P.N. 03 (Product Number 03)

Tom gets his sexy sci-fi lady on with the first of Capcom's five Cube efforts

When Capcom told us that it planned to produce five GameCube-exclusive titles under the banner of a new studio… that wasn't what it meant, but the results so far are still unlike anything that's come out of the Japanese firm in ages. Product Number 03 didn't catch our attention like Viewtiful Joe and Killer 7, granted, but the often whitewashed, clinically unblemished environments and acrobatic antics of Vanessa Z Schneider were enough to encourage an import. And we're not sorry we went for it.

Not what you think

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First thing's first; it isn't an MGS clone, it isn't a tediously executed third person shoot 'em up like Gungrave, and it isn't Tomb Raider in space. In fact, it's got more in common with hard as nails vertical shoot 'em ups like Ikaruga, demanding a steady stream of munitions and outright evasion of enemy fire, rather than extensive shielding. Admittedly, we haven't got our heads around every last detail - there are still a few enemies that seem hard to the point of being unbalanced, which there must be some intangible knack to beating (probably explained in patronising tones on the first page of the Japanese-only manual) - and as a result we can't be sure we've uncovered all the main abilities, but from what we've seen so far, that's how the game works.

Your character Vanessa, the slender, pale-skinned brunette in the screenshots, enters each level with a full complement of health (green bar) and energy (orange), and begins the game with three lives (continues, whatever), of which more can be bought or picked up in certain areas. Each level is split into a series of rooms, which serve as small, self-contained challenges, with a variety of enemies, or laser beam obstacles, and a door somewhere at the other end. Sometimes you have to kill all the enemies in the room to unlock the door, and sometimes you don't. Sometimes they drop pick-ups to rejuvenate your health and energy supplies, and sometimes they don't. Whatever happens, when you get to the door and smack A, you're treated to a rundown of how you did - how many of the level's rooms you've conquered, your time, and how many enemies were dispatched, and you're rewarded with points based on your performance and whether you made it through unscathed. These points can be spent on reinforcing yourself with suit upgrades, munitions, continues and even entirely new suits through mid-level teleports and between levels.

They're firing sir, they're firing!

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Hang on, you're probably thinking. So you have to click through a score screen after every single room? Yes, even the ones that don't include enemies - like the entry point for each level, rooms exclusively comprised of laser obstacles, and the power-up-packed corridors preceding each end-of-level boss battle - but before long you'll be thankful for the respite each blackened point-totaller affords you. That's because P.N.03 is hard. Hard as an elephant's foot.

The combat itself consists of your staccato laser attacks, their staccato laser attacks, your special attacks, their special attacks (like big, instant-kill laser beams) and all the movement in-between. Special attacks can be projectile based, or close-range whirlwind-style affairs, and these vary depending on your suit and what you've bought - they require SFII-style button combos to activate though, which is a nice touch. Most rooms offer some sort of battlement, wall or barrier to duck behind, and you're often forced to make a split-second decision where to hide as you waltz in to find several guns trained on you only seconds before they open fire. When you're capable of getting your own back, you can use L or R to sidestep (tap) and cartwheel (double-tap) into space, from whence you can loose a volley of ammo with A , but - and here's the killer - you can't move while you fire. A crazy restriction? No, cunningly. It's actually an absolute must for the gameplay to work at all.

You see, although you can jump around like a platform diva (B), somersaulting forwards and backwards to avoid laser fire and rockets, and sidestep/strafe all over the place, the idea is to get your shots off between enemy attacks, to strategically position yourself to avoid being hit by one enemy while you take on another, and to generally take advantage of your environment and dissect the problems and solutions it presents from room to room. It's not restrictive; it's bloody genius. And what's more, you have to do it apace - points definitely mean prizes in P.N.03, and you'll have to get some combos going to maximise those points. Each enemy that dies gives you a certain amount of time in seconds (noted in the top right of the screen) to kill another and, thus, add a hit to the combo. Simple, effective, and tempting enough to have you risk life and limb regularly.

Whoops

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There are of course pitfalls we've encountered, like a bit of questionable collision detection (slanted corners which you should be able to jump over, etc), but any quirks are mostly understandable. The thing that will get most people down though is the fact that, for some reason, we're not dealing with full analogue control, but a Resident Evil-esque system. Now, we do hesitate to say that, because in practise it's really not that bad, but it's a relatively close comparison. The game lets you race around like any old 3D platform game as long as you're going forwards, see, and you can pirouette backwards to avoid fire by tugging the stick towards you, and spin 180 degrees to take off in the other direction with Z.

OK, there are times (like the boss at the end of the second level), where it would be a blessing to be able to rush back towards the camera without all this Z nonsense, and occasionally you think you're running to the left or right and you pull the stick too close to you, forcing Vanessa to pirouette unhelpfully, but for the most part it's a good system - and it eliminates camera issues. Really. We honestly hadn't even thought about the camera until we hit this paragraph, and that's the mark of a good third person action game.

And that's what P.N.03 is, really: a good third person action game. There are some very sensible design decisions at work, like the way you get a finite amount of continues, and have to pay for more, but you only have to restart an entire level if you run out of them. Otherwise, you just restart the room you were on - leading to a intense feeling of satisfaction if you manage to make it through a really tough one with only a sliver of health surviving, because it's not just worthless sight-seeing unless you're already down to your last continue.

Good, clean fun

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What's more, the game looks lovely. Those screenshots don't offer the best portrayal, really. Vanessa is beautifully designed and animated. Each of her suits is detailed down to the slightest detail, like the weird metal rods attached to her back, and the way her hair dances around as she leaps, gazelle-like through the air. Our only concern here is that she sometimes looks almost too agile - but as a sci-fi creation she's fairly believable, and each of her moves is intricately realised.

Her enemies, meanwhile, won't worry the battle droids in Star Wars or anything, but they're very clear, offering you plenty of visual clues as to their next move (be it laser, rocket, forward thrust, etc), and although there isn't a huge amount of variety, you can't really see where that would be applied anyway. Each enemy is more like a nasty from a vertical shooter, and there's a definite "cripes, one of those" to many of them. The best and most satisfying thing about them (for a number of reasons) is their destruction and subsequent distribution all over the floor. In pieces.

As for the game's environments; the whitewashed approach is somewhat reminiscent of the cloning facility in Star Wars Episode II, if you've seen that - very polished, sparsely but lovingly detailed, and built to emphasize the creatures and robots inside it, rather than incidental detail strewn all over the walls. Capcom clearly wanted to ease the player's progress, instead of saturating us with detail - something we already know it can do on the GameCube. It's a different kind of beauty to, say, Resident Evil, but it's beautiful all the same. A bit like Rez (ooh).

Final Product

As you can probably tell, we're very excited about P.N.03. We'd like to get our hands on some US code, for sure, just so we can find out what the story's about and why it's called Product Number 03. As for our thoughts on the Japanese release - it isn't startlingly original, but it can be dashingly beautiful, and as with all of our most recent hardcore gaming icons - ICO, Rez, etc - it's the composition - the subtle blend of gameplay styles and ideas - that fuels its strengths. We can see it getting panned in reviews for various reasons, and we'd certainly have to level some criticisms ourselves (not least of all at the occasional slowdown), but it's very hardcore, and very Capcom, and you should certainly keep an eye on it.

Comments (17) Latest comment 9 years ago

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  • Blerk #1 9 years ago

    we're not dealing with full analogue control, but a Resident Evil-esque system

    Aaargh! :-O

    That said... it sounds fairly interesting. Sort of a bit like a 3D update of Smash TV.
  • mouse Verified Graphic designer, Eurogamer Network #2 9 years ago

    Actually, you're not too far off the mark there.
  • Blerk #3 9 years ago

    /does a lap of honour around his fountain of gaming knowledge
  • FWB #4 9 years ago

    Sounds... different. I'll guess we'll have to see since from what I've heard from other sites is that its rather short and very reptitive (how many white wahs environments can you take?).
  • Alastair #5 9 years ago

    I think I'd be more put off by the 'it's really hard' comments rather than any RE-style control similarities.
  • Alastair #6 9 years ago

    Although I'll probably still get it.
  • Mugwum Verified Operations Director, Eurogamer Network #7 9 years ago

    "I hope that PN03 is not undermined by one of those annoying splinter cell-esque long assed animation systems where you're constantly waiting for the current animation to play out. If it does, then that's a major mark against any "hardcore" claims it can make."

    The animation issue can be a little annoying, it's true. I have on occasion found myself hitting up-down-A trying to do a special attack only for it not to happen because I chose the wrong split-second. A black mark, yes, but I haven't played it enough to say if it's REALLY irritating.

    "It's funny, really. I do look forward to pure, visceral hardcore shooter action, but if this game is aimed at the ResEvil generation, it's going to flop, isn't it? A hardcore game for the softcore? Hrrm..."

    Well it's not aimed at the "Res Evil generation", whatever that is. I just likened the control system to it.
  • #8 9 years ago

    sounds like one to wait for the full review
  • Nemesis #9 9 years ago

  • Machiavel #10 9 years ago

    It's strange but I'm getting more and more enthused by these allegedly 'hard-core' titles even as I age and lose my l33t top-total skills. But if I play one more banally easy game that refuses to even suggest a challenge until the 'absurd difficulty hike' two third of the way through. Gwagh.
  • Alastair #11 9 years ago

    Picked up the dmeo disk fro GAME.
    Cue my second Reader Review......
  • AnotherMartin #12 9 years ago

    Went to pick one up on Friday in my local GAME and they'd run out, going back today to see if they've got it in. I'll await your RR but can you give us a quick preview? just a yay, nay or undecieded will do. ta.
  • eviltobz #13 9 years ago

    i got the demo disk at the weekend too. seems pretty good, and for £2 for the disk you cant go wrong really :) all that about the resi-evil style controls really isn't something to worry about. its like resi in a its-different-to-your-usual-control-scheme kind of way rather than a its-actually-like-resi thing. and some of the power up moves are pretty cool :) the demo is pretty short, but either randomly selects rooms or has a different path for each of the 3 suits you can choose, and the difficulty level didn't get too high (and i class myself in the lamer category) i'm not sure that it's enough to convince me to buy the full game, its not the sort of thing i'd usually go for anyway, but its foolhardy not to check the demo out.
  • AnotherMartin #14 9 years ago

    cheers for the update Tobz, sounds kind of like what I expected. Deffo going to get the demo and give it ago, once they get it back in stock that is.
  • Alastair #15 9 years ago

    Erm, well Tobz has covered it, but I'll try and put more detail into the review....
    :o)
    EDIT: Overall a Yay, but I didn't think that at first.....
    Edited by Alastair at 11/08/03 @ 13:44
  • mrharvest #16 9 years ago

    Maybe titles like this are put down because gaming is changing. Originally technical restrictions limited the variety in games to the few basics and stepped up difficulty to make the games last longer. Casual gamers don't want that but rather something... Fun.
    I pretty much detest games that are artificially difficult (clunky controls for instance), it just doesn't make my time playing seem worthwhile where as in something like Tony Hawk's there's a sense of challenge and you have time to practise the moves.
  • Swaain #17 9 years ago

    I've played the full game a while ago (import), and I must say the controls are not nearly as problematic as some people think; it's just that you cannot play the game in a way it wasn't intended to.
    Take Ikaruga, for instance. Does anyone complain about its controls? You cannot go back a screen, but nobody complains : that's because Ikaruga's controls do exactly what they're supposed to, which means, play a scrolling shooter. I think the same goes for P.N.03's controls. Of course, and "technically", the game is no scrolling shooter, but most of the time the only thing you need to do is to go up, and jump left and right. Down/Back is difficult, granted, but not really necessary, as you can always *jump* backwards -much more effective.

    BTW : I plan on buying the PAL version as soon as it ships... Very cool game indeed...
    Edited by Swaain at 11/08/03 @ 16:13