Hype can be a double-edged sword. On one hand, tons of pre-media
attention is sure to increase a game's sales. Unfortunately, the
more fans are anticipating a release, the more likely they are to
be disappointed with it -- just ask Hironobu Sakaguchi or George
Lucas. Square's 1998 action RPG Parasite Eve was another victim
of too much publicity; while commercially quite successful, it
received generally poor reviews, was widely lambasted across the
Internet, and resulted in the departure from Square of most of its
development team.
Originally billed as a cross between Final Fantasy
and Resident Evil, Parasite Eve disappointed many when they discovered
that the game had little in common with either franchise. "Where are
the moogles? And why isn't Aya elected president in the ending?" the
Final Fantasy fans cried, while the Resident Evil junkies grumbled,
"It isn't scary!" And judged as a FF or RE title, PE isn't
very good: it has only one party member, no sidequests, and nothing
at all terrifying. However, the game is much more successful in establishing
its own paradigm that doesn't obey all the standards set
by the genre leaders.
| Mutant Watch 1997 |
A sequel to a Japanese novel -- and later movie
-- by Hideaki Sena, Parasite Eve was the first and only collaboration
between Square's short-lived American development team and the powerhouses
behind Final Fantasy. From these beginning alone, PE was destined
to be something different. Set in a real-world location (New York
City), the game stars Detective Aya Brea -- who is neither an idealistic
young adventurer nor an angsty psychopath -- as its sole playable
character. Even more controversially, PE is filled with FMV sequences
and, in what was soon to become a oft-questioned move, lasts for only
ten hours.
OH MY GOD, I SEEM TO BE ON FIRE | |
Certainly, Parasite Eve is one of the shortest RPGs out there; if
RPGs were dating prospects, this one would be a one-night stand. But
the game's length is the appropriate one for its story; there simply
isn't more than ten hours of content to be had in this concept. The
plot progresses through six days of events, beginning on Christmas Eve.
Much of the game is spent tracking villain Eve through various locations,
most actual landmarks (e.g. Carnegie Hall and the Brooklyn Bridge).
Visting and recognizing real places in a game provides a thrill of
familiarity akin to picking out all the series references in Final
Fantasy IX.
| The nightmare before Christmas |
But despite its unconventional setting, Parasite Eve is still an RPG
at heart. There are still save points (telephones), healing potions
(medicine), and even different elemental properties (heat, cold, and
acid instead of the usual fire, ice, and lightning). Magic is replaced
with Aya's Parasite Energy powers, which include the usual healing, attack,
and status condition abilities. A city map allows Aya to travel from
location to location in Manhattan, even returning to old ones to build
up experience or hunt for missing treasures. And while no money is used
in the game, Aya does upgrade her equipment (guns and body armor) by
claiming new items from chests and fallen enemies. Weapons and armor
frequently have special powers, such as elemental damage, poisoning or
paralyzing foes, and even stealing items. Through the use of Tool items,
these effects can be moved from weapon to weapon or from armor to armor,
though the original item is consumed. Customizing Aya's equipment provides
for a fair amount of strategy without intefering too heavily with the
action; upgrading a weapon usually involves a quick transfer of powers
when you acquire a new item.
Battles occur on the same screen in which you travel, adding to the
slick, fast pace of the game. As in Vagrant Story, Aya must dodge attacks
until her ATB bar fills; the action then freezes and a command menu
appears. While most of the non-boss encounters are a piece of cake, some
of the major battles may take a few tries. All the bosses are equipped
with a variety of attacks, and while most can be avoided through simple
pattern memorization, they still make the battles a lot more interesting
than they would be as standard menu-only affairs. In another welcome
nod to playability, enemies only appear at fixed points on the screen and
not at random -- a feature that comes in particularly handy when trying
to find the correct "hot spot" to interact with an object.
One particularly challening area is the game's bonus dungeon, the Chrysler
Building. Consisting of over 70 randomly-generated floors, the building
introduces plenty of new items, monsters, and abilities not seen in
the regular quest -- and even a slightly different ending for gamers who
manage to slog through the entire labyrinth. Truth be told, however, the
Chrysler Building is probably the least interesting part of
Parasite Eve. While it does provide a chance to do some old-fashioned
character fine-tuning and strategy refinement not available in the rest
of the game, the repetitive tan halls and recycled enemies quickly grow
old.
You maniacs! | |
Outside of the Chrysler Building, however, Parasite Eve moves at a
extremely quick pace. Major events occur one after another, and each is
usually a fitting blend of battles, a maze, and some exciting rendered
FMV sequences. While the game was often criticized for its frequent use
of FMV, it's hard to imagine how the grotesque mutations or wide-scale
destruction could be portrayed except as detailed CG. The infamous final
sequence is more than a bit questionable, though: After defeating the last
boss, Aya must flee the area through a large maze while being pursued by
the boss. Not only is the "escape at the end" concept done to death, the
shifting camera angles and unforgiving dead ends make it nearly impossible
to complete the escape on the first try. (Worst of all, the last boss
fight must be repeated every time one fails the escape.)
Complimenting the action throughout is an outstanding soundtrack by Yoko
Shimomura (Super Mario RPG, Legend of Mana) that established her as one
of gaming's finest composers, and certainly the most underrated. The
unconventional combination of ominous piano notes, dramatic opera vocals,
and techno beats fit the game's mood -- fast-paced but still
mysterious -- perfectly.
| Guns are bad, mmmkay? |
The story holding all these parts together is an extremely thin one at
best. Tremendous leaps of logic are made throughout, and anyone with a
rudimentary knowledge of biology can shoot a few large holes through
the premise. (Hint: Mitochondria are part of the cells, not indepedent
"parasites.") But Parasite Eve is wise to leave these holes unexplained; trying to
rationalize every event would simply slow the narrative down. Instead,
it unrepentantly leaves common sense behind and plunges gleefully
on through nonsensical event after nonsensical event: cops punching
out reporters and no one caring, Manhattan being evacuated without any
regard as to where the evacuees will go, random NYPD beat cops speaking
fluent Japanese, and even the detonation of a magical nuclear weapon
that somehow manages to affect only its target and none of the
surrounding city.
Who let the mutant three-headed fire-breathing dogs out? | |
For gamers with a sense of humor, such follies are a large part of
Parasite Eve's appeal. The B-movie storyline is the modern successor
to the heart-warming plots of 8- and 16-bit classics like Bad Dudes and
Zero Wing. Indeed, viewed in the right light, the game is almost an
unintentional satire of RPG logic: Few would normally question the
plausibility of finding perfectly-preserved healing herbs in ancient
ruins, but when Aya obtains high-powered grenade launchers from crates
randomly strewn about the floor of the emergency room, it's hard not
to giggle.
Parasite Eve opened the way for a slew of new
designs in its genre by proving that one could make a quality RPG
without an lengthy quest, epic story, or even a love interest. Of
course, it didn't render such conventions obsolete; as later releases
have shown, it's still more than possible to make a great RPG that
doesn't use PE's formula. Indeed, criminally few RPGs since
have picked up on the possibilites offered by PE -- even its own sequel
degenerated into a pretentious Resident Evil clone lacking all of
the original's charms.
But even though its attempt at inspiring innovation
failed, PE still provided gamers with an immensely enjoyable and entertaining
way to spend ten hours. The action-packed battle system and lightweight
story make Parasite Eve easy to pick up and play; unlike many other
RPGs, it doesn't require a big time commitment. Above all, Parasite
Eve is just a fun, exciting game. And isn't that what's really important?
Retrospective by Fritz Fraundorf, GIA.
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[parasite
eve] |
Developer |
Square LA |
Publisher |
Square EA |
Genre |
Action RPG |
Medium |
CD (2) |
Platform |
Sony PlayStation |
Release Date |
03.98 |
09.09.98 |
|
Information |
Parasite Eve drinking game |
Media |
369 screenshots / 18 movies |
Artwork |
Nomura artwork / Character and monster renders |
Other |
Japanese and North American packaging |
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