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TGS 2000: More Impressions of Z.O.E

We take a more detailed look at Konami's giant-robot fighting game for the PS2.

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While it was easy to get excited over the screens and video of Zone of the Enders that Konami has released in the past, now that I've actually played it, I'm even more enthused. In fact, Z.O.E. is my hands-down top pick of this TGS. Probably because it felt like one of the most polished PS2 games on display and because it is simply overflowing with style - Z.O.E. just looks and sounds like a killer Japanese sci-fi anime.

One thing that I really like about the game is that it's often hard to discern what's real-time and what's CG in Z.O.E. As with Metal Gear Solid 2, Konami has shown once again that it has a good handle on using the PS2's lighting and smoke effects. Using the real-time engine, there will be cutscenes that are of CG quality. And even during the actual gameplay, some of the explosions and smoke effects look stunningly real. The game has a great frame rate, and everything looks sharp in high-res. I also like the Z.O.E.'s use of lighting on the characters and weapons. The mechs are lined with energy tubing that can light up (like the characters in the movie TRON), and the guns and lightsaber-like weapons all exude serious light effects. Z.O.E. also makes use of the PS2's motion-blur effects for big explosions and other events.

Another integral aspect of Z.O.E.'s great styling is the audio department. The game pumps out plenty of fast-paced techno beats to keep the action tense, but the actual melodies accompanying them are quite good. And the sounds of your sword slashing and clashing, as well as your projectile weapons, are all really cool. One of my favorite sound effects in the game occurs when you kill an enemy - it's very similar to the sound effect made when you died in the original Teenage Mutant Ninja Turtles arcade game (also by Konami). Fans of the game will probably remember. While this might seem like a trivial thing to point out, it's a really great sound effect and just one of those little elements that gives Z.O.E. such a great feel.

None of the great graphical and aural presentation would really matter in a game like this without good control to match, though. Thankfully, Z.O.E. doesn't disappoint - everything feels smooth and flawless. You pilot around using the analog stick, moving higher or lower in elevation with the X and triangle buttons. R2 will give you a boost (similar to the boosts in the Virtual On games) in the direction you indicate with the analog stick. Attacking is accomplished with the square button for sword slashes when up close to enemies and projectiles when distant. The circle button allows you to grab enemies and then hold them for an attack with the square button. R1 enables an energy shield that you can use to defend yourself from attacks - if performed correctly, projectiles that hit it will dissipate and the screen will shake with a motion-blur effect. Overall, there's a lot of depth to the fighting once you start getting into it. As you progress and face more able enemies, it helps to use your boost to catch enemies off guard and to figure out how to hit enemies with projectile and sword combos. One of the best parts about mastering all of the boosting around is that the game will give off a dizzying effect with its lighted cityscape backgrounds swirling behind the action. Also, I should point out that the backgrounds themselves are very interactive. Buildings will often blow up from stray fire, spewing out fire and smoke into the air.

Overall, what I played of Z.O.E. at the show did everything right for me. I'm not a hard-core Virtual On fan, and I'm usually not really into mech-style fighting games, but this just had me hooked. Perhaps it's the Kojima touch. In any case, I just can't wait for tomorrow morning when I'll be back at Konami's booth, ready for another dose of Z.O.E. action.

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