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Due to a falling out with Sony, Kenji Eno had Enemy Zero's tradeshow event preview feature a PlayStation logo that morphed into the Sega Saturn symbol as a way of snubbing his former business partner |
Enemy Zero (or "E0", as it is sometimes stylized) is probably the scariest game ever made on the Sega Saturn. Brainchild of the now deceased Kenji Eno, an eccentric and multitalented artist (R.I.P.), it's easy to see where this game draws its inspiration from. The films "Alien" and "Blade Runner" are the two biggest influences, but there are also bits of "2001: A Space Odyssey" and even "Forbidden Planet" if you look hard enough.
The story takes place aboard the spaceship "AKI" (which looks like a large mass of metal with four parallel towers sprouting out of it). The player takes the role of Laura, a character who shares the same name as (although no relation to) female protagonists found in two of Kenji Eno's other games. Anyway...this pale blond-haired, blue-eyed woman awakens from hypersleep to discover the ship is crawling with hostile lifeforms and still a long way away from its destination - Earth. Does all this sound familiar? Just in case it doesn't yet, there are a total of seven crew members on the AKI and the ship's engineer is even named Parker. Incidentally, let me pay my respects to the incredible actor Yaphet Kotto - may he also rest in peace. As these things tend to go, the crew start getting bumped off, one by one. The thing about the hostile organisms in Enemy Zero that differ from everyone's favorite xenomorph though is they are almost always invisible. Now, I know what some readers might be thinking, "Ha! That's a good way to save some development resources." Well...not really, because the creatures do become briefly discernable when they get taken down by one of the several energy guns found throughout the game. The presence of guns might make one think more of "Aliens" than "Alien" but these weapons aren't exactly pulse rifles.
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The first weapon acquired looks like a precursor to those found in the Mass Effect series |
If anything, the pistol-like weapons found while playing
Enemy Zero have more in common with flamethrowers than firearms. More specifically, they have a very short range and limited number of shots before needing a battery recharge at one of several power stations tucked away in different parts of the spaceship. Additionally, the guns have a significant charge-up time. This mixed with the possibility of an overload, due to holding a charged shot for too long, means that timing is crucial. Worse still, if one of the monsters get close enough to Laura it's an automatic game over. Yeah...this isn't an easy game, but players do have a motion senor of sorts in the form of an earbud the protagonist wears that emits chiming tones indicating an enemy's proximity based on how frequently the sound repeats; a very slow rate means the threat is far away while a fast one means it's nearby. On top of this, if the beeps have a rising intonation it means that the distance is closing while a descending sound means the gap is widening. To help out further, one of the four CDs that comes with the game (humorously labeled "CD Zero" while the others are 1, 2 and 3) is basically a training simulator that allows players to hone their audio detection skills. Only about half of the game takes place in these cat-and-mouse corridor challenges though.
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The first puzzle is a bit strange it that it requires simple trial-and-error to solve |
The other half of the experience is made up of interactive FMV sequences featuring 3D modeled characters, rather than real life actors. These segments of gameplay remind me a lot of
Myst or
The 7th Guest in that they mostly feature puzzle solving and cutscenes. The voice acting and character animation is very cheesy and dated by modern standards, but for the time was quite impressive. Incidentally, one of the animators who worked on "E0" was none other than Fumito Ueda, who would later go on to head the development of
Ico,
Shadow of the Colossus and
The Last Guardian. Another contributor of considerable talent was
Enemy Zero's music composer, Micheal Nyman. While I confess I'm not much of an authority on these things, my understanding is this Englishman has considerable renown as an opera writer and pianist. Kenji Eno, himself had significant music talent as well, composing the scores for several of his own games. How he got such a widely respected composer to help him out though is a strange story that I will let readers discover on their own. Needless to say though, the melodious music is an interesting juxtaposition to the harsh machine-like sound effects heard throughout the game.
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The dark, cramped environment aboard the AKI spaceship helps compensate for the limited rendering capabilities of the Sega Saturn |
One last gameplay detail I want to mention is the rather unique save system. The closest thing I can think of to it is the typewriter ribbons in early
Resident Evil titles. To put it simply, the main character (Laura) has a audio recorder that functions like a mobile save point. However, it has a limited power reserve that drains every time the player saves or loads. There's no way to recharge it in-game and once the power is depleted the player has no choice but to make it to the finish or die and start over from the beginning. How much power the device has (and uses) depends on the difficulty setting selected at the start menu. That might sound rather harsh, but
Enemy Zero realistically only takes a couple of hours to complete if you know where to go and what to do.
During its initial launch twenty copies of the game were sold in Japan as special collector's editions for roughly 2,000 USD each. These twenty copies were delivered by Kenji Eno himself and came in a crate containing the kinds of stuff you typically associate with these sorts of boxed sets. The noteworthy difference being it was for a game that came out in 1996. Eventually, Enemy Zero got a PC port. While generally receiving critical acclaim, like Kenji Eno's other titles (namely "D" and "D2"), "E0" failed to reach a wider audience. So even though it isn't as unheard of as Phase Paradox, this Japanese horror/sci-fi video game definitely qualifies as obscure even for fans of the sub-genre.
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