Sunday, September 13, 2009

Now Playing: Parasite Eve - Part 3

The Chrysler Building can go screw itself.

Here's the thing about the building: The intent is to play through the game multiple times and knock out a good dozen or so floors every once in a while. That's all well and good, since the game gives you a key for every ten floors you climb. This is all well and good, considering this particular dungeon is, for the most part, absolutely insane after each ten floors.

With a good equipment setup and plenty of bonus points [which you gain extra of at each chapter], you can get through most of the place with some ease. The boss battles are pretty epic, with the consideration that half of them are simply recolors of former boss battles [in other words, typical Square].

The one good thing about the final ten floors is how well everything sets up. Before this, all the stories look alike, with puzzle-piece screens that assemble the randomized maps, with no hope for a map or distinguishing marker. It's aggravating, tiring, and wears your patience down, especially if you're like me and take everything all at once instead of in bits and pieces as the developers somewhat intended.

Conversely, those last ten floors wipe all random encounters for the sake of prepping you for the final battle. You're given a very small map, a single screen, for each floor. The first of these final ten is fairly clean, looking like a presentational area like a museum. As you climb, you notice that orange ooze that was prevalent all throughout the main game. The further you climb, the more it takes over each floor, until any sight of the actual structure is completely absent in place of the mitochondrial goop.

This is the set piece for the final battle. It's basically the hardest boss in the entirety of the game, though you get the added benefit of actually defeating the final boss instead of running away from it as with the main game. The identity of the boss is essentially the very source of the events of Parasite Eve, both the book and game. After fighting through several forms [again, as is customary with Square], you're given one last dialog between Aya and the antagonist. From a story perspective, it's at least a fair deal better than the closure the main game gives you, but all you get is some brief animations all on the same screen as where you fought the boss, then credits. [In fact, you change discs just to see the credits if you were on disc one. Which I still have to scratch my head at.]

The game was definitely very memorable, but the endgame was a bit disappointing. I still pray this game gets put up on PSN, because more interest needs to be directed toward the series. Third Birthday will hopefully find its way to the States, and perhaps it will spawn further sequels, if warranted.

I'll be working on Parasite Eve 2 at some point, which is a drastic departure from Parasite Eve 1 in terms of both story and gameplay, taking on many of the Resident Evil cliches and infusing more action into the series, abandoning the ATB style pretty much entirely. Should be interesting.

Friday, August 21, 2009

Now Playing: Parasite Eve - Part 2

And I start once more.

- Pressing Select on the map screen, which is basically just a low-poly landscape of Manhattan, goes into a cinematic view of the city and various parts involved. For now, the camera seems to be obsessed with one of the helicopters flying around the city...

- Day 5 is, so far, the only chapter in the game that seems to start without any story set-up. You go straight to the map menu, and that's it.

- Day 5 is also interesting in the fact that you're given multiple objectives, and you have to pick between Chinatown and a Warehouse area. Pretty sure the Warehouse is utterly optional, or maybe you only have to do one or the other and you're good, but today, we're heading to both. They seem fairly short. Chinatown first.

- This starts happening when you first meet Maeda, but at the beginning of every "dungeon," so far, he gives you a charm that he claims wards off evil spirits. The thing is, they're utterly useless. You can't do jack with 'em. They just take up space in your inventory. I have the belief that this game REALLY likes to screw with you whenever it can...

- The designers must have run out of either ideas or resources for this area. Chinatown takes place almost entirely in a sewer system, and much of the screens are repeated ad nauseum. It's a non-linear area, sort of like a maze with very few walls. Luckily, there's some really cool equipment to pick up, but it's just annoying to see the same screen over and over again.

- This area is also home to one of the most annoying enemies in the game: The bats. The secret to this area is to have a quick gun, and spend very little of your time standing still, largely because these guys can inflict the Blind status on you, which, in this game, means there is pretty much ZERO chance of inflicting damage. Luckily, the status does NOT stack or refresh if you're hit with it multiple times, but if you, like me, have been sticking with the grenade launcher up til now, you'll find yourself really annoyed really quickly.

- One of the cool points about this game is the abilities attached to your various weapons. The abilities dictate how many bullets you can fire in one round, what kind of damage it will do, whether or not it will attack random opponents for higher damage... Heck, with the customization option, you can actually transfer abilities from one gun to another. It's pretty damn fun. Now, I bring that up to tell you this: This is the first area where you'll come across a shotgun [a weapon that is disturbingly sparse in this game] with the Spray ability, which allows you to hit multiple opponents. I don't know about you, but I immediately threw the Spray option right on my Grenade Launcher. Here's hoping it works.

- You enter an area of the sewers where all the tunnels lead, and you find a very familiar ooze here, the same kind you saw at Central Park, covering a lot of the piping. In sort of a Ghostbusters 2 move, it's now moving deeper into the water in order to infect the city. Sadly, no Bill Murray is to be found.

- Success! The spray works! Though by the time I got it, I didn't find any more flocks of bats, so... Well, crap.

- ... Wait, disc change? This is one of the most abrupt changes I've seen in years. You pick up the gate key, you see the ooze has decided to head for the museum [though it's impossible to tell from where you and Aya are], you run back to the sewer-- DISC CHANGE.

- Oh man, it's not even a story sequence after. You just show up where you left off. Most disappointing disc change ever. Remember Final Fantasy's usual disc change points? They were at moments where you HAD TO CHANGE THE DISC OMG WHAT HAPPENED?! FFVIII's change to disc 2 is always one of my favorites, since you're literally wondering whether or not one of your characters is even alive.

- Now it's time to head to the Warehouse.

- Aaaaand Warehouse is done! Wait, what? This is an incredibly short area, but its boss battle is pretty much gonna work you over. The crustacean has a nasty grab attack that knocks you down to 1 HP, eye lasers that knock half your total HP off, and a wide bubble spread that is near impossible to avoid. Luckily, that spray grenade launcher I have? Hits all three parts of this boss at once, doing short work of those nasty claws. Luckily, you get a ridiculously awesome ROCKIT LAWNCHAIR. Er. Rocket launcher. Sorry, I've been craving Metal Slug lately.

- You finally get to see the entirety of the museum, despite it being considerably overrun by monsters now. This is a horrifically complicated area, or so it seems. It actually leads you along fairly well, despite having a very intimidating layout. There're a lot of weapons and items here, and if you didn't make that trip to the PD and store a bunch of stuff with Wayne [like I forgot to do], you're going to be in for quite the struggle.

- A cutscene involving the ooze taking over and animating the skeleton of a T. Rex. Awesome points attributed, right there.

- So Klamp has been developing artificial sperm that is without the mitochondria, and instead just has the nucleus, intending to use it alongside Eve to artificially inseminate any volunteers. As it turns out, those people on that HLA list, the one with Daniel's son and ex-wife's names, are all part of this. Klamp intended for them to essentially be sacrificed to Eve. The plot thickens...

- The big reveal! The Ultimate Being, they call it. Referencing to the Parasite Eve incident in Japan. One of the few references they make to the source material. THAT being, however, is referred to by Klamp as Eve's "sister," and claims that creature failed because "the father's side of the mitochondria caused a rebellion." Ooookay... He explains further, stating he created that artificial sperm with just the nucleus, in order to get around the original incident's little problem of the father's side.

- Uh-oh. Eve is now pregnant with Melissa's body. Melissa had gone in for a lot of medical treatment years ago, under Dr. Klamp, and it appears the purpose has finally been revealed.

- Aaaand Klamp is a crispy human piece of toast. Aya, for some reason, STILL insists on saving this guy, but fails in the end. Moving along, then... Maeda and Daniel [both of whom were wandering the museum as well, helping Aya] narrowly escaped. Aya now gets Klamp's special key and Maeda's Gun, which seems to have some sort of Anti-Eve properties, despite it being an absolutely horrible gun [1 attack point?!].

- I just fought a Triceratops and a T-Rex back to back. Ouch.

- After crawling your way back to the top, there's an earthquake. Not much else to add there. However, this is also right at the point where you finally reach the top floor. Things are extra gooey here, and Aya detects Eve but good.

- Holy crap she's pregnant. And in a VERY maternal posture right now, hands over her belly in a motherly way. Even shushing Aya to be quiet. This is... An incredibly interesting scene to watch, since it's also the most non-violent in the whole of the game, as far as CG sequences are concerned. And yet... Absolutely frightening.

- Another CG sequence already? Well, not unlikely. Shit hits the fan right about this point... Mitochondrial creatures are appearing in the city, one very large humanoid one in particular... Oh waitthat'stheboss. Or is it? Eve uses it as a transport out of the museum, and Aya gives chase.

- Aya meets up with Daniel and Maeda. Turns out, Melissa was on immunosuppressants. Melissa got a kidney donation from Aya's sister, Maya, who had passed away in an accident. Aya JUST now finds out her mother and sister were organ donors. We then realize what Aya thought was a younger version of herself was actually Melissa [wait, what?]. The kidney, during the operation, got hot. Just like Aya always got near Eve. Hm... The immunosuppressants act as a catalyst for Eve to grow. Turns out, this is exactly how the Eve in Japan managed things, same organ transfer situation... And, of course, Klamp was involved in it all, concerning Melissa and Maya. The suppressants were to keep everything from being rejected, thus allowing for no problems in Eve's manifestation. Melissa overdosed on her drugs, thus making her body so incredibly weak that Eve had absolutely no problems finally taking over.

... Headache, ow...

Maya is the original Mitochondria Eve, it seems. That sort of explains why Aya is such a special case, being of such close relation. Eve is, theoretically, Aya's sister.

- And now fighter jets are going after the... Statue of... Liberty. Huh? Well, either way, the guys behind all the military action, stationed offseas on a carrier, finally have permission for a full-on attack. Which is real smart, considering their first attack was so successful. Yeah. A bunch of jets versus a Mitochondria monster... So, naturally, what happens? The-- Wait, did the monster just turn into a plasmic egg?!

- So I was actually right. Weird. It's creating a barrier for the Ultimate Being to be born. An-- Okay, NOW it destroys all the helicopters surrounding it. Impervious to missiles [they just bounce right off]. And... There go the fighter jets.

- Now aboard the carrier, Aya has been asked by the Admiral of the Nimitz to nuke the creature from a helicopter on autopilot.

Okay, seeing as how this is the thickest the plot is going to get, and we're nearing the ending, I'm just gonna save my words til I see those credits, except for key areas.

- And... Endgame! The boss was freakin' murder, but that wasn't the annoying part. There's a nasty little chase scene afterwards, where if you don'tgo aftera little control panel, you can pretty much guarantee you're going to die, thus reverting back to your last save point, before the final boss.

The plot has officially destroyed my brain, but I think I walked away with SOME kind of understanding of what's going on. Fun stuff. Hopefully, the next playthrough will be a good deal more entertaining, thanks to the Chrystler Building.

-

Tuesday, August 18, 2009

Now Playing: Parasite Eve Part 1

Wow, it's been a long time since I touched this, huh? Luckily, I have no readers, so this works out.

Well, I play far too many games to properly review everything. And with time the way it is...

This is going to be a general blog from here on out. Today's post: My progress on Parasite Eve.

See, I've owned the game for several years now, but never actually played it... I even own the sequel. Both are in like-new condition, and I just never took the time to sit down with them. That all changes.

Parasite Eve is a somewhat forgotten title for the Playstation 1 brought to us by Square. SS had a very interesting catalog on the PSX, with fighting games like Bushido Blade, some unique roleplaying games like SaGa Frontier 1 and 2, an arcade-style shooter called Einhander [very fun]... The list goes on. This is actually my favorite era from Square, simply because they were trying so many things, and had a lot of great titles. These guys were on the forefront of amazing CG sequences, and their popularity skyrocketed in this era, after an already strong foundation on the SNES.

What makes Parasite Eve interesting from the rest of Square's catalog at the time is that it's notoriously short, and is something of a survival horror RPG set in a modern New York setting. Aside from the RPG part, this is all fairly new territory for Square, since they don't really deal with anything outside a fantasy or science fiction setting, and horror isn't exactly their schtick.

With an active time battle system, you're given free roam of an enclosed area, dodging enemy attacks and positioning yourself to strike as you wait for your AT bar to fill. You've got a fairly wide array of weaponry, from handguns to rifles, machine guns, shotguns, even rocket launchers. You'll always carry around a seemingly bottomless ammo crate that can supply all your weapons with bullets, and if by some act of God you actually run out? You've got some pretty decent billy clubs to take care of business. Just about everything the main character uses is customizable via Tools you find in the world or Bonus Points that you earn from battle. Tools can swap around abilities that weapons and armor have, and Bonus Points can alter pretty much all the numbers of the game, from how strong your armor is, to how many bullets your gun can hold, even how many items you can have on you at any time.

Aya Brea, the star of this little feature, was a bit of an odd character. For one, she was a strong female lead in a Square game. That was odd enough. It would be a good long while from this game before there'd be another like her, in Lightning from FFXIII [Note: FFVIII was still in development around this time; feel old yet?]. She's actually a pretty respectable character, too; going into battle, taking up charge when she needs to [apart from one moment at the end of Day 2], and generally being fairly strong-willed with a good sense of justice. Best of all? She's not moping about any lost love. Hell, after her date goes horribly awry at the beginning of the game [something about an opera being on fire and her date running and squealing away and everyone else burning alive except for Aya thus kickstarting the whole story of the game], she doesn't really put much mention in a love interest.

Stopping here for a moment to talk about something: Love interests are generally bad in games. With few exception, they're tacked on, feel forced, and are often written by guys who don't know how to write women. Sure, I've often heard complaints levied against Pixar regarding their poor writing skills for women [after all, it's men writing them], but at least they manage some decent characters in the end. In games, it can be just downright tacky, basically boiled down to: "I am a man. You are a woman. And because of that, we are in love." Star Wars: The Force Unleashed is an excellent example of poor handling of love interest. I'm just glad this game seems to do away with making it a large point. But I'll cut my rambling.

The game takes place over the course of six days. Aya Brea is tracking down Eve, a mitochondrial monster taking control of an opera singer's body in an attempt to basically stage the rebellion of mitochondria against humans.

Yeah. I don't get it either. But it's a fun, hokey story, and the set-up is perfect for how they deal with monsters and kinetics.

The writing is generally poor, or, at least, the localization is, as was the case with a lot of Square games of this time. At this point in gaming, we at least have writers that can generally string dialog along fairly well, even when we're localizing a Japanese script. But during the 90's, translations were spotty at best, with little exception. The game manages to avoid typos, at the very least, but the dialog is a bit forced, and tends to not mesh well in a flowing string. It's serviceable, and if you're willing to look past it, it's perfectly easy to get the feel of the story, and the emotion of the characters. But if you're picky, it's tricky to keep yourself from cringing at times.

The rest of this post is largely going to be reactionary, as I'm playing the game while I write. Perhaps, at a later date, I'll organize it all to look pretty, and to derive some point out of this, but until then, typographical diarrhea.

- You can collect junk from enemies every so often, which doesn't seem to have a purpose... Until you take it to the NYPD precinct Aya Brea works at, and hand it over to Wayne, one of the guys working in the weapons storage room. Let him dispose of the junk, and he'll eventually make a brand new weapon for you out of it. Here's the thing: You collect a LOT of junk. That in itself is really only an item management problem, but when you dispose of it via Wayne, there will be a sound effect for every. Single. Goddamn. Piece of junk. Seriously? No all-encompassing "sound of rummaged garbage" effect to cover every single piece? I know you're counting it all, but come on, have some decency, sir.

- This game can be a little intimidating at first. Mixing an RPG with a survival horror game can lead to some really cool results [see: Galerians and its pseudo-sequel Galerians: Ash], but an RPG with a limited item inventory? Keep in mind, this was when Resident Evil was REALLY big in its early days, so some of those gameplay elements are expected, but when you're getting tons of junk along with what little medicine comes your way? Yeouch.

- Aya Brea is definitely a respectable character. Sadly, she's also one of the slowest-moving protagonists I've ever seen. RUN, BITCH! RUN!

- Maeda, a scientist from Japan, has a VERY awkward introduction. He spends his time introducing himself to a police officer in front of two other officers, speaking in what seems to be bad English, trying to get past a barrier into a neighborhood area. One of the officers communicates fluently in Japanese, and Maeda continues speaking in English, albeit poorly. When one of the officers spontaneously combusts, Maeda suddenly sprouts an amazing mastery of the English language as he escapes and breaks past the barrier unseen. Why did he try to speak broken English? Was it some kind of hackneyed ploy to confuse the police? Was there ANY chance something like that could work?

- Just noticed, but this is one of the few RPGs where it RARELY pays off to talk to someone. You don't get items, you rarely get actual information... Luckily, most of the people in this game are either dead or evacuated from Manhattan, so you're pretty much good to go.

- A bit of humor: Maeda has an earlier speech about how he doesn't really believe in anything, that he needs proof to convince him of anything. Not five minutes later, Daniel, Aya Brea's partner at the PD, shoots a glass door open at a weapons shop as a means of getting into the place. Maeda: "Are... are you really a cop?" Aya: "We think so. But we don't have scientific proof, if that's what you're asking." It's not delivered in a knee-slapping sort of way, but it gives a pretty good smirk during a particulary tense time.

- Daniel is black. And yet, he isn't much of a stereotype. More a cop stereotype than anything else.

- One of the videos you see a lot affiliated with Parasite Eve is the transformation of the rat into a monster. Sadly, you don't get to see a lot of these sequences, though in usual Square fashion, the few that are there are really awesome to behold.

- Ben, Daniel's son, chases after a dog that goes crazy in the middle of a police precinct currently swarming with monsters. Daniel, I believe your son may be autistic.

- Speaking of that dog, another cool sequence: German Shepherd turning into a gigantic, grotesque Cerberus.

- Just realized that the game is actually a sequel to a book of the same name. The Japanese movie is an adaptation of said book, one I've actually seen to some extent at a convention a few years back. Pretty weird stuff, but I remember it being entertaining. Surprising amount of nudity, actually.

- "Could you help the nurse?" "Yeah, okay. [walks over, finds the other nurse at the other end of the room. Nurse gets up on her own. Not trapped, nothing wrong with her at all.]" "Oh, thank you!" "... ^$*&#"

- The hospital is one of the few areas in the game that really makes use of the survival horror aspect, utilizing more dynamic camera angles that hide just a bit of the scenery. Unfortunately, the gameplay does not support these camera angles, so it's really just for show. Le sigh.

- You run from an F-22 that is about to crash right into the rooftop you're standing on. Reminds me of Metal Gear Solid 1's rooftop battle against the Hind-D, actually. Except there's far less Cam Clarke, unfortunately.

- There is seriously way too much mention of sperm in this one chapter. I mean, sure, there's a knocked over cooler full of sperm [none of it spilled out, thank God], but do we really need to hear for the fiftieth time about the sperm?

Stopping for now. Recap on story:

Day 1: Aya Brea goes to the opera with her date, and watches as the star singer seems to trigger a spontaneous combustion on the cast and audience, with Aya the only survivor, unscathed. Cue first instance of spotting a little girl in a hospital gown with blonde hair that keeps running from Aya. Finds the woman, who calls herself Eve [though originally Melissa, it seems], and speaks of the mitochondria finally going free.

Day 2: Daniel, Aya's partner, is a very busy cop, and an even busier dad. Forgets the concert he was supposed to go to with his son. You meet Dr. Klamp at the Museum of Natural History, who is cryptic about the subject of mitochondria, despite being an expert in the field. Cue foreshadowy creepiness. A concert is going on in Central Park... Or at least, there WAS a concert that was seemingly canceled, since the star, Melissa [guess who?], was "killed" at the opera. However, that somehow didn't stop people from attending? Okay. Turns out, it's the same concert Daniel's son, Ben, is at, and his ex-wife Lorraine is there too watching after Ben. [Glad someone is.] Aya storms Central Park without Daniel, who has to stay behind because he's affected by Eve's range of influence. The ghostly little girl in a hospital gown is seen yet again, and identified as Maya, Aya's sister [very original names, you see]. Aya arrives at the theater, watches as nearly the entire audience is liquefied in mitochondrial ooze. Ben had run away out of fear earlier, which is why he's one of the only survivors. Aya fights Eve on a horse-drawn carriage [what?], and is knocked out in the end of the assault, with more cryptic words from Eve. She's found by a Japanese researcher named Maeda, who'd contacted the NYPD District #17 where Aya and Daniel are stationed to try and arrange a meeting. Maeda and Daniel keep Aya in an abandoned apartment in Soho. The city has been nearly fully evacuated at this point.

Day 3: Aya is still dealing with the possibility that she may be very similar to Eve, right down to a similar fate. After a night of fearing she could turn into a monster, she finally gets some rest, and gets over her fear. She heads out with Maeda and Daniel to the Museum of Natural History, and they storm into Dr. Klamp's lab uninvited. Luckily, he's not there. With a little experimentation and some samples somehow acquired by mysterious means, Maeda determines that Eve's mitochondria has become highly evolved and incredibly sentient, attacking the nuclei of human cells and destroying or mutating them. He also discovers that Aya is a special case, that her mitochondria is defending itself magnificently, having evolved to combat Eve's own. Dr. Klamp storms in, demands everyone to leave. Daniel, by plot convenience, notices a list on Klamp's computer, and notices Ben and Lorraine, his son and ex-wife, on the list. Angered, he threatens Klamp for the info, which he doesn't get. Evicted from the lab, the three return to the district, which has gone under attack. Ben, who had been playing with the police dog Sheeva [lovely foreshadowing name and slight reference to Final Fantasy's own Hindu-based summon], has gone missing, apparently chasing after Sheeva. Mitochondria-mutated monsters have infested the PD, leaving very few still alive. Torres, the maintainer of the weapons area, dies, leaving his protege, Wayne, in charge. Aya works her way up to Ben and Chief Brian, the latter of whom found Ben and had taken up defense against Sheeva. By the time Aya arrives and shuts down the horribly mutated Sheeva, Brian is near death, with Ben making it without a scratch. Daniel becomes the new Chief, landing a nice post-mortem promotion. Cue awkward speech that he barely even gives.

Day 4: As it turns out, the Manhattan incident wasn't the first time Eve got screwy. As it turns out, she has a purpose: The bodies she uses are worn out incredibly quickly, within just a few days, and the only way she can strive is if she births the Ultimate Being. This requires mitochondria mutating human sperm, it seems, the game never explicitly states HOW this works. Anyway, a lead has Aya heading to a nearby hospital, which happens to have a sperm bank inside. As she moves through the hospital, she finds Maya once again, as well as... A ghostly apparition of herself as a little girl? Throughout the game up to this point, Aya has had visions of the past, of Maya in a hospital bed, switching between the two beds on the screen while a doctor examines them. She realizes in the end that it wasn't just Maya; Aya was there as well. Further discovery shows that Melissa was brought in the same day as Maya, and what caused Melissa to have to take medication so much prior to her performance at the opera, the night she turned into Eve, all began there. Eve gets away with a sperm sample just before Aya can do anything about it. Meanwhile, an airstrike sets out toward Central Park to get rid of any last remnants of Eve, but unfortunately, things don't work out. Eve causes one of the pilots to go insane and turn into ooze, and the jet crashes into the roof of the hospital, with Aya escaping only in the nick of time.

So far, this is shaping up to be a far better game than I had imagined. Most of its initial flaws are glossed over quite easily as you get used to the system. Item management's enough of a bitch to cause me to grimace, though. Only two more days left in the story, with Day 5 looking to be pretty long. Probably going to tackle the Chrystler Building after I beat the game, JUST for the alternate ending. Should be fun. Perhaps SquareEnix will consider putting Parasite Eve on PSN once Third Birthday, the second sequel to PE, is released on the PSP? They need to hurry up and release more titles anyway.

Signing off for now, with hopefully the end of Parasite Eve 1. May do the Chrystler Building as a small update later.

-Anderjak