Complementing the game’s strong graphics are its sounds and
effects. Zone of the Enders has an odd mixture of background
music, ranging from a harmonious, ethereal score to
pulse-pounding techno music for in-game battles. The gunfires,
sword clashes and everything else in between for audible cues
are standard case. The voice acting does a fine job of
displaying the character’s emotion. Although after a few hours
Leo’s adolescence (and squeaky-ness) shines through and may
start to annoy some, I didn’t find much of a problem with it.
Some reviewers took the time to bash Kojima’s selection on the
high-pitched, bratty sounding lead character, but in some odd
way it lends to the game’s overall evolution of Leo by showing
his young, immature side of things. Regardless, the aural
package offered by ZOE matches the high quality of its graphics.
Ironically, ZOE’s visuals are not its strongest area (a
feat most would laugh at just looking at the game.) No, the
greatest technical aspect of Zone of the Enders lies within its
brilliant controls and tight controls. Somehow, some way, Hideo
Kojima was able to harness a nearly perfect camera system for
the game. As any developer (or critic) will tell you, having a
solid camera for an action title is crucial. While fighting an
enemy (by borrowing the now-infamous lock-on system originated
by Zelda 64), ZOE allows for complete 360-degrees fighting
without a stutter. There are no set axis or plane to battle on
– players can latch onto the sights of an enemy and fight by
merely pressing simple button combinations and pointing toward
the enemy. The player isn’t require to be right in front of
the opposing force, as the camera automatically swings around
for a more dramatic look at the action (although the total
control over Jehuty is never compromised in this situation.) All
designers simply must take time to have hands-on play with ZOE
in order to understand how controlling an action game should be
done.
Still, though, amid all the technical feats Konami managed to
advance, they seemed to disregard (as is the story with most 1st
generation PS2 games) ZOE’s overall gameplay. Although the
first handful of hours will make most (as it convinced me) think
that simple, fun beat-the-crap-out-of-the-opposing-bot strategy
would keep their interest for long, after a while ZOE’s
gameplay readily starts to wear thin. Even with the breakups
cued for cinemas to shake things up, the main core of Zone of
the Enders never really changes. Sure, some missions may be
altered by assigning Leo to find an item in order to access a
weapon, or "protect" a building/persons from baddies,
but ZOE’s linearity comes into focus all too soon. On top of
this, the average gamer will be able to complete ZOE’s
entirety in well less than ten hours. With this short time,
gamers expecting a legendary tale with a memorable cast will
surely be disappointed. Just as you think you’re beginning to
understand or relate to one of the characters’, Zone of the
Enders magically (and for the gameplay’s sake, at times
thankfully) ends all too quickly. At least you’ve got the free
Metal Gear Solid 2 demo to play after.
Last year, Zone of the Enders was hailed as the
beginning of a new evolution in games. As one of the PlayStation
2’s first "real" titles, ZOE was intended to signify
the changing of times. But despite its mechanical genius in
visuals and controls, ZOE’s overly redundant gameplay sticks
out as its Achilles’ heel. That’s not to say the game should
be avoided, for the reason that, if not for a little while, the
gameplay is pretty exciting and so flashy that you’ll forget
that Zone’s gameplay consists of the same thing every five
minutes. However, the inevitable feeling of emptiness will sink
in, and will leave us asking for a lot more after we’re
satisfied with the razzle-dazzle.