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The speed in which people
are dismissing certain games is becoming a degenerative trend within
the videogame industry, something made even more worrying as a large
number of these people have never even played the game they have
immediately written-off. Largely thanks to some erroneous first
impressions from some of the larger and more powerful websites around,
Product Number 03 (P.N. 03) is already thought of as being another
high-profile failure. Even worse, it is being used as ammunition
for those who still believe Capcom are losing the plot.
P.N. 03 joins a rapidly growing list of games
that are being misunderstood by a large proportion of gamers, perhaps
a sign that certain sectors of the industry are moving in a different,
more exciting direction to that which gamers expect and are used
to. While it is understandable that a high-concept title such as
Made in Wario can be misinterpreted, the thought that anyone can
misunderstand an entrant into one of the most basic and well established
videogaming genres is just baffling. Stating that Product Number
03 lacks any environmental interaction, twisting story line or variation
in game mechanics may be true, but to report it in a negative fashion
is confusing people into thinking the game is massively flawed.
Like games of old, P.N. 03 is all about high scores
and style. The point isn't to complete the game, but to dominate
the game. Indeed, you can expect to see the end credits within a
matter of hours, but in doing so you'll be presented with a score
sheet that breaks down your abilities within the game. Whatever
you earn, it won't be good enough. Practice; try again.
For some, the simple prospect of a 3D action title
that takes the same mentality and required skill from the 2D shooter
genre will be enough to warrant a purchase; others however, may
need more convincing.
Product Number 03 begins with a short animation
of the planet Ode, an incredibly bleak and lifeless wasteland with
only a handful of structures in view. As the screen begins to shake,
we see our heroine beam onto the planet in a crouching position.
As she stands, the music kicks in. Her right foot begins to tap
in time to the beat. After a few seconds, she comes under fire from
two incoming robots, and we are presented with a startling display
of acrobatics and finesse. She doesn't just kill the incoming enemies,
she humiliates them.
After a very brief mission briefing between yourself
and the mysterious 'Client' (all in Japanese), you take full control
of Vanessa Z. Schneider, arguably the finest character created this
generation. As a mercenary, your mission is to simply eradicate
the robotic Computer Arms Management System (CAMS) - the Terminator
influence is clear.
Your very first task will be the same as the very
last: kill all the enemies within a room and progress to the next.
A level can consist of around 15 rooms, each room slightly different
and possessing a slightly different challenge, by way of enemies
that face you. Each room can only last a matter of minutes, yet
the time spent is often incredibly tense and action packed. Indeed,
rapidly tapping the Gamecube's A button for minutes at a time is
an extremely tiring experience. Exit any room and youll be
presented with a further results screen, displaying your time taken,
maximum combo and enemies killed. While the idea is to simply destroy
every enemy within a room, the skill comes in chaining all the kills
together. Destroy any enemy and a combo timer will start in the
top-right of the screen; kill a second enemy within this time and
you'll have pulled off a combo of two. It's a brilliantly simple
concept that runs right through to the core of the game, and is
the clear key to earning masses of points. The idea is further developed
as different enemies will give you a different length of time for
the combo the harder the enemy, the more time you'll be given
for the next. To chain an entire room, you need to quickly locate
and attack the enemies in the correct order. Chaining a room takes
immense awareness, pad dexterity and timing - the signature gameplay
of any great arcade shooter.
The controls for Vanessa are undoubtedly the most
off-putting aspect in the game. In a similar fashion to to SmileBit's
Gun Valkyrie, P.N. 03 requires the gamer to learn the controls and
play them to your advantage, rather than rebel against the apparent
lack of ingenuity. Unlike many third-person shooters, Product Number
03 has been configured to keep you facing frontward almost without
exception. Turning left and right is possible by use of the left
stick, however it is a move rarely used during combat; only for
when negotiating cleared rooms and areas. Even pulling back on the
stick fails to change your direction, merely make you spin a few
steps backwards, yet remain facing the same way. You can quickly do a complete 180° turn, but again the camera remains behind Vanessa. Strafing is handled
with both trigger buttons. Pressing once will initiate a twirl,
the second press a cartwheel. While it initially feels strange being
restricted with the controls (escalated by the inability to move
and fire at the same time), the movement soon feels perfectly normal, especially when you realise ideally you should be firing until you hear the enemy-weapon charge-up audio cues and then leaping out of the way.
During combat, it is rare that you'll be standing
in the same spot for more than a second or two, especially during
the harder moments. Different types of enemy throw different attacks,
be it machine gun fire, rockets, plasma or whatever, and each attack
requires a different tactic to avoid. Imagine a room with two giant
cannons someway down the corridor, facing you and ready to fire.
They may take a few seconds to charge up, but if their laser cannon
strike you, it'll be instant death. It is possible to avoid one
of the cannons simply by edging against the wall; however the second
cannon will have a clear line of site. What to do? The riskiest
method is to keep blasting at one cannon and hope it is destroyed
before it can fire, allowing you to hide against the wall to prevent
the second hitting you. Fail to destroy the first in time, and death
is likely to be moments away. The second option, arguably harder
to pull off for the inexperienced, but far more stylish and rewarding,
is to simply run out into the open and dodge the streaming laser
cannon and wait for your time to attack. Jumping, somersaulting,
twirling, spinning and ducking; if you can pull it off, you'll need
to use it. Anything to stay alive. Always close to death, but contact
should never be made.
Similar to Devil May Cry, this game has a strong
bias towards style. As Vanessa dances smoothly to the onscreen action,
it's easy to become transfixed by the whole experience. She taps
her foot to the music throughout the entire game; there is no explanation
for her doing this and, indeed, no reason. It just looks cool. Pull
off a special move using the D-pad and Vanessa will elegantly move
her body into position to fire. It's all style.
The style of P.N.03 is one of the most striking
and original seen in a long time. Despite clearly displaying a technically
accomplished graphical engine, rarely is it used to generate anything
other than bland and lifeless corridors, which appears to be a conscious
stylistic choice. There is a constant eerie atmosphere, the endless
sleek yet soulless rooms with harsh right-angles and white glow
or the rare glimpses of a desolate wasteland outside. At a time
where developers and public are constantly pushing for more, more,
more, Capcom have created a style that is every bit as striking
as (although extremely different to) UGA's Rez; colourless and utterly
without flair or beauty.
In contrast, Vanessa is elegantly designed and
positively glowing with colour. She stands out from the environment
in such a defined way that the whole premise of you versus 'them'
is highlighted dramatically.
While the term has been twisted and mangled over
the years, Product Number 03 is simply hardcore. Master videogame
designer Shinji Mikami has once again managed to push the action
genre in a new direction. This isn't to say the game is the best
around, because it certainly isn't. The faults are few and far between,
but there is a lot of room to expand on the core concept of style
and action. The musical interaction could have been used to great
effect; however it could have easily upset the entire experience.
Also, the lack of encouragement for style is disappointing, as the
rewards for being stylish are purely for self-satisfaction rather
than any point-based reward. Arguably, the only aspect of the game
to betray the arcade heritage are the poor boss fights; despite
being incredibly well animated and intimidating, they are weak and
can often be taken down within a single special move.
Product Number 03 is striking perhaps for all
the wrong reasons. It surprises due to the simplicity and appears
original because it bucks the current trend of excess. Yet this
originality is indeed false, because it has been so heavily based
upon the games of old. However Capcom should be applauded for designing
a title that celebrates gamers who like practice and master, rather
than patronize and ultimately leave them feeling unsatisfied.
Product Number 03 is punishing, unfair and extremely
difficult. Indeed, this is hardcore.
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