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Enemy Zero

Enemy Zero[a] is a 1996 horror-themed adventure video game for the Sega Saturn, developed by Warp and directed by Kenji Eno. Players assume the role of an astronaut who awakens from cryogenic sleep to find her spaceship overrun by invisible creatures who are hunting and killing the ship's crew. They must navigate through the ship in a combination of puzzle-driven exploration rendered in full motion video and first-person shooter sections rendered in real time, during which they must rely on sound to either avoid or kill the invisible enemies.

Enemy Zero
European Sega Saturn cover art
Developer(s)Warp
Publisher(s)
Designer(s)Kenji Eno
Writer(s)Yūji Sakamoto [ja]
Composer(s)Michael Nyman
Platform(s)Sega Saturn, Microsoft Windows
ReleaseSega Saturn
  • JP: December 13, 1996
  • NA: November 24, 1997[1]
  • EU: December 5, 1997[2]
Windows
  • EU: September 18, 1998
  • NA: November 5, 1998[3]
  • JP: November 28, 1998
Genre(s)Adventure, interactive movie
Mode(s)Single player

Enemy Zero was initially designed for Sony's PlayStation, but due to grievances with Sony, Eno announced the game would be Saturn exclusive in a dramatic press conference stunt. As support for the Saturn outside of Japan was waning at the time, finding overseas publishers for the game became an uncertain struggle, with Sega itself ultimately taking on publication of the game in both North America and Europe. Upon release the game met with a wide spectrum of responses from critics, with some finding the game slow-paced and frustratingly difficult, while others praised its innovative emphasis on sound and the unique tension resulting from the gameplay design and setting.

Despite the divisive critical response and the exclusivity to a declining platform, Enemy Zero was a modest commercial success. After its Saturn release, it was ported to Microsoft Windows. It was the second game to star the "digital actress" Laura, the first being D. Laura is voiced by Jill Cunniff of the band Luscious Jackson in the English versions and Yui Komazuka in the Japanese version.

Gameplay Edit

 
Laura acquiring a gun during an FMV sequence

In Enemy Zero, gameplay sequences alternate between interactive full motion video (FMV) and real time exploration, both from a first person perspective. The interactive FMV component uses gameplay identical to an earlier Warp game, D.[4] The player explores node-based environments, acquiring items for their inventory and solving puzzles.

The real time component of Enemy Zero is unique. Enemies are invisible, and location is only possible through the use of sound, with notes of different pitch helping the player find the distance and direction of enemies.[5] Additionally, every gun in the game must be charged up immediately before each shot, and charging a shot for too long will cause the charge to dissipate, after which the charging must start over. Since all available guns have very limited range, this makes timing crucial; beginning to charge the gun too late or too soon will allow the enemy to reach Laura, resulting in an immediate game over. Reloading the gun and moving the character around are mechanics that have been made intentionally slow,[6] which incentives players to avoid combat and direct contact with the alien enemies as much as possible. In the early segments of the game, avoiding detection is not only recommended; it is required, since the player has no means to defend themselves without a gun.

Plot Edit

Aboard the AKI space craft, a space station dedicated to biological research, Laura Lewis is in a deep cryogenic slumber. The jets of the chamber dissipate as the craft's emergency systems are activated. Laura is awakened by a large detonation on her deck. Outside a door marked with the letters E0, something of great strength is trying to break free. The door is thrown down, and the hallway is filled with a bright, incandescent light, followed by a horrific growl. Pipes and the remains of the steel door shift around, as if being stepped on. Laura, unaware of what is happening, uses the video phone above her sleep chamber to contact one of her crewmates, Parker. Laura watches in confusion as Parker looks away from the monitor, to his room's entryway doors. A screech sends him backing up to reach for his gun. Laura watches as Parker is mutilated by an unseen enemy.

Getting dressed and grabbing her gun, Laura heads out to learn what attacked Parker. As she ventures through the ship, Laura's earring-shaped "guidance system" gives her aural warnings of invisible enemies (seen escaping in the intro sequence) roaming the ship's corridors. She discovers that even the ship's captain Ronny has also been killed by the creatures as well. Laura eventually meets up with Kimberley, another crewmate, and they make a plan to rendezvous with the other survivors. On their way Kimberley is attacked by an enemy and disappears, forcing Laura to make the journey on her own. She meets up with George, the ship's resident computer scientist; as well as David, her lover, and together they plan to head for the escape shuttles. Exploring the deceased captain's study, Laura discovers a log file that reveals that goal of the mission is to capture the enemies and bring them back to Earth over a 5 year long space journey (2059 - 2064) for use as biological weapons on behalf of Vexx Industries, and that the crew is expendable in case of an accident.

David is attacked by one of the enemies, and when Laura discovers his corpse, she learns that David was actually an android. She performs a body-scan on herself and finds that not only is she also an android herself, but that one of the enemy larvae is developing in her neck. George confronts her and tries to wipe her memories, but is attacked and killed by an enemy. When Laura heads for the escape pods, she finds Kimberley again, who kills the larva nesting inside of Laura, and reveals that she and Parker were assigned by Vexx Industries to supervise the mission. Kimberley then triggers the ship's self-destruct mechanism, and leaves Laura to join Parker, killing herself while cradled up next to his corpse. As Laura heads for the escape shuttle, her guidance system runs out of battery, but instead she receives guidance from David, whose consciousness has been uploaded to the ship's computer systems. Laura reaches the escape shuttle just in time as the AKI blows up behind her, and she enters cryogenic sleep one more time as she makes the return voyage to Earth.

Development Edit

Commenting on the impetus for Enemy Zero, designer Kenji Eno said, "I wanted to ask the question, 'Why do human beings exist?' That's why the game evolved into something with an enclosed space and invisible enemy - so that you would be forced to think about your own existence."[7]

Enemy Zero began life on Sony's PlayStation. Its unveiling at the 1996 PlayStation Expo in Tokyo was described by journalists as the highlight of the show.[8] Irritated by Sony's failure to meet even a third of preorders for the PlayStation version of D (and to a lesser extent, their policy that all marketing for third party games had to be approved by them[4]), at a press conference during the expo Kenji Eno made a shocking move. Eno showed a preview of Enemy Zero. At the end of the clip the PlayStation logo appeared, but slowly transitioned into the Sega Saturn logo, indicating that the game would now be a Saturn exclusive.[9][10] Despite popular opinion that the Saturn cannot handle 3D games as well as the PlayStation, Eno commented "...the PlayStation and the Saturn aren't that different, so moving [Enemy Zero] to Saturn wasn't too difficult."[9] Acclaim Entertainment, which had published the Saturn and PlayStation versions of D in North America and Europe, withdrew their interest in publishing Enemy Zero in those regions due to the change in platform.[11]

The game was written by Yūji Sakamoto [ja], who went on to write the film Crying Out Love in the Center of the World and the TV series Quartet.[12] Fumito Ueda, director of the video games Ico and Shadow of the Colossus, worked as an animator on Enemy Zero before becoming a video game director.[13] Enemy Zero was in development for nine months.[13]

The full motion video sequences were all rendered on Silicon Graphics workstations using PowerAnimator.[14]

Music Edit

Enemy Zero
Soundtrack album by
ReleasedApril 18, 1997
RecordedAugust 19, 1996, CTS Studio, London
September 28–30, Abbey Road Studios
GenreSoundtrack, Contemporary classical, minimalism
Length49:54
LabelFirst Smile
ProducerMichael Nyman, Kenji Eno
Michael Nyman chronology
The Ogre
(1996)
Enemy Zero
(1997)
Concertos
(1997)
Singles from Enemy Zero
  1. "Enemy Zero Piano Sketches"
    Released: October 25, 2006

While Eno did the music for D, he recruited Michael Nyman, composer for films such as Gattaca and The Piano, to create the soundtrack for Enemy Zero.[9] Eno was a fan of Nyman and had wanted do collaborate with him, but felt it would be impossible. After the Great Hanshin earthquake struck Kobe in 1995, Nyman visited the city to evaluate pianos he had donated to schools in the city. Eno met Nyman in a hotel room during his visit and convinced him to provide music for the game after a long six hour meeting.[9] Eno had initially considered asking Ryuichi Sakamoto to create the score, but decided that his style would not be appropriate for the game.[15]

The music was performed by the Michael Nyman Orchestra and Sarah Leonard. "Confusion" is a modification of material from Nyman's previous score, The Ogre, while the Enemy Zero/Invisible Enemy/Battle theme were modified into portions of Nyman's score for Man with a Movie Camera.[16] The main theme is a variation on "Bird Anthem" from Michael Nyman.

"Laura's Theme," "Digital Tragedy," and "Love Theme" are solo piano works and are included on the EP, Enemy Zero Piano Sketches, which was released eight months before the complete soundtrack, and two months before the game.

Release Edit

Released and received with much hype in Japan at the end of 1996, Enemy Zero was released in North America and Europe in 1997 by Sega. It was later ported to Microsoft Windows by Sega.

20 copies of a limited edition of the Saturn version were produced and sold for a price roughly equal to 2,000 US dollars. These special copies were hand-delivered to recipients by Kenji Eno himself.[9][17] The game thus holds the record for the "Most Exclusive Special Edition" of a video game, according to the 2012 Guinness World Records Gamer's Edition.[18] Due to popularity in Japan, Sega sponsored the production of a few Enemy Zero items such as the official Enemy Zero soundtrack by Michael Nyman, a model of the in-game gun, and a strategy guide.

Reception Edit

Prior to Enemy Zero's Western release, John Ricciardi of Electronic Gaming Monthly (EGM) made it his pick for "Sleeper Hit of the Holidays" for 1997, having enjoyed what he played of the import.[32] American magazine GameFan called it their "Best Import Game of the Year" of 1996.[33] British magazine Mean Machines ran a full review of the Japanese version of the game, nearly a year before its release in Europe. They opined that the state-of-the-art full-motion video rendering was itself enough to give the game a high review score.[11]

Upon release, Enemy Zero received a wide spectrum of reviews, and critics sharply disagreed on a number of points. GameSpot reported that the puzzles were all either so easy that the solution was obvious before the player even encountered the puzzle (e.g. finding a keycard tells the player that they will eventually find a locked door to open) or so illogical that even after completing the puzzle it is not apparent what triggered the solution.[27] In contrast, Next Generation insisted that "puzzles are logically designed, not contrived." They also stated that the story never seemed too derivative of the Alien films,[29] whereas GamePro and Shawn Smith and John Ricciardi of EGM all described it as a blatant Alien rip-off.[23][34] While most critics found the game's audio design atmospheric and immersive,[23][27][29][31] The Electric Playground complained at the near-total absence of music and said the audio overall was "not the sort of creepy aural atmosphere that keeps you light on your feet and looking over your shoulder."[24]

Critics almost unanimously praised the high quality of the full-motion video,[23][11][24][31][34] but also almost unanimously criticized the resulting slow movement of the player character.[23][27][24][34] GamePro went so far as to call Enemy Zero "the slowest, most boring game in ages", giving it a perfect 5/5 for graphics but 3/5 for sound and 1/5 for both control and "fun factor". The reviewer also complained that the first-person shooting was frustratingly difficult.[34] However, a slight majority of critics instead praised the difficult challenge of confronting invisible enemies with a slow-firing weapon, saying that it created a unique and intense brand of tension.[23][27][29][24] The Electric Playground, for example, called Enemy Zero one of the best Saturn games they played in 1997, opining that the energy gun and VPS game mechanics were "innovations" that helped set the game apart.[24] Next Generation also gave a generally positive overall assessment, saying that it "manages to advance the graphic adventure by emphasizing other senses besides pure sight" and felt the typical problems that FMV games have did not hinder the overall experience.[29]

EGM's four reviewers focused on the game's cinematic atmosphere and presentation. They remarked that while the slow, cerebral pacing would be unappealing to many gamers, Enemy Zero is a generally successful attempt at creating a different and frightening experience.[23] Sega Saturn Magazine similarly acknowledged that many Saturn gamers would find Enemy Zero excessively challenging and/or slow-paced, but concluded it was the most successful attempt to create a true "interactive movie" to date.[31] GameSpot instead found it to be too much of a mixed bag, commenting that while the hybrid of an unconventional first-person shooter and an FMV-based puzzle game could have been a success, the poor design of the puzzles dragged down the successful shooter segments.[27] Edge highly praised the first of the game's three discs for offering a "suspense-ridden atmosphere" and tense encounters with invisible aliens, comparing it favorably to the films Alien and Blade Runner. However, the magazine criticized the other discs for ruining that suspense with "space soap" themes and an almost embarrassing plot.[22]

Ulrich Steppberger of Maniac Games said that although the game replicated the ambiance of Alien, and had high quality FMVs, it also had problems typical of FMV games such as trudging through long barren corridors and solving puzzles. He also found the weapon was unwieldy and hard to use, and felt the ping system to find the enemy was not useful.[30] French magazine Consoles + concluded that, while it might not please everyone, it was a "gory, original and beautiful" adventure game with "high difficulty" and a "special atmosphere".[21]

Electronic Gaming Monthly named it a runner-up for "Adventure Game of the Year" (behind Tomb Raider II) at their 1997 Editors' Choice Awards.[35]

The game was a commercial success, with Eno projecting the Saturn version to sell between 500,000 and 700,000 and achieving that goal.[36]

Notes Edit

  1. ^ Japanese: エネミー・ゼロ, Hepburn: Enemī Zero
  2. ^ Four critics of Electronic Gaming Monthly gave the Saturn version each a score of 8/10, 8.5/10, 7.5/10, and 6.5/10.

References Edit

  1. ^ "Saturn".
  2. ^ . 1998-12-02. Archived from the original on 1998-12-02. Retrieved 2023-05-03.
  3. ^ Gentry, Perry (October 30, 1998). . Gamecenter. CNET. Archived from the original on August 17, 2000. Retrieved December 6, 2019.
  4. ^ a b "NG Alphas: E.O. [sic]". Next Generation. No. 19. Imagine Media. July 1996. p. 51. Retrieved November 19, 2021.
  5. ^ Hsu, Dan (October 1997). "Creature Feature". Electronic Gaming Monthly. No. 99. Ziff Davis. p. 92.
  6. ^ Szczepaniak, John; derboo (November 28, 2010). . Hardcore Gaming 101. Archived from the original on December 26, 2012. Retrieved January 1, 2013.
  7. ^ "Kenji Eno's Life Stories". Next Generation. No. 36. Imagine Media. December 1997. p. 81. Retrieved November 19, 2021.
  8. ^ "New Software Prolific at PlayStation Expo". Next Generation. No. 18. Imagine Media. June 1996. p. 20. Retrieved November 19, 2021.
  9. ^ a b c d e Bettenhausen, Shane; Mielke, James (August 7, 2008). "Kenji Eno: Reclusive Japanese Game Creator Breaks His Silence". 1UP.com. Ziff Davis. Archived from the original on December 8, 2012. Retrieved August 8, 2008.
  10. ^ Ogasawara, Nob; Hryb, Larry "Major Mike" (July 1996). "The Sony PlayStation Expo '96 in Tokyo". GamePro. No. 94. IDG. pp. 34, 36. Retrieved November 19, 2021.
  11. ^ a b c d "Review: Enemy Zero". Mean Machines Sega. No. 53. EMAP. March 1997. pp. 58–61.
  12. ^ . WARP (in Japanese). Archived from the original on January 14, 1998.
  13. ^ a b Edge staff (December 13, 2013). . Edge. Future plc. Archived from the original on February 26, 2015. Retrieved March 27, 2014.
  14. ^ "Gallery: Enemy Zero". Next Generation. No. 21. Imagine Media. September 1996. p. 79. Retrieved November 19, 2021.
  15. ^ "The Future Sound of Game Music". Next Generation. No. 24. Imagine Media. December 1996. pp. 84–91. Retrieved November 19, 2021.
  16. ^ ap Siôn, Pwyll (2007). The Music of Michael Nyman: Texts, Contexts and Intertexts. Aldershot, Hants: Ashgate Publishing. p. 77.
  17. ^ "Must Be Something in the Water". Sega Saturn Magazine. No. 25. EMAP. November 1997. p. 33. Retrieved December 5, 2019.
  18. ^ Reeves, Ben (December 30, 2011). "Guinness World Records 2012 Gamer's Edition Preview". Game Informer. GameStop. from the original on February 25, 2012. Retrieved December 31, 2011.
  19. ^ . GameRankings. CBS Interactive. Archived from the original on September 12, 2018. Retrieved September 12, 2018.
  20. ^ Ham, Tom (January 23, 1998). . Gamecenter. CNET. Archived from the original on August 19, 2000. Retrieved November 19, 2021.
  21. ^ a b Gia; Panda (December 1997). "Enemy Zero (Saturn)". Consoles + (in French). No. 71. pp. 102–3.
  22. ^ a b "Enemy Zero" (PDF). Edge. No. 52. Future Publishing. December 1997. p. 90.
  23. ^ a b c d e f g Smith, Shawn; Hsu, Dan; Ricciardi, John; Rickards, Kelly (February 1998). "Review Crew: Enemy Zero". Electronic Gaming Monthly. No. 103. Ziff Davis. p. 106. Retrieved November 21, 2021.
  24. ^ a b c d e f Bonnie (January 15, 1998). . The Elecric Playground. Greedy Productions, Inc. Archived from the original on March 8, 2003. Retrieved November 19, 2021.
  25. ^ "エネミー・ゼロ [セガサターン]". Famitsu (in Japanese). Enterbrain. Retrieved November 19, 2021.
  26. ^ . Game Informer. No. 57. FuncoLand. January 1998. Archived from the original on September 10, 1999. Retrieved November 19, 2021.
  27. ^ a b c d e f Smith, Josh (March 23, 1998). "Enemy Zero Review [date mislabeled as "May 2, 2000"]". GameSpot. Red Ventures. from the original on October 15, 2014. Retrieved May 16, 2021.
  28. ^ "Enemy Zero". Génération 4 (in French). No. 117. December 1998. p. 254. Retrieved November 20, 2021.
  29. ^ a b c d e "A Sound Idea". Next Generation. No. 39. Imagine Media. March 1998. p. 112. Retrieved November 19, 2021.
  30. ^ a b Steppberger, Ulrich (2019-03-16). . MANIAC.de (in German). Archived from the original on April 30, 2019. Retrieved 2019-05-02.
  31. ^ a b c d Cutlack, Gary (December 1997). "Review: Enemy Zero". Sega Saturn Magazine. No. 26. EMAP. pp. 60–61. Retrieved November 19, 2021.
  32. ^ Ricciardi, John (November 1997). "The 5 Sleeper Hits of the Holidays". Electronic Gaming Monthly. No. 100. Ziff Davis. p. 186.
  33. ^ "The 5th Annual GameFan Megawards (Part 3)". GameFan. Vol. 5, no. 2. Metropolis Media. February 1997. p. 36. Retrieved November 19, 2021.
  34. ^ a b c d Boba Fatt (March 1998). "Saturn ProReview: Enemy Zero" (PDF). GamePro. No. 114. IDG. p. 101. Retrieved November 19, 2021.
  35. ^ "Editors' Choice Awards". Electronic Gaming Monthly. No. 104. Ziff Davis. March 1998. p. 90.
  36. ^ "Warp Interview". Sega Saturn Magazine. No. 32. Emap International Limited. June 1998. p. 43.

External links Edit

enemy, zero, 1996, horror, themed, adventure, video, game, sega, saturn, developed, warp, directed, kenji, players, assume, role, astronaut, awakens, from, cryogenic, sleep, find, spaceship, overrun, invisible, creatures, hunting, killing, ship, crew, they, mu. Enemy Zero a is a 1996 horror themed adventure video game for the Sega Saturn developed by Warp and directed by Kenji Eno Players assume the role of an astronaut who awakens from cryogenic sleep to find her spaceship overrun by invisible creatures who are hunting and killing the ship s crew They must navigate through the ship in a combination of puzzle driven exploration rendered in full motion video and first person shooter sections rendered in real time during which they must rely on sound to either avoid or kill the invisible enemies Enemy ZeroEuropean Sega Saturn cover artDeveloper s WarpPublisher s JP WarpWW SegaDesigner s Kenji EnoWriter s Yuji Sakamoto ja Composer s Michael NymanPlatform s Sega Saturn Microsoft WindowsReleaseSega SaturnJP December 13 1996NA November 24 1997 1 EU December 5 1997 2 WindowsEU September 18 1998NA November 5 1998 3 JP November 28 1998Genre s Adventure interactive movieMode s Single playerEnemy Zero was initially designed for Sony s PlayStation but due to grievances with Sony Eno announced the game would be Saturn exclusive in a dramatic press conference stunt As support for the Saturn outside of Japan was waning at the time finding overseas publishers for the game became an uncertain struggle with Sega itself ultimately taking on publication of the game in both North America and Europe Upon release the game met with a wide spectrum of responses from critics with some finding the game slow paced and frustratingly difficult while others praised its innovative emphasis on sound and the unique tension resulting from the gameplay design and setting Despite the divisive critical response and the exclusivity to a declining platform Enemy Zero was a modest commercial success After its Saturn release it was ported to Microsoft Windows It was the second game to star the digital actress Laura the first being D Laura is voiced by Jill Cunniff of the band Luscious Jackson in the English versions and Yui Komazuka in the Japanese version Contents 1 Gameplay 2 Plot 3 Development 3 1 Music 4 Release 5 Reception 6 Notes 7 References 8 External linksGameplay Edit nbsp Laura acquiring a gun during an FMV sequenceIn Enemy Zero gameplay sequences alternate between interactive full motion video FMV and real time exploration both from a first person perspective The interactive FMV component uses gameplay identical to an earlier Warp game D 4 The player explores node based environments acquiring items for their inventory and solving puzzles The real time component of Enemy Zero is unique Enemies are invisible and location is only possible through the use of sound with notes of different pitch helping the player find the distance and direction of enemies 5 Additionally every gun in the game must be charged up immediately before each shot and charging a shot for too long will cause the charge to dissipate after which the charging must start over Since all available guns have very limited range this makes timing crucial beginning to charge the gun too late or too soon will allow the enemy to reach Laura resulting in an immediate game over Reloading the gun and moving the character around are mechanics that have been made intentionally slow 6 which incentives players to avoid combat and direct contact with the alien enemies as much as possible In the early segments of the game avoiding detection is not only recommended it is required since the player has no means to defend themselves without a gun Plot EditAboard the AKI space craft a space station dedicated to biological research Laura Lewis is in a deep cryogenic slumber The jets of the chamber dissipate as the craft s emergency systems are activated Laura is awakened by a large detonation on her deck Outside a door marked with the letters E0 something of great strength is trying to break free The door is thrown down and the hallway is filled with a bright incandescent light followed by a horrific growl Pipes and the remains of the steel door shift around as if being stepped on Laura unaware of what is happening uses the video phone above her sleep chamber to contact one of her crewmates Parker Laura watches in confusion as Parker looks away from the monitor to his room s entryway doors A screech sends him backing up to reach for his gun Laura watches as Parker is mutilated by an unseen enemy Getting dressed and grabbing her gun Laura heads out to learn what attacked Parker As she ventures through the ship Laura s earring shaped guidance system gives her aural warnings of invisible enemies seen escaping in the intro sequence roaming the ship s corridors She discovers that even the ship s captain Ronny has also been killed by the creatures as well Laura eventually meets up with Kimberley another crewmate and they make a plan to rendezvous with the other survivors On their way Kimberley is attacked by an enemy and disappears forcing Laura to make the journey on her own She meets up with George the ship s resident computer scientist as well as David her lover and together they plan to head for the escape shuttles Exploring the deceased captain s study Laura discovers a log file that reveals that goal of the mission is to capture the enemies and bring them back to Earth over a 5 year long space journey 2059 2064 for use as biological weapons on behalf of Vexx Industries and that the crew is expendable in case of an accident David is attacked by one of the enemies and when Laura discovers his corpse she learns that David was actually an android She performs a body scan on herself and finds that not only is she also an android herself but that one of the enemy larvae is developing in her neck George confronts her and tries to wipe her memories but is attacked and killed by an enemy When Laura heads for the escape pods she finds Kimberley again who kills the larva nesting inside of Laura and reveals that she and Parker were assigned by Vexx Industries to supervise the mission Kimberley then triggers the ship s self destruct mechanism and leaves Laura to join Parker killing herself while cradled up next to his corpse As Laura heads for the escape shuttle her guidance system runs out of battery but instead she receives guidance from David whose consciousness has been uploaded to the ship s computer systems Laura reaches the escape shuttle just in time as the AKI blows up behind her and she enters cryogenic sleep one more time as she makes the return voyage to Earth Development EditCommenting on the impetus for Enemy Zero designer Kenji Eno said I wanted to ask the question Why do human beings exist That s why the game evolved into something with an enclosed space and invisible enemy so that you would be forced to think about your own existence 7 Enemy Zero began life on Sony s PlayStation Its unveiling at the 1996 PlayStation Expo in Tokyo was described by journalists as the highlight of the show 8 Irritated by Sony s failure to meet even a third of preorders for the PlayStation version of D and to a lesser extent their policy that all marketing for third party games had to be approved by them 4 at a press conference during the expo Kenji Eno made a shocking move Eno showed a preview of Enemy Zero At the end of the clip the PlayStation logo appeared but slowly transitioned into the Sega Saturn logo indicating that the game would now be a Saturn exclusive 9 10 Despite popular opinion that the Saturn cannot handle 3D games as well as the PlayStation Eno commented the PlayStation and the Saturn aren t that different so moving Enemy Zero to Saturn wasn t too difficult 9 Acclaim Entertainment which had published the Saturn and PlayStation versions of D in North America and Europe withdrew their interest in publishing Enemy Zero in those regions due to the change in platform 11 The game was written by Yuji Sakamoto ja who went on to write the film Crying Out Love in the Center of the World and the TV series Quartet 12 Fumito Ueda director of the video games Ico and Shadow of the Colossus worked as an animator on Enemy Zero before becoming a video game director 13 Enemy Zero was in development for nine months 13 The full motion video sequences were all rendered on Silicon Graphics workstations using PowerAnimator 14 Music Edit Enemy ZeroSoundtrack album by Michael NymanReleasedApril 18 1997RecordedAugust 19 1996 CTS Studio LondonSeptember 28 30 Abbey Road StudiosGenreSoundtrack Contemporary classical minimalismLength49 54LabelFirst SmileProducerMichael Nyman Kenji EnoMichael Nyman chronologyThe Ogre 1996 Enemy Zero 1997 Concertos 1997 Singles from Enemy Zero Enemy Zero Piano Sketches Released October 25 2006While Eno did the music for D he recruited Michael Nyman composer for films such as Gattaca and The Piano to create the soundtrack for Enemy Zero 9 Eno was a fan of Nyman and had wanted do collaborate with him but felt it would be impossible After the Great Hanshin earthquake struck Kobe in 1995 Nyman visited the city to evaluate pianos he had donated to schools in the city Eno met Nyman in a hotel room during his visit and convinced him to provide music for the game after a long six hour meeting 9 Eno had initially considered asking Ryuichi Sakamoto to create the score but decided that his style would not be appropriate for the game 15 The music was performed by the Michael Nyman Orchestra and Sarah Leonard Confusion is a modification of material from Nyman s previous score The Ogre while the Enemy Zero Invisible Enemy Battle theme were modified into portions of Nyman s score for Man with a Movie Camera 16 The main theme is a variation on Bird Anthem from Michael Nyman Laura s Theme Digital Tragedy and Love Theme are solo piano works and are included on the EP Enemy Zero Piano Sketches which was released eight months before the complete soundtrack and two months before the game Release EditReleased and received with much hype in Japan at the end of 1996 Enemy Zero was released in North America and Europe in 1997 by Sega It was later ported to Microsoft Windows by Sega 20 copies of a limited edition of the Saturn version were produced and sold for a price roughly equal to 2 000 US dollars These special copies were hand delivered to recipients by Kenji Eno himself 9 17 The game thus holds the record for the Most Exclusive Special Edition of a video game according to the 2012 Guinness World Records Gamer s Edition 18 Due to popularity in Japan Sega sponsored the production of a few Enemy Zero items such as the official Enemy Zero soundtrack by Michael Nyman a model of the in game gun and a strategy guide Reception EditReceptionAggregate scoreAggregatorScoreGameRankings60 SAT 19 Review scoresPublicationScoreCNET Gamecenter8 10 SAT 20 Consoles 89 SAT 21 Edge6 10 SAT 22 Electronic Gaming Monthly7 625 10 SAT 23 b EP Daily8 10 SAT 24 Famitsu31 40 SAT 25 GameSpot5 3 10 SAT 27 Generation 4 nbsp nbsp nbsp nbsp nbsp nbsp PC 28 Mean Machines Sega90 SAT 11 Next Generation nbsp nbsp nbsp nbsp nbsp SAT 29 Maniac37 100 30 Sega Saturn Magazine88 SAT 31 Prior to Enemy Zero s Western release John Ricciardi of Electronic Gaming Monthly EGM made it his pick for Sleeper Hit of the Holidays for 1997 having enjoyed what he played of the import 32 American magazine GameFan called it their Best Import Game of the Year of 1996 33 British magazine Mean Machines ran a full review of the Japanese version of the game nearly a year before its release in Europe They opined that the state of the art full motion video rendering was itself enough to give the game a high review score 11 Upon release Enemy Zero received a wide spectrum of reviews and critics sharply disagreed on a number of points GameSpot reported that the puzzles were all either so easy that the solution was obvious before the player even encountered the puzzle e g finding a keycard tells the player that they will eventually find a locked door to open or so illogical that even after completing the puzzle it is not apparent what triggered the solution 27 In contrast Next Generation insisted that puzzles are logically designed not contrived They also stated that the story never seemed too derivative of the Alien films 29 whereas GamePro and Shawn Smith and John Ricciardi of EGM all described it as a blatant Alien rip off 23 34 While most critics found the game s audio design atmospheric and immersive 23 27 29 31 The Electric Playground complained at the near total absence of music and said the audio overall was not the sort of creepy aural atmosphere that keeps you light on your feet and looking over your shoulder 24 Critics almost unanimously praised the high quality of the full motion video 23 11 24 31 34 but also almost unanimously criticized the resulting slow movement of the player character 23 27 24 34 GamePro went so far as to call Enemy Zero the slowest most boring game in ages giving it a perfect 5 5 for graphics but 3 5 for sound and 1 5 for both control and fun factor The reviewer also complained that the first person shooting was frustratingly difficult 34 However a slight majority of critics instead praised the difficult challenge of confronting invisible enemies with a slow firing weapon saying that it created a unique and intense brand of tension 23 27 29 24 The Electric Playground for example called Enemy Zero one of the best Saturn games they played in 1997 opining that the energy gun and VPS game mechanics were innovations that helped set the game apart 24 Next Generation also gave a generally positive overall assessment saying that it manages to advance the graphic adventure by emphasizing other senses besides pure sight and felt the typical problems that FMV games have did not hinder the overall experience 29 EGM s four reviewers focused on the game s cinematic atmosphere and presentation They remarked that while the slow cerebral pacing would be unappealing to many gamers Enemy Zero is a generally successful attempt at creating a different and frightening experience 23 Sega Saturn Magazine similarly acknowledged that many Saturn gamers would find Enemy Zero excessively challenging and or slow paced but concluded it was the most successful attempt to create a true interactive movie to date 31 GameSpot instead found it to be too much of a mixed bag commenting that while the hybrid of an unconventional first person shooter and an FMV based puzzle game could have been a success the poor design of the puzzles dragged down the successful shooter segments 27 Edge highly praised the first of the game s three discs for offering a suspense ridden atmosphere and tense encounters with invisible aliens comparing it favorably to the films Alien and Blade Runner However the magazine criticized the other discs for ruining that suspense with space soap themes and an almost embarrassing plot 22 Ulrich Steppberger of Maniac Games said that although the game replicated the ambiance of Alien and had high quality FMVs it also had problems typical of FMV games such as trudging through long barren corridors and solving puzzles He also found the weapon was unwieldy and hard to use and felt the ping system to find the enemy was not useful 30 French magazine Consoles concluded that while it might not please everyone it was a gory original and beautiful adventure game with high difficulty and a special atmosphere 21 Electronic Gaming Monthly named it a runner up for Adventure Game of the Year behind Tomb Raider II at their 1997 Editors Choice Awards 35 The game was a commercial success with Eno projecting the Saturn version to sell between 500 000 and 700 000 and achieving that goal 36 Notes Edit Japanese エネミー ゼロ Hepburn Enemi Zero Four critics of Electronic Gaming Monthly gave the Saturn version each a score of 8 10 8 5 10 7 5 10 and 6 5 10 References Edit Saturn sega europe online 1998 12 02 Archived from the original on 1998 12 02 Retrieved 2023 05 03 Gentry Perry October 30 1998 What s in Stores Next Week We Think Gamecenter CNET Archived from the original on August 17 2000 Retrieved December 6 2019 a b NG Alphas E O sic Next Generation No 19 Imagine Media July 1996 p 51 Retrieved November 19 2021 Hsu Dan October 1997 Creature Feature Electronic Gaming Monthly No 99 Ziff Davis p 92 Szczepaniak John derboo November 28 2010 Kenji Eno s WARP and the D legacy Page 2 Hardcore Gaming 101 Archived from the original on December 26 2012 Retrieved January 1 2013 Kenji Eno s Life Stories Next Generation No 36 Imagine Media December 1997 p 81 Retrieved November 19 2021 New Software Prolific at PlayStation Expo Next Generation No 18 Imagine Media June 1996 p 20 Retrieved November 19 2021 a b c d e Bettenhausen Shane Mielke James August 7 2008 Kenji Eno Reclusive Japanese Game Creator Breaks His Silence 1UP com Ziff Davis Archived from the original on December 8 2012 Retrieved August 8 2008 Ogasawara Nob Hryb Larry Major Mike July 1996 The Sony PlayStation Expo 96 in Tokyo GamePro No 94 IDG pp 34 36 Retrieved November 19 2021 a b c d Review Enemy Zero Mean Machines Sega No 53 EMAP March 1997 pp 58 61 エネミーゼロ WARP in Japanese Archived from the original on January 14 1998 a b Edge staff December 13 2013 Ico designer Fumito Ueda on emotion missing deadlines and parting ways with Sony Edge Future plc Archived from the original on February 26 2015 Retrieved March 27 2014 Gallery Enemy Zero Next Generation No 21 Imagine Media September 1996 p 79 Retrieved November 19 2021 The Future Sound of Game Music Next Generation No 24 Imagine Media December 1996 pp 84 91 Retrieved November 19 2021 ap Sion Pwyll 2007 The Music of Michael Nyman Texts Contexts and Intertexts Aldershot Hants Ashgate Publishing p 77 Must Be Something in the Water Sega Saturn Magazine No 25 EMAP November 1997 p 33 Retrieved December 5 2019 Reeves Ben December 30 2011 Guinness World Records 2012 Gamer s Edition Preview Game Informer GameStop Archived from the original on February 25 2012 Retrieved December 31 2011 Enemy Zero for Saturn GameRankings CBS Interactive Archived from the original on September 12 2018 Retrieved September 12 2018 Ham Tom January 23 1998 Enemy Zero Saturn Gamecenter CNET Archived from the original on August 19 2000 Retrieved November 19 2021 a b Gia Panda December 1997 Enemy Zero Saturn Consoles in French No 71 pp 102 3 a b Enemy Zero PDF Edge No 52 Future Publishing December 1997 p 90 a b c d e f g Smith Shawn Hsu Dan Ricciardi John Rickards Kelly February 1998 Review Crew Enemy Zero Electronic Gaming Monthly No 103 Ziff Davis p 106 Retrieved November 21 2021 a b c d e f Bonnie January 15 1998 Enemy Zero Saturn The Elecric Playground Greedy Productions Inc Archived from the original on March 8 2003 Retrieved November 19 2021 エネミー ゼロ セガサターン Famitsu in Japanese Enterbrain Retrieved November 19 2021 Enemy Zero Sega Saturn Game Informer No 57 FuncoLand January 1998 Archived from the original on September 10 1999 Retrieved November 19 2021 a b c d e f Smith Josh March 23 1998 Enemy Zero Review date mislabeled as May 2 2000 GameSpot Red Ventures Archived from the original on October 15 2014 Retrieved May 16 2021 Enemy Zero Generation 4 in French No 117 December 1998 p 254 Retrieved November 20 2021 a b c d e A Sound Idea Next Generation No 39 Imagine Media March 1998 p 112 Retrieved November 19 2021 a b Steppberger Ulrich 2019 03 16 Enemy Zero im Klassik Test SAT MANIAC de in German Archived from the original on April 30 2019 Retrieved 2019 05 02 a b c d Cutlack Gary December 1997 Review Enemy Zero Sega Saturn Magazine No 26 EMAP pp 60 61 Retrieved November 19 2021 Ricciardi John November 1997 The 5 Sleeper Hits of the Holidays Electronic Gaming Monthly No 100 Ziff Davis p 186 The 5th Annual GameFan Megawards Part 3 GameFan Vol 5 no 2 Metropolis Media February 1997 p 36 Retrieved November 19 2021 a b c d Boba Fatt March 1998 Saturn ProReview Enemy Zero PDF GamePro No 114 IDG p 101 Retrieved November 19 2021 Editors Choice Awards Electronic Gaming Monthly No 104 Ziff Davis March 1998 p 90 Warp Interview Sega Saturn Magazine No 32 Emap International Limited June 1998 p 43 External links EditEnemy Zero at MobyGames Retrieved from https en wikipedia org w index php title Enemy Zero amp oldid 1180308670, wikipedia, wiki, book, books, library,

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