As a fan of the Metal Gear
series, I inevitably came across the title Zone of the Enders. While
this 2001 mecha game did sell well enough to warrant a sequel, Zone of the
Enders: The 2nd Runner, it’s best known for coming bundled with the demo
for the highly anticipated Metal Gear Solid 2: Sons of Liberty in its
initial release. As such, it developed a reputation as “the free game” that
came with a full-priced demo, but still attracted a cult following of its own.
I’ll admit that part of my attraction to this game was the fact that Hideo
Kojima produced it, but a good amount of it was just to see what Zone of the
Enders actually was. When I finally got my copy of the game, which, of
course, came without the famous MGS2 demo disc, I played it at the first
opportunity. I could definitely see the potential in the series, but this first
game is definitely rough around the edges.
In the year 2172, mankind has colonized
Earth’s, Mars’ and Jupiter’s moons. A military force, BAHRAM, attacks a Jupiter
colony, Antilia, in search of an Orbital Frame. One of the few survivors of the
attack, Leo Stenbuck, witnesses the death of his friends and flees to a hangar.
There, he accidentally stumbles into the cause of the attack, an Orbital Frame
named Jehuty. With the aid of Jehuty’s AI, ADA, Leo sets off to deliver the
Orbital Frame to the Space Force on the other side of the colony, dealing with
BAHRAM and saving his fellow colonists along the way.
Leo accidentally enters Jehuty. |
Zone of the Enders does what it can to set up a unique world and
attempts to tell a serious and emotional story. However, I didn’t think there
was enough of it there. The story is written well enough and has the right
amount of detail to function, but I wanted to know more about the background
conflict, like why exactly BAHRAM needed Jehuty so badly. I’ll admit that this
question got answered, but only within the last few seconds of the game and in
such a way that implies there’s more of this story to tell in a sequel. Even
so, Anubis felt genuinely threatening as a final enemy and helped stoke
interest in playing said sequel. What didn’t help the experience for me personally
was the quality of the voice acting. It wasn’t the worst I’ve ever heard, but
some of the more stilted line readings and awkward dialogue took away from some
of the emotional impact of the story.
Considering the game only lasts about
five hours, two or three if you skip cutscenes and know what you’re doing, I’m
surprised by how much I have to talk about. It plays simply enough, piloting
Jehuty while attacking other unmanned Orbital Frames with a sword or energy
shots, but there’s some depth that separates it from other hack-and-slash
games.
The first, and biggest, layer of depth
is Jehuty’s distance-based attacks. Jehuty will engage in close-ranged
(sword-based) or long-ranged (energy blasts) combat depending on how far away
from the enemy it is. Distance also affects the behavior of Dash and Burst
attacks, the former of which occurs when attacking while moving and the latter
of which is first initiated with R2 while staying completely still. This style
of combat is unusual, but feels more natural once you play long enough.
Jehuty's attacks are based on distance. |
Another layer to the combat is the
sub-weapons, which the player can select and then activate with Circle. When no
sub-weapon is selected or when the enemy is in close range, this button is also
used to grab and throw enemies when applicable. Even without this extra layer
of context-sensitive action, the number of sub-weapons in this game, which all
use separate ammunition, is honestly overwhelming. This does offer a lot of
combat options, but you’re never really told how many of them work unless you
open the menu and read the descriptions. I don’t know if playing on Normal had
anything to do with this, but I didn’t really feel compelled to use very many
of them. The only ones I had to use were Sniper, to clear a specific mission
with vague instructions, and Decoy, to clear a specific boss with a
targeting-based attack. Outside of those, the only one I felt like using was
Mummy, which refills health and comes very much in handy during the late game.
Then there’s the movement controls and
the camera. While these are responsive, they do take some getting used to.
Using Triangle to ascend with Jehuty and Cross to descend feels natural after a
while, but the camera is a little tricky. The left stick is used to move Jehuty
and stopping will also lock the camera behind it. This is all well and good,
but the right stick, which directly controls the camera, feels very slow by
comparison. This does make it better suited for precision aiming, but looking
for something out in the field often required using a clunky combination of
both sticks.
As for the actual gameplay, you travel
between areas of Antilia using an overworld system, so you have to manually fly
Jehuty between areas. Once you’re in an area, you complete whatever task ADA
gives you and can also see where every enemy and item is, both through moving
around and using the map on the pause screen. Of course, not every objective
can be completed right away, which brings me to a discussion on padding.
You can see where every enemy is and how far away they are. |
To elaborate, the mission structure in Zone
of the Enders leans pretty heavily on backtracking and fetch quests to
where it feels more like padding. One of the biggest obstacles in the game, a
field of microwave radiation, requires you to visit and re-visit several areas
in the colony and find the right equipment just so you can destroy two
generators and then the satellite dishes they belong to. The backtracking
wouldn’t be so bad if the game gave you any hint on where to go, as it expects
you to just know your next location, go through trial and error until you hit the
right one or remember some small detail from earlier in the game (like seeing a
downed Orbital Frame in the establishing shot for one specific area). The fetch
quest part comes from finding Passcodes and then the correct Local Server to get
certain sub-weapons.
At some points during the game, you may
see an orange S.O.S. signal from an area in the overworld, indicating an
optional Rescue Mission. In these missions, your performance is explicitly
graded based on how well you can avoid damaging buildings or killing innocent
civilians. While this does fit in with the themes of war and the preservation
of life, it’s actually quite difficult to get a high grade, either because you
accidentally cause collateral damage with your attacks or you can’t get to
enemy squads fast enough and they end up causing destruction anyway. As such, I
mostly got a “C” rating during my playthrough and was surprised that these
scores came back at the end, when you’re graded for your overall performance in
the game.
Grading after Rescue Missions. |
Then there’s the bosses. These manned
Orbital Frames all have their own unique appearances and strategies to keep you
on your toes and I generally liked their design. However, it can be hard to
figure out the exact right strategy to beat them without dying a couple times
first (that is, if ADA doesn’t tell you outright), like learning you have to
stun one of them by firing a Burst Shot at just the right time before you can
deal damage. I also had a specific issue where the Tempest Orbital Frame
wouldn’t die right away, even when I completely depleted his health bar. I
still had to deal further damage to him before he would go down for good,
resulting in at least a couple unnecessary deaths on my part.
One minor thing to note is that the game
has a leveling system where Jehuty gains EXP from defeating enemies until it
levels up. However, I was unable to determine the exact purpose of this or even
if it affected anything significant. Also, non-boss enemies don't have traditional health bars, rather the indicator of their own level will turn from green to red to indicate damage.
There’s also a Versus Mode, unlocked by
beating the game, but it feels superfluous. I mean, it is cool to play as
Orbital Frames other than Jehuty and try to engage in one-on-one combat with
the computer or another player, but the mode lacks the depth it needs to make
it worthwhile. It’s just kind of there, wasting its own potential.
The Versus Mode is just kind of there. |
I will say, in contrast, that the
in-game graphics held up pretty well after all these years. Everything is still
visually clear for the player and the environments have enough detail to sell
that it’s a Jupiter colony. The character designs are more anime-influenced and
look good enough for the time, though it does age the FMVs more than everything
else. My favorite aspect is the striking mechanical designs by Yoji Shinkawa,
best known as the character and mechanical designer of the Metal Gear
series. As an interesting observation, the menu designs and style of subtitles
seem reminiscent of Metal Gear, likely a result of Hideo Kojima’s role
as a producer.
Yoji Shinkawa's art is visually striking, even in the concept stage. |
Zone of the Enders is an interesting game, but the slow and clunky nature
of it holds it back from reaching its true potential. Less of a reliance on
padding would’ve improved the experience greatly, but I’m guessing they didn’t
have enough story otherwise. I feel like this story would’ve died if it weren’t
for the MGS2 demo, but we’re fortunate to live in a world where The
2nd Runner exists, which gives us an opportunity to see if this concept was
salvaged. In the meantime, this game offers a unique mecha experience, but only
a serviceable one at that.
No comments:
Post a Comment