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Enemy Zero (Win95)By: The J Man
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There are little quirks to my gaming history that I would be hard-pressed to try and explain today. One that stands out is why I continued to stick with "full motion video" games. I had the Sega CD, the games were crap, but I kept buying them; kept reaching for the stove and thinking it wouldn't burn my hand this time. Perhaps I was gullible. Perhaps my love of real movies was clouding my vision. Perhaps it was revolutionary for the mid-90s and I really didn't know any better. Perhaps it requires to hindsight to see how bad those games really were.
Despite the fact that it featured standard puzzles, extremely limited interaction, and a lot of "move the character to the next cutscene" gameplay, I was actually looking forward to Eno's next offering - Enemy Zero. It was in space! You faced a creature stalking your crew! It would have the same incredible graphics (again, for the time) as D, except it was sci-fi and in fucking space! Unfortunately, it was not to be. Sony apparently gipped Eno out of a promised order, and he responded by flashing them the middle finger and moving all his games to the Saturn. I did not own the Saturn. And so, as I aged and moved along with the industry far away from the memories of FMV, Enemy Zero went from must-play to completely forgotten. Until... the research for my Mansion of Hidden Souls review reminded me of D, which in turn reignited memories of Enemy Zero, which in the years I'd stopped tracking it had actually received a PC port that could now be had on the cheap from Ebay. I couldn't click Buy It Now fast enough. I was finally going to see what this game was all about. Enemy Zero has you again controlling Laura, the heroine and "actress" from D, this time playing the role of a pilot on a deep-space vessel returning to Earth. You wake from cryo sleep to emergency alarms and crewmembers being slaughtered over the videophone. You quickly discover that the ship has become infested with aliens, and must try to regroup with the survivors and establish some kind of plan to stay alive. From there, you cycle between two modes - one has you searching rooms for critical inventory items and cutscenes in a D-like interface. The other mode has you getting to those rooms by navigating mazes and fighting invisible aliens in a limited first-person-shooter interface.
The entire system is also surprisingly effective at getting you scared. Very limited ammo (usually 2-3 charges per gun) means every shot has to count, and invisible enemies mean you're never completely sure of where they are, how close, and if the shot will hit. Maybe "scared" isn't the right term for everyone - but I definitely get cocky in games like Doom, and I wasn't showboating or cracking wise here. You're spinning around frantically, pausing to listen, and hurriedly getting the gun ready when you realize you've miscalculated - just like characters in these sorts of films. The beeping also gives the same building sense of dread as the motion tracker from Aliens, while being critically useful and allowing you to dodge around aliens when there are side passages available. Generally, the game is graphically sharp. Areas of the ship are both designed and rendered well. The exploration mode looks the best, and while there are no modern effects like bump mapping or elaborate lighting, they do look like 90s-era cutscenes. Think the movies for Starcraft, which were universally praised. Now imagine being able to "walk" around inside them, and you'll get a sense of how cool this was for the time. I also like the ship's clean design. Smooth walls and modular crew quarters are probably hiding technical limitations, but I like that this isn't the usual "scary ship design" built for the express purpose of housing shadowy nasties. The FPS sections do as well as they can, and clip along at a nice pace. Texture work looks good for an early polygonal engine, and while it does fade to black at a short distance, it naturally works for the mood. This is also the section where you'll see your pipes, junction boxes, alien slime, and flashing warning lights.
Stranger, though, is the decision to keep Laura a mute heroine. She was the only character in D, so staying silent worked there - I appreciated the lack of the usual "Huh? What's this?" mumbles to herself. But here, where other characters interact directly with her, keeping her limited to head nods and quizzical looks seems odd. When she encounters dead crew she can do nothing more than gasp and put her hands to her mouth, pause, and return to normal. Frequently she'll assume the "crying position" (you'll see; the animation gets reused) and sob, but still, no talking. They even went to the trouble of hiring Jill Conniff, lead singer for the band Luscious Jackson, to provide Laura's voice, but this only happens for audio logs that recap the story after you load a game. Meanwhile, other characters can and do talk, and start to steal the show for it. Despite her plastic looks and behavior, supporting character Kimberly actually comes off the most likeable and manages to make a few memorable choices. Her lines are pretty ridiculous - she goes off on a tangent about the secret to combat being to "look your enemy straight in the eye and never back down" - you know they're invisible, right? But still, there's a performance there, and it generates a character you can feel a little tinge of something for. Perhaps a few more heartfelt performances could have given some life to Laura and friends. The FPS section has some trouble as well. Controls are wobbly, and it's often difficult to simply move down a hall without weaving drunkenly around. This is made worse because the engine hijacks your view if you touch a wall. I'm not sure what the purpose here is (maybe to prevent clipping), but your view will get violently jolted in a different direction if you just brush the corridor edges. This doesn't help when you're trying to run, and really doesn't help when you're backing away from an alien and trying to aim.
Now usually I don't give away the entire plot of a game, no matter how bad it is, but I'm going to make an exception here. Part of the charm of any game is to unravel the plot and see how it turns out. I personally believe it's the main reason to keep playing. So I feel it's important in this case to let you know just how worthless completing this game actually is. If you don't care about story, you won't mind. If you do, then avert your eyes if you don't like... ***OMG! SPOILARZZ!!***
The entire plot is the movie Alien. I don't mean it "resembles" Alien, I mean the entire fucking plot is the movie. The creatures are on board because you were secretly sent by your company to capture them and bring them to the bio-weapons division. That's directly quoted by one of the characters, and reinforced by found computer logs. One of the characters turns out to be an android, ostensibly to ensure the capture is successful, but really for no goddamn reason at all. Sure your character is sad about it, but the guy could have just died as a human, and without the robot soliloquy. After everyone is dead, you set the ship to destruct, beat feet to the shuttle, speed away just as the ship explodes, and head into hypersleep while reciting the names of the dead crew into your final audio log. I mean, seriously? You have all of these resources and this is the best you can come up with? You could buy an original story of equivalent quality for the price of a beer. Sure, characters here are different, and there's one or two new subplots, but it's like they don't even give a shit that their game robs the movie wholesale. I was really curious about how the aliens got on board, and once I got to the "company involvement revelation," I came very close to deleting the game on the spot. I know this story. I don't need to hear it again.
***END SPOILERS*** Now you may not care, and you may just be in it for the gameplay. I still think you'll be disappointed. The adventure sections resolve linearly, and are virtually puzzle-less. There's a few puzzles requiring you to know binary counting, but an elevator in-game operates on the same principle and can teach you the code. There were also two power boxes locked by codes. The first had four buttons, and I simply tried every sequence until it unlocked. The second has a clue you can use to unlock it early, but you can't access the new area until you speak to a character. That character will just GIVE you the unlock code at that time. That's as hard as the puzzles get, and item searches are similarly easy. The camera restricts possible hiding spots to just a handful per room, and you're usually just searching for the key to access the next area, or for a gun for the FPS section. The FPS section is tense, but far from action-packed, the engine view bugs are annoying, and the blatant mazes even more so. I like the hybrid of adventure and FPS, and the mix actually works well here. The issue is that neither part individually is a shining example of its genre. I think there was the potential for greatness here if more care had been given into making a story worth playing, instead of a throwaway rehash. But with the final product, I think adventure fans aren't going to be engaged by simple item hunts, and would have a better time playing D. FPS fans are just going to laugh. -reviewed 11/17/08 - game copyright 1997/1998 SEGA Enterprised, Ltd.
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