"You can say we are parasites and the Earth is our host"
While a lot of the concepts of this game are based in hard science, it takes that hard science to absurd and silly heights in the best ways possible. I'm honestly surprised no one else before or since have really explored the idea of mitochondria being sentient the whole time and using humans as cheap vehicles, bidding their time for their conquest. I haven't read the book that this game acts as a sequel for, but I'm curious to check it out. I can't imagine it's as bonkers and full anime as this game was, but it seems like it would be a fun read regardless.
Parasite Eve is a very unique experiment from the generation of video game development when the general principles of video game design were being established. Making games was significantly cheaper and faster when compared to modern AAA games, which opened the door for more experimentation since the risk was substantially lower (less money and time). It's kind of a shame major studios don't release more experimental games like they used to in this golden age. It's one reason why there's been a convergence in modern AAA games. Most big budget games can be broken down into the following:
- Open World
- Resource management
- Progression systems to maintain engagement throughout the game
- Massive amount of repeated/generic content to fill the giant procedural generated world.
This new paradigm of video game development panders to all but not to one specific demographic. Often relying on a wide breadth of semi-disconnected systems that procedurally get stacked on as new trends emerge, typically from the independent video game scene. Thus the game throws enough shit at the wall to always appeal to some extent to every gamer. Back in these more humble times, devs were just trying to make something awesome. The only way to successfully monetize a game from this time period was to make a game good enough to sell. Don't get me wrong, there were certainly cynical devs back then that would just try to shamelessly exploit a popular trend, but the most successful games typically had a different philosophy. Now a days, it is more profitable to make a minimally acceptable game and build a complex monetization system, derived by psychologists, as the core mechanic. Think micro-transactions. This is substantially more profitable than the old model of monetizing games (and also a loop hole for legalized gambling), and it shows in the quality of the product as a result. And I got to say, this experiment to make an awesome and unique game was a success in my book.
Parasite Eve is an interesting blend of JRPG and horror. I wouldn't really call this survival horror in the conventional sense. There are technically resources and limited inventory, but both are plenty to be honest. And I found the limited inventory to be more annoying than a full-fledged mechanic like it was in Resident Evil. At least in the early phases of the game. Combat is simple. Where you run around and avoid enemy attacks and then when a bar fills you can then take an action (attack, spell or item). It's kind of like Crono Trigger too, where you have random battles, but you stay on the same screen and enemies appear before you. Pretty simple but still fun and engaging. You get new powers as you level up, but most of combat will be focused around your guns. You do get some really broken powers towards the end of the game. Such as Aya turning into a full blown anime protagonist, going super Saiyan and dishing out heavy damage.
The gun system is among the best in an RPG. You have a system called weapon tuning, where throughout the playthrough you get "tools" that allow you to take abilities or stats from one gun and apply it to another while destroying it. You also pick up weapon and armor stat upgrades that just apply to your weapon. Thus, you can beef up a weapon for awhile, find a better one with base stats, and swap over all your upgrades to the new gun. It's a great way to make older weapons still feel viable and worth investing in, since you can eventually swap it over to a new shiny toy. The guns themselves have all kinds of variables. Rate of fire, special abilities (such as giving you multiple attacks per action) and types. Different types can have different recharge rates. I didn't study or look this up, but from what I observed, hand guns recharge the fastest and a rocket launcher recharges the slowest in terms of when you can take an action in combat. It is satisfying and rewarding to customize your own weapons and armor. Towards the end of the game you even get the chance to name one piece of armor and gun which is pretty neat to personalize it further.
The story is pulpy insanity making for a fun ride. Certainly more spooky than scary, but that isn't a bad thing. The body horror elements are top notch, even if it borderlines on silly at times (Eve's design is a bit goofy, but the other monster designs are pretty rad). I like the hardboiled pulp of the cops as well. Daniels makes for a fun partner and I do like the pacing of the game. Including the police station as a hub/breather from the main gameplay. Aya is easily one of the most badass protagonists to grace video games. She's just awesome. She will even show vulnerabilities from time to time, which add depth to her, but really she isn't meant to be a complex character. Maeda I think is interesting. Not only as a potential reference to the author of the book this game is based on, but also as a surrogate for Japanese audiences. An outsider with information that has some fun interactions that highlight the cultural divide between Americans and the Japanese. Such as the following lines:
"Wow! They weren't joking when they said you can buy guns here!"
But even the side characters that are mostly in the game for mechanics end up having compelling arcs. Such as Torres who dies when Eve attacks the police station. It turns out he was so cautious around guns and reprimanded the younger rookie because his daughter died in a gun related accident.
Overall, at first I thought the writing was pretty silly especially with the line I used for the title of the review. But they commit so hard to the bit that it ultimately won me over and I was on board for the absurdity and creativity. It is funny listening to a mad scientist rave about mitochondria being the highest level organism on the planet mutating 10 times faster than humans and surpassing our understanding. Pretty silly, but hey it's fun. Not to mention how they explain the combustion as a person's mitochondria all being active at the same time.
The game world itself is designed around a hub. The 3-D rendered city hub for location selection is an interesting mechanic that honestly looked good, considering when the game was made and the hardware limitations. There isn't really any complex mechanics around the hub world. You can select where you want to go, but most of the time this is really clear. The only exception is with Day 5 and a warehouse you can optionally go to. It's a big step up in difficulty compared to where you are supposed to go, but you do get rewarded with a rocket launcher for your trouble. I suppose there's also the new game plus gauntlet of the Chrysler building. I didn't bother with it since it's a 77 level gauntlet with no save points. I did watch someone beat the hidden alternative boss and see the "canon" ending. Honestly I don't like it. I think the way the base game ends is a better conclusion and I'm going to stick with that as my canon ending.
Still the hub works and it allows you to take breathers whenever you want which I like. Unlike Silent Hill 2, which was mostly unrelenting and stressful, this game has intensity but plenty of quiet time to relax and recover. Thus I was able to beat this game much faster than Silent Hill 2 even though it's a longer game. Pacing being the key difference. That said, the pacing is a double edged sword for this game. For one thing Aya walks and runs like she is wading through a swamp... it's not a deal breaker for me, but I wouldn't have minded if they doubled her speed. I don't think anyone would have minded that... but hey I guess you just have more time to admire the absolute craftsmanship that went behind the fantastic pre-rendered backgrounds. Square truly was a master at this craft. Pre-rendered backgrounds is a true lost art. The Resident Evil remake/HD on steam is proof that pre-rendered can still be a work of art that ages well. When done with craft. The game world feels like a work of art. Sure the enemy and character models are low quality as you would expect from a PS1 game, but it didn't bother me. The music and sound design further elevate the atmosphere and support the pre-rendered backgrounds.
This might be a hot take, but I think the battle music theme didn't fit the tone of the game. It was too upbeat and kinda soothing and clashed with the horror vibes. I don't think it's a bad theme at all, just kind of jarring. Especially if you compare it to the droning horror of the central park sound design... aside from that one gripe, the rest of the sound design and music are top notch. Blending together technowave with opera music. The best moment of sound design though would be in the grungy apartment after Aya collapses from the flaming horse carriage ride. The apartment is brimming with atmosphere. You have the static droning of the CRTV and the sound of fire burning in a trash can. The flickering light of the TV screen casting uneven shadows, with the flames from the trash can licking away the shadows at the same time. Then music plays as an extra layer over the atmospheric sound, seemingly like it's a part of it.
Overall, I think this is a gem that is underrated and worth checking out. A very unique blend that mostly works for me. It has some pacing issues, both with Aya moving sluggishly through the environments and a few levels that feel cheaply labyrinthine (Sewers and Museum). Aside from that, the level design is great. The pacing with the horror to quiet moments is great. The combat is fun and engaging. The bosses are grotesquely creative and varied. And the game ends with you killing the mother of God and then a proto-featus God, like all great Animes do.
I took other notes as I played that don't exactly fit in cleanly to the above review so I'll just add them below in case you find them interesting.
Before the worm boss in central park, there's an optional zoo exhibit you can go into. One of the signs mentions giant worms, which you don't see until much later as the boss fight. Clever foreshadowing.
Scene with Sheeva (dog) is clever. Creating tension since we've seen all manner of animals turn into grotesque body horror abominations, but not a dog yet. This acts as a quiet moment given the previous gauntlet had two bosses in it.
The bosses were all varied and rad. I mentioned the worms from the park, but then you have a Cerberus split head dog monster (something out of The Thing). This boss was pretty tough for me. Then you have a giant spider human hybrid with a giant pulsating brain you fight on a roof. Which a helicopter crashes on! Followed by a giant centipede boss that splits into different parts. A giant crab that was very hard, but gives the rocket launcher to you as a reward so worth it. The museum has a triceratops and T-rex boss fight. Sure it doesn't make sense but any game that includes dinosaurs always scores high marks in my book!
Why do sewer levels always suck? Not only is the level padded out, full of lots of interchangeable hallways, making it disorienting, but it also has bats that make you blind! So annoying! You do get a shotgun here (or right before it, I don't remember) and that thing does work on those damned bats.