Review by
J. M. Vargas
(Reader
Review)
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Back
- Saturn Reviews
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I strongly urge you to read my previous Reader Review of
Warp's other well-known FMV puzzle/horror game "D", a
cult-hit that has singlehandedly made Kenji Eno a videogame
celebrity in Japan and has given credibility to the Sega
Dreamcast with the promise of "D2" as a second-party
exclusive when the machine hits retail. And Eno is using
for the Dreamcast game the same character that has become
the company's walking logo, and that appeared on the
spiritual follow-up to "D", the Saturn-exclusive "Enemy
Zero": blond and sensitive (but tough and resourceful)
Laura Lewis. "EO" may be an evolution in the gaming
interface and concepts pioneered by "D", and have a
considerable increase in the quality of the FMV cinemas and
interactivity with the surroundings; at its heart, though,
Sega knew it had a quirky and tough sell with such a
cutting-edge and unique title in the United States.
Your plot is lifted straight from the 1978 sci-fi classic
"Alien", with enough little twists to give the game a new
feel. Exploratory biocraft Aki (read: the Nostromo) is
heading back to Earth with a crew of scientists/engineers
in suspended animation, kept alive and breathing via a
network system that monitors neural activity. Laura Lewis
(read: Ripley) is awakened by the computer when the
network's emergency program detects an intruder in the
ship; in the daze to be awakened so suddenly, Laura loses
some of her memories and is dazed and confused. Trying to
reach the other crew members through the damaged video
phone directory leads to Aki's engineer Parker (read: the
Yaphet Kotto character), which is suddenly attacked by a
mysterious being that breaks the communication. Now Laura
must venture outside the safety of her room and face...it!
GRAPHICS / VISUALS: B
The game uses two different game engines for the two
portions in which the game is divided: an updated "D"
interface for exploratory segments, and a "Doom"-like
interface for moving between the ship's many areas
(warehouse, engineer's room, bridge, etc.) and to fight the
invisible alien that cannot be seen by Laura. The FMV
segments (which fill over four CD's), although letterboxed
and a bit grainy around the corner, use SGI-rendered
graphics that are a tremendous improvement over the
Amiga-rendered graphics used for this early 3DO
killer-app. The first-person shooter segments won't give
the Lobotomy shooters a moment of worry (it is fast and
moves at 30 frames-per-second), since it features a
'blackness' just a few feet away from you, and has a
low-res look and drab colors (brown being he most
prominent) that wouldn't stand a chance as a stand-alone
game. The use of wire-frames for the Training level in
Disc 0, though, is cool-looking and shows that the
effectiveness in killing the alien depends on practice.
For the purposes "EO" sets itself to achieve, both engines
complement perfectly and look like Sega's answer to "Riven"
(PC) and "Kwoolon's Gate" (PSX).
MUSIC / SOUND EFFECTS: B-
A tense and subdued musical score (except for the totally
out-of-place hard rock tune in the opening FMV cinema)
underscores the tension and overwhelming sense of doom that
surrounds Laura on her lonely quest to get out of the ship
alive, and kill the alien with her
hard-to-wield-and-recharge gun. Most of the sound effects
are movie-quality, especially the FMV segments (some of
which you get to semi-control in the "D"-like interface),
although most of the time Laura's footsteps and mechanical
surroundings will make the bulk of what you'll hear. The
ever increasing/decreasing beeping of your VPS, indicating
the location of the invisible alien, never fails to make
the heart beats go faster and the hand palms get sweaty.
Voices are on the weak side, although there aren't that
many voice samples from which to draw a conclusion (does
Parker's scream of pain when his head is ripped-off count?)
despite the ever-present Aki computer voice doing its
damnest to ape the lack of emotion in the HAL2000 computer
in the Stanley Kubrick sci-fi classic "2001: A Space
Odyssey". Jill Cunniff, leading singer from the musical
band Luscious Jackson, was approached do to the English
voice-overs of Laura Lewis; after hearing the puny amount
of one-liners Laura actually uses during "Enemy Zero" (and
how badly Cunniff did them) you'll realize Sega of America
probably used her as a marketing scheme that would allow
them to use her name of the cover of the game.
GAMEPLAY / FUN FACTOR: B
Replay value isn't a concern with this genre, since its the
first-time playthrough that makes or breaks the game; "EO"
is a somewhat-lengthy attempt at a sci-fi movie on 32-bit
videogame form, and taken just as that, the game succeeds
widely with only a handful of drawbacks against its
veryambitious attempt. The bad first: it's incredibly
hard, even on easy, to kill an alien being that you can't
see. That ensures plenty of frustration with klutzy
players, and may frustrate some early on in the proceedings
and make them shelve the game permanently. Also, what's
with the somehwhat-confusing control scheme of the
first-person segments?; strafing left/right is a breeze
with the L/R buttons, but looking up/down and making Laura
move with the agility of a "Doom"/"Quake" marine is nearly
impossible (not that the game demands it though). And,
very much like "D", "EO" only raises the pulse every once
in a while and is, for the most part, a boring and tedious
exercise in click-and-search graphic adventures cliches
where you need 'X' item to fit in 'Y' slot, and so forth.
Besides the above, "EO" is an evolution of "D" that takes
advantage of Saturn's 32-bit processors and upgrades both
the look/feel of the visual/aural bells and whistles of
"D", which had its artistic vision severely hampered by its
low-end technology (Amiga computers to render the graphics,
and the 3DO multiplayer's archaic 32-bit chips). Kenji
Eno and his Warp programmers are obvious fans of motion
pictures, because "EO" has the camera angles, pans/tilts
and zooms that are standard technique when it comes to film
and TV productions; when an alien being runs through a
steel door and breaks it in half, the pan toward Laura's
face to get her reaction to the wreckage is as important
and necessary (for mood's sake) as the action sequence.
The new and improved "D" interface addressed the main
criticism Warp's cult-hit received from gamers: it was
slow, tedious and clunky; "EO" is faster, more responsive,
and features plenty of macabre puzzles that disturb and
keep the player inmersed in Laura's plight at all times.
It isn't everyday that you must gather a dismembered finger
from a deceased crew member in order to access his locker
room via a finger-print recognition device.
OVERALL: B
How did this game, along with the Saturn version of "Quake"
and Squaresoft's "Final Fantasy VII" (PSX, PC) get a 'T'
rating from the ESRB Association is beyond me; be warned
that there are more than a handful of compromising
situations in "Enemy Zero" that might be disturbing for
younger gamers, one of which includes mild nudity
(grrrr!). "EO" can be found for under $25 at most retail
stores clearing out their Saturn inventory, and I strongly
urge you to give serious thought to purchasing a copy of
this underrated and atmospheric Warp title; it may be
flawed, but it isn't everyday that such an alternative
Japanese game makes it to our shores. Let's hope "D2"
resurrects the franchise mascot, Laura Lewis, to the status
of a Lara Croft or a Jill Valentine (we need more brains
and less cleavage in our videogame heroines).
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