I finally got around to trying the Zone of the Enders HD
Collection for PS3. After watching a
lengthy (but enjoyable) animated intro, I naturally chose to try the original
Zone of the Enders first, before trying The 2nd Runner. I didn’t know what to expect from Zone of the
Enders. I knew that it had mechs in it,
and that it was a Kojima joint. That’s
largely it.
Essentially, Zone of the Enders takes place in a futuristic
setting where humanity has colonized other planets in the solar system, namely
Mars and Jupiter. Earthlings still reign
supreme however, and the space colonies are largely subject to their rule. Tensions continue to rise because of this,
until all-out war eventually erupts between the two sides. Though Earth has the initial advantage due to
sheer numbers, the discovery of a superior energy source known as Metatron
allows the space colonists (or “enders” as the Earthlings have come to call
them) to develop powerful new weapons known as Orbital Frames. Orbital Frames are—you guessed it—giant
humanoid mechs. The colonists create two
particularly powerful Orbital Frames, called Jehuty and Anubis, but the Earth
forces steal them.
Note that almost none of what I just explained is really
touched on in the game. Zone of the
Enders doesn’t really do much in terms of world-building. Rather, this is a classic game in that you’ll
learn a lot more about the setting and backstory reading the manual than you
will playing through the story.
Zone of the Enders begins just as the space colonists are
invading the colony that Jehuty and Anubis are being stored in, in an attempt
to take them back. In the process, they
basically raze everything to the ground, terrorizing the population. Though the colonists manage to retrieve
Anubis, one little boy named Leo stumbles upon Jehuty and, hoping to hide from
the invasion and chaos, clambers into its cockpit. He accidentally activates the mech and soon
enough finds himself thrust into a mission beyond his understanding.
Anyone who’s seen a Japanese mecha anime will be amazed by
how closely this setup mirrors that of shows like Mobile Suit Gundam;
particularly SEED and 0079. A war
between the spacenoids and Earth; a super-special set of mobile suits designed
to give one side an edge; and most of all, an insufferable boy protagonist who
ends up with one of said super-special mobile suits.
There are some interesting things to Zone of the Ender’s
plot, though. Though the space colonists
are portrayed as an entirely villainous lot in the game, by and large they’re the
underdogs here. Furthermore, Jehuty and
Anubis share a fun dynamic, always ending up on opposite sides of the conflict,
and seemingly fated to fight each other, despite being developed for the same
purpose.
None of this is to Zone of the Ender’s credit though,
because none of it is explored in the actual game. The classic red vs. blue rivalry between
Jehuty and Anubis is only hinted at right at the end of the game, and as
mentioned previously, everything about the setting and premise was derived from
the manual, not the game.
Instead, during the actual game you get a much more focused
plot that has Leo being tasked with delivering Jehuty to the transport vessel
Atlantis in one piece, encountering plenty of obstacles along the way. Such obstacles include a large microwave
barrier, an army of remote-controlled Orbital Frames, and a snooty ace pilot
who is also one of only perhaps two worthwhile characters in the game; the
other being Leo. ZoE’s cast is already
quite small, but most of the few characters introduced ultimately play little
or no role, such as Leo’s childhood friend Celvice, and the big boss of the
space colonists and eventual pilot of Anubis, Nohman.
So not only do we have a cookie-cutter plot mostly populated
with empty characters, but we also have a cookie-cutter plot that ends rather
abruptly. After a little over five
hours, Zone of the Enders throws you against a final boss that is unbeatable by
design, and then it ends.
Zone of the Ender’s primary saving grace is its combat,
which is not only fun, but at times nothing short of riveting. The controls are a bit odd and took some
getting used to for me, but at its heart ZoE is a hack and slash affair.
Each of the handful of environments in the game are
patrolled by squads of enemies. Get too
close and they’ll attack on sight, and battle begins. Jehuty has two combat modes that it
automatically switches between depending on how close you are to the opponent you’re
locked onto. At melee range it uses its
fold out blade for hacking away at enemies.
Backing into longer range causes it to switch to its wrist-mounted
blaster. In addition to regular attacks,
you have burst and dash attacks, each with melee and long-range variants. Burst attacks—consisting of a Spirit
Bomb-like orb of energy at long range and a spinning slash at close range—take
a moment to charge up, but are unblockable and do more damage. Dash attacks—an extremely quick side swipe in
melee and a burst of homing lasers at range—are quick and keep battles moving
at a swift pace. Jehuty can also guard
and grab enemies, and the two abilities share the same dynamic you’d expect:
guarding blocks most attacks but is vulnerable to grabs.
In addition to its standard moveset, Jehuty can also equip a
variety of sub-weapons found throughout the game. These have limited ammo, but give you a bit
more versatility. For example, Phalanx
is a short-range bullet sprayer with a wide spread. Halberd is a sustained beam attack that cuts
through enemies easily, but is slow and unwieldy. Geyser throws out a set of pods that emit
lasers upwards, setting up a trap. There
are about a dozen different sub-weapons to find and pick up, some of which are
integral to progression, like the Decoy ability that allows you to avoid
getting killed in one shot by one of the later bosses.
Bosses aside, there are only three types of enemies in the
game. But with one exception, these
enemies have a similar moveset to your own (particularly at higher levels),
being capable of guarding, grabbing, and burst and dash attacks. Initially, enemies use only basic attacks and
simple strategies, but as you progress through the game, both the AI and its
repertoire of attacks and strategies expand, offering more challenge. By the end of the game, nearly every enemy
encounter can feel like a dance with death, forcing you to constantly stay on
the move and use each ability at your disposal to avoid being surrounded or
otherwise outmaneuvered. Zone of the
Enders teases you with the prospect of exciting one on one boss battles with
rival Orbital Frame pilots, but in reality this only happens three times, and
only one of them is a battle in the traditional sense.
With only a few exceptions, all of the environments in Zone
of the Enders look bland. The CG cutscenes
are also pretty bad, and while it’s not fair to judge them by today’s standard,
I do wonder if Konami (or High Voltage, who developed the port) couldn’t have
done a better touch up job. The one
facet that stands above what is mostly a visually mediocre game is the mecha
design, which is interesting.
Unfortunately, as very few Orbital Frames aside from the enemy grunts
show up in the game, once more I can’t give Zone of the Enders a lot of credit
for it.
Overall, Zone of the Enders feels like a low key game. I understand now why people often see it as a
tech demo. The combat is great, but
outside of that there’s just not much to it.
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