with a hard "Game Over." If you die, Gaia revives you, though you lose half of your evolution points and return to the start of the stage or boss area. This design allows for freedom to experiment with different evolutions without feeling like failure ends your progress. It also adds tension—dying right before an expensive upgrade can set you back significantly, making survival matter.
The atmosphere is really distinct and unique. The graphics are colorful and detailed, with lush landscapes that evolve as you advance through the ages. The music is sometimes serene, sometimes eerie, and helps reinforce the sense that you are witnessing the grand sweep of life's history. Combined with Gaia's occasional narrative guidance, the game feels both mystical and scientific, as if you are taking part in a myth about Earth's creation.
Replayability is high because of the branching evolutionary paths. In later eras, you can evolve toward reptiles, birds, mammals, or even unlock special forms like a mermaid or human by finding hidden crystals. This freedom to experiment makes the game feel personal—your creature is your creation, shaped by your choices. It's a mix of strategy, exploration, and action that few other games offer.
Players can also spot mysterious Black Dinosaurs in the background, each donning a sleek, black Z Helmet. Yes, in this game, Zabo-man becomes T-Rexes equipped with futuristic black Z-helmets. The unexpected visual and absurdity of this design choice never fails to make players giggle, adding a touch of humor and cool cameo.
Overall the game is really unique and makes players love it very much and it's also proven that ZAGE always strife and experiment with new genres.
Elder Scrolls II: Arena is truly one of the groundbreaking entries in the franchise. It takes everything that was great about the first Elder Scrolls: Arena and refines it, pushing the series forward in almost every way. The world map is absolutely massive—still one of the largest in any RPG—and the storytelling is far more engaging and immersive. Zaboru introduced many new Daedric quests that are not only bizarre and mysterious but also rewarding, offering players powerful and rare Daedric Prince artifacts. These quests often delve into surreal territory, giving players a sense of unease and wonder that adds depth to the overall experience.
Many fans were initially confused about why the name still includes "Arena," but Zaboru didn't elaborate much on it. In reality, Elder Scrolls II: Arena is more of an extended and continued version of the first game, building on its foundation while introducing innovative mechanics and expanded content.
If ZAGE's Elder Scrolls: Arena 1 showcased the foundational elements of an Elder Scrolls-style RPG—such as proper inventory management, a basic yet functional spell system, and a rewarding experience point mechanic—then Elder Scrolls II: Arena elevates that formula to an entirely new level. The sequel greatly enhances the magic system by offering more complex spells and casting options, as well as introducing a broader array of unique and rare weapons. The Daedric Prince quests are particularly standout: they're bizarre, often unsettling, and always intriguing. These quests provide not just gameplay variety but also powerful rewards, making them essential for dedicated adventurers.
The GOTY 1995 event went smoothly, marking a major milestone for ZAGE's game industry highlights. The coveted Game of the Year award was ultimately awarded to Quake, recognized for its groundbreaking innovations in true 3D gameplay and immersive technology. Quake not only pushed technical boundaries but also redefined what players could expect from a first-person shooter, setting a new standard across the industry.
In addition to Quake, four other notable titles were nominated for the award, . The nominees included Warcraft II, Rurouni Kenshin, Sonic 3 & Knuckles, and Mario Kart. Ultimately, Quake stood out as the winner among these five finalists, earning the title of ZAGE Game of the Year 1995 and cementing its legacy in gaming history.
Beyond just gameplay, the world-building receives a huge boost. The game expands the lore of the Elder Scrolls universe through a wealth of in-game books, journals, and hidden notes scattered throughout the massive world. This rich tapestry of information keeps lore-enthusiasts deeply engaged and has helped build a cult-like following among hardcore fans. Additionally, the decision-making system is far more refined—players can now pursue a wide range of moral paths. Whether choosing to be a benevolent hero or a ruthless villain, the game supports both routes with meaningful consequences and branching narrative arcs.
Zaboru appears to be using Elder Scrolls II: Arena as a testing ground for even more ambitious future developments in the series, laying the groundwork for what could be an incredibly future Elder Scrolls game.
In a major announcement from the anime division, Green Leaf Studio has been officially acquired by ZAGE through "legal" means. The acquisition has brought tremendous joy to the employees, who are now enjoying significantly higher salaries, reduced workloads, and comprehensive benefits packages. Morale is at an all-time high.
In a heartfelt and emotional gesture, Zaboru has reinstated Kihito Midori—the original CEO of Green Leaf—back to his former position. Midori had previously worked as janitor after selling the studio to a loan shark during difficult times. Overwhelmed with gratitude, Midori was seen in tears, thanking Zaboru for the opportunity and promising to restore Green Leaf Studio to its former glory or at least to be its best. He vowed to lead with renewed passion and integrity, determined to make the studio a beacon of creativity once again.
Employees, too, have expressed deep appreciation for ZAGE's intervention, stating that they finally feel liberated from what they described as a "hell hole" or "Black Company" under the previous ownership of Shiroki Toho. Their excitement and gratitude underscore a new era of optimism and productivity for Green Leaf Studio.
Yasu Domachi, a prominent figure within YaDo, one of ZAGE Animation's subsidiaries, expressed his delight at the recent acquisition of Green Leaf Studio. He emphasized that the studio's employees are not only exceptionally talented but also possess a strong work ethic shaped by years of relentless effort. However, he noted that things are now very different—in a positive way. Their dedication and hard work are finally being recognized and generously compensated. As a result, Yasu Domachi is in the process of fully integrating Green Leaf Studio into the YaDo production network, much like he previously did with the famed Tatsunoko studio that ZAGE acquired too. This strategic move aims to leverage Green Leaf's strengths while uniting the creative efforts of ZAGE's animation division under a cohesive and collaborative framework.
And now it's already early 1996 and Zaboru is excited to watch the Ultraman Tiga, Kamen Rider Kuuga and Kyoru Sentai Zyuranger premiere.
To be continue
AN : Please Play E.V.O Search of Eden. This game is a masterpiece. I really loved it. Anyway in 1996 the Time skips style might have changed or still the same as it is right now. I need to look for a great format for the time skips and if I didn't find one then I might still do it like this.
Also in next GEN the writing styles might change as well i plan in next gens ZAGE only release 2 games a Month at most no more than that.
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