Enemy Zero


[NOTE: the following review assumes that you are familiar with the creators of "D", Kenji Eno and the folks at Warp of Japan; if you're not familiar with the history behind these guys and their games, I'd strongly suggest you read my reader review of "D" on this site so you'll be familiar with the nuisances of the madness about to unfold before your eyes.  You have been warned!]Through the miracle of internet journalism (not to mention the money that would have gone toward a better server for seganet.com; sorry Fernando!) I was able to gather together at a secret and undisclosed location two of videogame's most controversial and well-known developers: Working Design's Victor Ireland (the "Lunar" series), and Warp's Kenji Eno (the "D" series).  The reason?  I wanted these gentlemen, who at one point in their past lives were acquainted with one another (pretend, please??!!), to share their opinions on the sleeper Saturn-exclusive game "Enemy Zero" for a Reader Review; we spare no expenses at seganet.com to make our reader's reviews the best they can be (yeah right! :-P).  A spiritual-sequel of sorts to "D" (both games feature Warp's trademark digital actress, blonde and impressionable Laura Lewis), "EO" is a FMV action/puzzle game that recreates (or steals, if you want to be candid about it) the plot and atmosphere of Ridley Scott's 1979 sci-fi classic "Alien".  Laura awakens from her cryogenic sleep after the huge space station where she resides, along with several other crew members, activates its defense mechanisms.  An unidentified object has crashed against a sector of the station, and apparently it's up to no good because Laura witnesses (via the ship's internal communications monitors) the violent death of a crew member at the hands (paws?) of a mysterious alien presence.  Unable to establish contact with other crew members, Laura dons a special earpiece to allow the tracking of the invisible alien, and ventures outside her room and goes into the desolate hallways of the station.  It's up to you, the player, to get Laura through the three CD's (four if you count the tutorial/training CD) that make this tough puzzle adventure game that features a unique and very "Doom"-like action segment; this definitely ain't your father's typical puzzle/action game.

It bombed at retail, as did most of Saturn's Q4 line-up in 1997, and can now be found at bargain prices in most stores (usually around $25).  What do "EO" creator Kenji Eno and outspoken industry pundit Victor Ireland have to say about the game, and each other?

VIC = Victor Ireland             ENO = Kenji Eno         MACK = yours truly's secret identity

MACK: Mr. Ireland, Mr. Eno, welcome to seganet.com's reader review segment; pleasure to have you with us this evening.
ENO: My pleasure!
VIC: Coolies... now where's the buffet table you promised? MACK: We'll get there after the interview Mr. Ireland.  Now gentlemen, is it true you were college roommates at Harvard University?
ENO: Yeah, we were there for the film program...
VIC: I remember... Al Gore and Tommy Jones were down the hall From our dorm, remember Kenji?
ENO: True.
MACK: For real? Vice-President Al Gore and actor Tommy Lee-Jones, who were Harvard college roommates in real-life, were down the hall from you guys?
ENO: Yep. Those uptight losers were always cramming and never had time to party on the weekends.  Every Thursday and Friday night, Victor would walk up to Gore and take his beer...
VIC: And Kenji would drink Jones' (censored)... ha ha!
MACK: So you guys are telling me that the reason those two are so thin is...
ENO/VIC: (simultaneously)... we drank all the beer!
(laughs)
MACK: My goodness!
VIC: We still carry the vestiges of them wild drinking binges... Kenji, wanna do a sumo match? You know, like...
ENO: ... like when we were in the showers as towel boys, picking up the loose bars of soap on the floor right after the football team...
MACK: GENTLEMEN, PLEASE! I want to have babies someday, for heaven's sake!
ENO: Sorry!
VIC: Boo hoo!
MACK: Speaking of babies Mr. Eno...

GRAPHICS / VISUALS:  B+
------------------

MACK(cont): ... your heroine from "D" and "D2", Laura Lewis, is back in a totally different game called "Enemy Zero". Let's talk graphics...
VIC: Can I go to the bathroom? I gotta pee!
MACK: here's an unopened can of Cherry Coke Mr. Ireland.
VIC: Cool. I can put it back in the machine after filling it up and nobody would notice.
MACK: OK (eyes rolling upward). As I was saying Mr. Eno, the graphics in "EO" are a considerable improvement over those featured in "D".
ENO: You're absolutely correct.  After the financial success of "D", which we rendered on Amiga workstations, we upgraded to SGI workstations which we used to render all the CG cinemas in "EO" and eventually "D2"; it's a shame we had to compress the video considerably to make it fit into the Saturn without the MPEG card...
MACK: Is that why the game is letterboxed?
ENO: That was both a technical and an artistic decision.  By showing less of the screen we tax the hardware less, allow it to display better colors for the CG cinemas and we give the game an "artsy" look that is more cinematic and, therefore, beneficial to the immersion-factor of "EO".
VIC: Mack, realize that Eno is a frustrated Japanese director that, when he realized the best he could do was a direct-to-video "Godzilla" sequel, turned to videogames and CG animation to escape the creative curse of animation.
ENO: That's not true... I'm a good movie director (sobbing)
VIC: Is that why you're like 400 pounds and always dressed in black?  Because you want to be the freaking Japanese equivalent of Orson Welles?
ENO: At least "EO" has plenty of cinematic camera angles, techniques, pans, zooms and every directorial trick in the book Vic; you dropped out of the freaking film program without doing a single noteworthy...
VIC: Shut up Eno! My daddy didn't name me after the great "Gone With the Wind" director Victor Fleming for nothing.  I did direct something noteworthy (winking like a maniac).
ENO: Oh yeah! The maggot porno flick, I forgot!
MACK: A what?  A porno flick with maggots??!! VIC: We got drunk the night we had the cameras signed up, so we had to sneak into the science lab and connect a Hi8 camera to a microscope, and let the maggots go at it; at least catering food with this cast was not a problem...
ENO: (laughs) Vic pulled a William Defoe-like stunt like in "Speed 2", and placed the maggots in his belly so they could feast on the...
MACK: I think I got the visual idea Kenji, thanks!

MUSIC / SOUND EFFECTS:  B-
---------------------

MACK: Vic, are you OK?
VIC: Just trying to bite this blister out of my big toe with my teeth... it's too hard to reach...
ENO: Especially when your hairpiece keeps falling off the top of your head as you lean over!
VIC: Kenji, you malnourished only child. I will shove this copy of Atlus' "Lunacy" so far up your a...
MACK: Gentlemen, please!  Mr. Eno, how hard was it to get the chick from Luscious Jackson to do Laura's voice?
VIC: I was with Eno when we found her.  She was drunk and passed out at a gig in New Orleans; I grabbed her hand, made it sign a contract, and when she woke up she had no choice but to actually do Laura's voice.  Stollar never acknowledged my help in getting her, which is the real reason I dumped Saturn development faster than Monica Lewisnky spitting/swallowing.
ENO: We're making news for you Mack.
MACK: OK, but Laura's dialogue in "EO" is very limited.
ENO: I wish that she had done more voices to warrant Sega putting her name on the freaking cover of the game's case.  People may have bought the game expecting to hear loads of voice samples from the Luscious Jackson chick, but in the end she just utters a line here and there. Marketing stunt.
MACK: will you use her again, if possible, for "D2"?
ENO: Depends... have you seen the scene in "There's Something About Mary" where she puts what looks like moose on her hair, but it isn't really moose?
MACK: Yes??!!
VIC: If the Luscious Jackson bitch is willing to squeze the moose out of both of our tubes...
MACK: GENTLEMEN, PLEASE! Geeks and nerds are reading this; don't go about raising their hopes too high about something like this ever happening to them in real life.
ENO/VIC: (simultaneously) Sorry!
MACK: Let's get back to the game's music and sound effects.
VIC: Eno just rented a copy of "Alien" and put a tape recorder next to the speaker and...
ENO: Shut up, Rob Reiner look-alike.  Marv Albert's rug is more believable than your release dates for "Rayearth", you...
MACK: Ouch! Touche Vic, now keep quiet plase!
ENO: I'm proud of the atmospheric sound effects in "EO" Mack. We spent a good amount of yen giving every door, every footstep Laura takes and every beeper from the special earpiece used to track the alien an eerie and scary feel of desolation.
MACK: Lots of echoes and futuristic sound effects I noticed when playing the game myself.
ENO: the echoes are just as atmospheric as those in "D", and the variety in the background noises and tunes are due to the increase in horsepower afforded by the Saturn's Twin-Hitachi chips.  With "D" we were limited to the 3DO settings.
MACK: Any lessons learned, audiowise, from "EO" that you put to good use for either "D2" or the audio-only game released by Warp in Japan (for the Saturn)?
ENO: "D2" employs every technique we learned from "EO" plus lots more stuff we've learned to do with the Dreamcast.  As for the audio-only game, it was supposed to have a kick-ass graphical interface but Victor botched the programming.
VIC: You abandoned me Eno, I had no help whatsoever from you...
ENO: That's what you get for becoming a localizer/publisher of Japanese games Victor; when will Working Designs program a REAL game for a change, instead of stealing someone else's work?
VIC: Why you little bitch, I will shove this used copy of "Vay" so far down your throat that the anus where the...
MACK: GENTLEMEN, PLEASE!

GAMEPLAY / FUN FACTOR:  B
---------------------

MACK: There are two engines in "EO" Kenji; one resembles "D" in that you move with the cursor the direction to which you want to move, and then the movie of the movement plays itself out.  The other one is a first-person corridor engine where Laura walks around the station, from room to tower to elevators to storage facilites.  Technically tough to pull from the Saturn, or a piece of cake for you guys at Warp?
VIC: don't mention cake in front of Kenji.
ENO: Would you shut up Victor?  I'm the star of this Reader Review, I'm the guy who wrote and programmed the damn game. "EO" is my obsession, my baby...
VIC: And that baby is selling like gangbusters, right Kenji?  It was like 50 cents per brand-new copy the last time I checked at my local charity... I mean, Sega store.
ENO: Yep, it's right there next to the mountain of returned "Raystorm", "Albert Odyssey" and "Shining Wisdom" copies...
MACK: Victor, Kenji, STOP IT! You're both 'auteurs' and both of you have had hits and misses.  Answer my question Mr. Eno, how hard was it to program "EO"?
ENO: we improved the "D" interface and made the transition between points faster and smoother, which was the most frequent complaint we got from fans. The corridor segments were harder to pull off, and we had to reduce the depth and visibility in order to keep it fast in both closed locations like the basement and open hallways.
VIC: Still a hell of a lot better than freaking "Robotica" if you ask me... which I feel you will... not do.  Corner, I know!
MACK: is the game dark and depressing in order to accomodate the engine, or viceversa?
ENO: (laughs) A little bit of both.
MACK: Is the 'T' rating appropriate for a game like "EO"?
ENO: Ask the guys at Lobotomy, who also had their Saturn port of "Quake" rated 'T' despite the satanic look and feel of the game.  We like 'T', but would have been just as happy with a controversial 'M'.
MACK: Tell us about the control. ENO: When Laura is exploring rooms and picking up objects, you'll only need the d-pad and the 'select' button...
MACK: Like when Laura walks into Parker's room, or when she picks up body parts to activate panels in other rooms?
ENO: Exactly, there is no chance of Laura dying so we relax the control and set it back into the "D" mold, if you will.  But on the hallways and specific rooms, when you're on your own with a gun and the earpiece, we give the player the control over Laura he/she needs to avoid and kill the alien.  You can strafe left/right, aim up/down, walk or run fast/slow, etc; that's the meat and potatoes of "EO" in my humble opinion.  What other game lets you experience the fear and scare of turning around a corner and not knowing what horrible and painful experience is awaiting you.
VIC: have you ever played "Fantastic Four" Kenji?
ENO: Yes I... OK, touche! You win, I'm an a**hole, sorry.
MACK: Score one for Vic.  Is the monster invisible to add atmosphere and freight to the game, or did you decide that to keep the "Doom"-like engine fast you had to alter the game's concept to accomodate the technical limitation?
ENO: (smiles) No comment!  Compromises between what technology allows and what our vision is are commonplace.
MACK: why four CD's?
VIC: (smiles) I got them for Kenji from a well-known developer that shall remain nameless.  They had all their 2D games rejected by Sony when Bernie Stollar ran the place.  Right after the CD's were burned and couldn't be re-used for newer PSX games, I got me a huge amount of used CD's and, with Warp, provided the CD's for "EO".
MACK: Touching!
VIC: That poor 2D-crazy PSX developer lost more money than the poor saps at Warp that put all their initial next-generation eggs on the M2 basket.
ENO: Not as much money as you will lose when you dump "Rayearth" into a dead Saturn market later this year.

OVERALL:  B
-------

MACK: It would be fair to say that fans of graphic adventures, "D" nuts and anyone aching for a hard-as-nails game where you can't see the enemy will love "EO".  Right Mr. Eno?
ENO: It's made for anyone willing to read the manual and ready to try new experiences...
VIC: sexual experiences, Kenji?
ENO: for Pete's sake Vic, save your racially and sexually-charged opinions for the butchering of your next PSX RPG's and leave me alone.
MACK: Easy Vic, we're almost done.  How long will it take the average player to finish "EO", and what pointers would you give players to make completing the game more enjoyable?
ENO: Practice, practice, and then keep practicing that Training level on Disc 0 until you can identify those bleeps and their meaning like if it were second-nature.  I'd say it would take between 6-10 hours for the persistent player, and a little bit more for casual gamers.
MACK: Not a lot of replay value for that gaming buck, is there Kenji?
ENO: What? "EO" is selling for more than 99 cents? Lordy, lordy, we're having biscuits tonight!
VIC: Yippe!
MACK: Guys, thanks for your time and good luck in whatever future projects you get involved with.
ENO: I'm a Sega guy all the way with the Dreamcast; they treat me so well.
VIC: Sony is where the profits are, and the PSX is here to stay for the longest possible time span; they also treat me so well.
ENO: Sony people are fascists, censorship-supporting zealots.
VIC: Sega people have their head so far up their ass they can still taste 4th of July leftovers...
MACK: And on that upbeat and patriotic note, it's time to say goodnight and give "EO" serious thought as a purchase if you like the genre and can afford to collect it as a reminder of Warp's Saturn legacy.  Bye bye.[NOTE: Of course all of the above was totally false and made-up.  Any similarity between what the fake Eno and Ireland said in this work of fiction and what the real Eno and Ireland might be saying in usenet groups and Japanese trade shows is purely coincidence.  My nickname "Mack" comes from Nickelodeon's "The Secret World of Alex Mack", a TV show very few people saw but that will be fondly remembered by the fanatical few still watching the year-old reruns; can the Saturn faithful relate?]


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- J.M.Vargas