Retrospective: Zone of the Enders 2
Metal Gears of War.
What's more cunning than Metal Gear Solid boss fights that broke the fourth wall, more intricate than the labyrinthine plot twists that bound the series to obscurity, and maybe more sincere altogether? Try Hideo Kojima's frantic Zone of the Enders: The 2nd Runner.
In the PlayStation 2 era, Kojima envisioned mecha up to four stories tall spiraling through space and grappling like swordsmen. In the first Zone of the Enders you played Leo Stenbuck, an unwitting pilot of the super-powered Orbital Frame named Jehuty. Judging from his appearances in ZOE 2, no mecha deserves having a kid like Stenbuck lodged in its chest. Luckily, you don't need to know their history to admire the languorous arc of a vintage space opera.
In Zone of the Enders: The 2nd Runner robots clash, revelations are had and lives are saved; and these things become known as in a distant dream. The experience is dizzying, discomforting and strangely affecting.
Not so unusual for stories featuring Japanese giant robots, then, but what is unusual is the way this has everything to do with you and how you come to feel about the game. Most giant robots, in games from MechWarrior 2: 31st Century Combat to Steel Battalion to Supreme Commander, have been tanks with legs, cumbersome war machines symbolising simply weight.
Can your BattleMech do a karate chop?
But Jehuty is lithe and moves like lightning, a gleaming shard untouched by gravity. A streak of inspiration. Far from behaving like a proper military machine, Jehuty jets up to an enemy, grabs it by the shoulders and hurls it like a frisbee into the nearest cliffside. Jehuty would feel quite at home in Street Fighter IV - if not for being, crucially, a giant robot of near-omnipotence.
The opening of ZOE 2 drives the point home. You find yourself piloting not Jehuty, but a Laborious Extra-Orbital Vehicle (LEV) that inches across the ground like a beetle in the desert. You nudge the analog stick forward and are immediately frustrated. The atmosphere feels like tar, as close an approximation of pain as a videogame can convey. Impatient, you try to lift the vehicle by firing its jump jets. The piece of junk quickly falls back to the dirt with a clang.
The LEVs are the sewer rats and Goombas of Zone of the Enders, lumps bound to the ground that exist mainly to be flown past. And you are unwittingly guiding this LEV to your future marriage with Jehuty. This extended introduction lingers for the remainder of the game, as you never quite lose touch of how weightless you become in the Orbital Frame.
As soon as you enter Jehuty the game ensnares you in a tortuous martial and political drama less important for its plot points than for its atmosphere of "many things all happening at once". People with names like Taper and Nohman reference organisations named BAHRAM and the Space Force, places named Aumann and Callisto, machines named Nephtis and Anubis. (Your own name is Dingo Egret, undoubtedly something culled from the MGS reject pile.)
All these entities intersect and collide seemingly at random throughout the game. Many things happen. Because of the way the script is written (in clipped and oblique sentences) and voiced (in a universally dull monotone), it is nearly impossible to follow. Sound like a Kojima you know?
But the script, all histrionics and quick turns and sudden violence, is central to how the game makes its mark. It is true that there are "too many" cut-scenes, and that they frequently interrupt the action, often wresting control from you not 10 seconds into the next set piece. The game comes perilously close to being a movie with gameplay interludes.
This one's dreadful for the battery life.
Your moments of control liberate you from such narrative bramble. And yet they echo distinctly that melodrama. Jehuty floats weightless in 3D space, and is beset on literally all sides by attackers. You are never more than dimly aware of the locations of enemies; the screen merely indicates that there is action and that Jehuty is caught directly in the centre. Your HUD warns you of incoming fire, but it's practically impossible to focus on the indicator in the midst of combat. You flit back and forth, numbly, hoping to avoid enemy shots and stumble upon your next target.
You hold on to the game's autolock feature for dear life. It points you toward your nearest opponent, spinning Jehuty left and right and all the way around - and making you completely disorientated. You are pulled in all directions. All you can do is follow these points of interest, smile, nod and mash the attack button. In other words, you have little to no idea what is going on, but it certainly seems important enough to involve you. Star Fox this isn't.
Dingo wearing his "harried Siberian miner" disguise.
You forget about those rampant cut-scenes once you control Jehuty, because the action is confusing and relentless. More accurately, you forget that they were so canned and interminable, but do remember the important things they showed you - that very many things are happening at once, that Jehuty is the only way these things can be resolved, and that you are physically inseparable from Jehuty.
Dingo is literally kept alive by the mecha, which stands in for his damaged heart and lungs. He effectively is the machine, and each mission is fundamentally a fight for his life. Fail and you're kicked to a black Continue screen, severed from Jehuty. You hear one of the characters wondering aloud what has happened, as if speaking to a blacked-out Dingo.
"The minute you get off Jehuty, it will stop providing energy," your captor says wanly in an early scene. You asked for an extra life and this is what you got? Years before BioShock exposed player choice as an illusion and portrayed gaming as an act of enslavement to the machine, ZOE 2 sketched this story about a Dingo Egret who was forced to control a robotic puppet simply to be able to continue existing in its world. It just felt less profound because, frankly, it wasn't written very well.
The fact is, though, that it takes a great deal of work simply to continue playing ZOE 2. It's a hardcore game that will have you replaying sections perhaps a dozen times in order to guide a helpless LEV by the hand through waves of enemy units in a space station, or blow up five sections of a train before a timer runs out. And this work makes the game seem like an affair worth fighting for.
It's about an hour in that the game's defining piece falls into place. Your machine begins to develop a voice. The mecha is overseen by an artificial intelligence named ADA. She's the girl in your ear that has been telling you how to move and attack effectively.
Kojima brazenly introduced glitter and hula hoops.
Then one day, noticing a new threat, ADA subtly suggests using one of the power-ups you recently obtained. Soon, Dingo and ADA are hashing out tactics in the middle of each boss encounter. One boss can only be beaten by using pieces of the environment to disable her shield; and ADA tells you this, encourages you, even. You didn't see it coming, but you and ADA have formed an intimate pact. The two of you are trapped in this ferocious game. How will you make it through together?
You realise that ADA has been guiding you from the beginning, pointing you repeatedly in the right direction. That autolock? It was her, watching out for you. But midway into the game, you find that ADA harbors fond memories of another man. You feel a pang of jealousy. It's at this point that the rambling cut-scenes finally make sense. Each minute that you can't steer Jehuty, you are away from ADA. You become determined twice over to master the machine, to face down the game.
Zone of the Enders: The 2nd Runner ends, appropriately, with Dingo and Jehuty parting ways. Some arcane plot turn likely explains how Dingo avoids going into cardiac arrest. I missed it because I was marvelling over what the game had done. Genuine poignancy emerged from the digital muck. After all its empty talk and schizophrenic battles and wanton tear-jerking, it turned out this frightful machine keeping you in its thrall actually did have a heart.
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Comments (42) Latest comment 2 years ago
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Is the best mecha game released in Europe.
I wish it was longer but even short was amazing how they varied the situations and bosses making every scene unique
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Storeys, no?
/pedant.
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Also there was a hidden relation value between them and near the end of the game someone ask ADA about how likely is to defeat the final boss and she respond considering the value.
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thanx i never knew that.
i seriously loved this game,and if you had played the first,wich happened to be my 1st game on the ps2, all that cutscenes wasnt mindless banter,you were already in-tune with the spirit of this game.
i cant wait for the third,please announce it at this years E3 and let it come out in november,i cant wait any longer.
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I do hope they get to make a sequel and perhaps iron out some of those camera quirks and difficulty spikes.
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ps. nice article Mr. Kuo
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Here's hoping there will be a third.
Have to say i also really used to dig the two player vs mode. Confusing but great fun. Well it was fun if both people were Jehuty otherwise it was pretty unfair.
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I very much liked ZOE1 (wich i bought willingly and without the added bonus of the MGS2 Demo), despite some flaws (and a whiny protagonist that comes close to Shinji Ikari Levels....why do teenage characters piloting mechs whine so much anyway. If i would've had my own pilotable death robot by the age of 14, bitching and moaning would be the last thing that came to my mind!), and ZOE2 seemed like a dream sequel with it's fast action and elaborate looking anime-cutscenes.
But thanks to young age, i either didn't had the money to buy it or, when i had, it wasn't avaliable in local shops anymore, and even years later, it seemed to be all but disappeared.
And even if i would get it today, i still couldn't play it because i don't have a PS2 anymore.
Zone of the Enders 2 is, as such, my one regret, the one game i just couldn't play, but always wanted...
(Promises to Mr. Kojima that ZOE3 would be preordered by me the day it's announced)
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But the set pieces...oh the set pieces!
Go here:-
http://www.youtube.com/watch?v=TmVSWBlMZvU (battle starts at 3:55)
In this part of the game you and a squad of mechs face off against a huge army of robots. The battle is frenetic, enervating, exhilarating. Just a short way in and half a dozen of the team are screaming for your help, some telling you they are on the brink of death. And then....see 5:20.
That moment counts as my best in video gaming. I looked at that radar and my heart leaped into my mouth and my knuckles turned white. And it took about a million attempts before I completed the level without any team losses.
But that's just one of the set pieces! What about the battle against Vic Viper - the ship from Gradius? Or the twitch reactions of the battle in the dark? Or the utterly brilliant fight against the battleship fleet? Soon you start to feel that they're not endless cut scenes, they are recovery periods for you...uh....let's just pretend that people talk strangely in that century though....
I think of the games I'm playing these days....yeah...I think I'll be calling this my favourite game tomorrow too.
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I couldnt do the boss fight where you have to stop the boss killing itself and you in a confined space with poor camera controls.
TERRIBLE idea and in an area which brought out all the worst bits of the game. Normally I'd cheat past after all these years, but it seems the game doesn't have those either
Shame, I was loving it too.
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If by "attack button" you mean square, you were doing it all wrong most of the time. There is plenty of square mashing to do during the last bossfight, but the most spammable and powerfful hand-to-hand combat technique is grabbing another mech, spinning it around you and throwing. While spinning the enemy, you're invulnerable to most attacks and that's when you are supposed to toggle between targeted enemies and objects, regaining the orientation and choosing another target to destroy.
The camera and controls aren't that much of a problem, really. The framerate (at least in the NTSC US version; dunno about the Special Edition), however, tends to drop too often for my liking. The graphics are slightly overambitious and the lot feels more rushed than the first Z.O.E.
Memorable bossfights (as expected from Kojima) and decent story, though (provided you played the original). Some character and mecha design by Kazuma Kaneko adds to the overall coolness. If Polyphony Digital (Omega Boost, anyone?) coded this game, it would be even better I suppose.
I still have ZoE2 incomplete on my shelf.
I couldnt do the boss fight where you have to stop the boss killing itself and you in a confined space with poor camera controls.
TERRIBLE idea and in an area which brought out all the worst bits of the game. Normally I'd cheat past after all these years, but it seems the game doesn't have those either
Shame, I was loving it too.
That fight shows the fundamental flaws of Z.O.E.2 indeed, but it's not as bad as the train bit once you realise that you're supposed to parry not just one, but each and every one of the bosses' meele attacks series to disable and grab it. It's all about timing rather than button mashing (and you can easily avoid the rest of its attacks, actually). I wouldn't mind replaying that fight. It's just one of those moments when you need to stay calm.
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Although I say just the right amount of cutscenes Mr Kuo, otherwise the game would have become a motiveless Space Invaders, ripping through foes and bosses just because they are there. May as well play Afterburner if you want that sort of experience.
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The localisation is pretty awful but nothing worse than most anime and doesn't stop the plot from being so engaging, great game!
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The NTSC US version chokes on particle effects (maybe not by 360 standards) all the time. The NTSC US original, although not without framerate issues, run overall smoother and its controls were more responsive. I played through both recently. To be fair, even the NTSC US Z.O.E.2 hardly ever goes all Shadow of the Colossus, performance-wise. The train is certainly the worst.
Your appreciation says more about today's "AAA" standards than Z.O.E.2's "technical achievements" I'm afraid (but then again, I haven't played the Special Edition).
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It also got too hard for me, and after many attempts I gave up after a very difficult boss (can't remember which). This retrospective is calling me back to it though
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It has a similar lock-on system to ZOE as well as anime style cut-scenes. You can also transform into a fighter jet and fly over the free roaming levels. It wouldn't surprise me if Kojima didn't take at least some inspiration from that game. Crucially though, the control system in Bulk Slash is better and it has a much deeper combo system for scoring points to make it a much deeper game than ZOE.
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Ah good times... Might have to pull it of the shelf sometime soon again.
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(apart from that stupid Viola fight! - anyone else actually have difficulty with that?!)
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Hope for ZOE3 - in retrospect I cant believe the same people made two completetley differently paced games, an interactive ball-breaker movie starring fags, vampires zombies and old people with a script concieved with the use of hallucinogenic substances
AND
a fast paced all action no BS mecha game...
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Same. The game has some ridiculous, almost controller-hurling difficulty spikes that threaten to spoil things at times.
I really should get around to completing it though, because I was a big fan of the original and in *most* ways the sequel is better.
Also the anime (TV series) isn't bad if you like that sort of thing.
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The characters and plot were better (read: less annoying) than in the first game but overall, it wasn't quite as strong. And what the heck happened to Celvice anyway?
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A HD sequel would look beautiful.
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WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANNNNNNNNNNNNNNNNNTTTTTTTTTTTTTTTT!!!!!!!!!!!!!!!