Ludography
Enemy Zero cover

1996 · WARP · Adventure · Horror

Enemy Zero

Sega console exclusive

Enemy Zero was the second game to star the digital character Laura Lewis—the first being D.

Released
13 December 1996
Platforms
Sega SaturnWindows
Genres
AdventureHorrorShooterStealthSurvival horror
Developers
WARP
Publishers
—
Series
D
Modes
Single-player
Perspective
First personAuditory
Themes
ActionHorrorSurvivalStealthOpen world
Country
Japan
Age ratings
ESRB T
Composers
Michael Nyman

About

Enemy Zero is a 1996 horror-themed adventure video game for the Sega Saturn, developed by Warp and directed by Kenji Eno. Players assume the role of an astronaut who awakens from cryogenic sleep to find her spaceship overrun by invisible creatures who are hunting and killing the ship's crew. They must navigate through the ship in a combination of puzzle-driven exploration rendered in full motion video and first-person shooter sections rendered in real time, during which they must rely on sound to either avoid or kill the invisible enemies.

Enemy Zero was initially designed for Sony's PlayStation, but due to grievances with Sony, Eno announced the game would be Saturn exclusive in a dramatic press conference stunt. As support for the Saturn outside of Japan was waning at the time, finding overseas publishers for the game became an uncertain struggle, with Sega itself ultimately taking on publication of the game in both North America and Europe. Upon release the game met with a wide spectrum of responses from critics, with some finding the game slow-paced and frustratingly difficult, while others praised its innovative emphasis on sound and the unique tension resulting from the gameplay design and setting.

›Story

Aboard the AKI space craft, a space station dedicated to biological research, Laura Lewis is in a deep cryogenic slumber. The jets of the chamber dissipate as the craft's emergency systems are activated. Laura is awakened by a large detonation on her deck. Outside a door marked with the letters E0, something of great strength is trying to break free.

The door is thrown down, and the hallway is filled with a bright, incandescent light, followed by a horrific growl. Pipes and the remains of the steel door shift around, as if being stepped on. Laura, unaware of what is happening, uses the video phone located above her sleep chamber to contact one of her crewmates, Parker. Laura watches in confusion as Parker looks away from the monitor, to his room's entryway doors.

A screech sends him backing up to reach for his gun. Laura watches as Parker is mutilated by an unseen enemy.

Getting dressed and grabbing her gun, Laura heads out to learn what attacked Parker. As she ventures through the ship, Laura's earring-shaped "guidance system" gives her aural warnings of invisible enemies (seen escaping in the intro sequence) roaming the ship's corridors. Laura must fight these enemies, meet up with surviving crew members, and escape the AKI.

Keywords

  • aliens
  • training
  • death
  • maze
  • cinematic
  • female protagonist
  • action-adventure
  • survival horror
  • polygonal 3d
  • extreme violence
  • instant kill
  • invisible enemy

Media

The articlegameplay, story, development, reception

Gameplay

In Enemy Zero, gameplay sequences alternate between interactive full motion video (FMV) and real time exploration, both from a first person perspective. The interactive FMV component uses gameplay identical to an earlier Warp game, D. The player explores node-based environments, acquiring items for their inventory and solving puzzles.

The real time component of Enemy Zero is unique. Enemies are invisible, and location is only possible through the use of sound, with notes of different pitch helping the player find the distance and direction of enemies. Additionally, every gun in the game must be charged up immediately before each shot, and charging a shot for too long will cause the charge to dissipate, after which the charging must start over. Since all available guns have very limited range, this makes timing crucial; beginning to charge the gun too late or too soon will allow the enemy to reach Laura, resulting in an immediate game over.

Story

Aboard the AKI space craft, a space station dedicated to biological research, Laura Lewis is in a deep cryogenic slumber. The jets of the chamber dissipate as the craft's emergency systems are activated. Laura is awakened by a large detonation on her deck. Outside a door marked with the letters E0, something of great strength is trying to break free.

The door is thrown down, and the hallway is filled with a bright, incandescent light, followed by a horrific growl. Pipes and the remains of the steel door shift around, as if being stepped on. Laura, unaware of what is happening, uses the video phone above her sleep chamber to contact one of her crewmates, Parker. Laura watches in confusion as Parker looks away from the monitor, to his room's entryway doors.

Development

Commenting on the impetus for Enemy Zero, designer Kenji Eno said, "I wanted to ask the question, 'Why do human beings exist?' That's why the game evolved into something with an enclosed space and invisible enemy - so that you would be forced to think about your own existence."

Enemy Zero began life on Sony's PlayStation. Its unveiling at the 1996 PlayStation Expo in Tokyo was described by journalists as the highlight of the show. Irritated by Sony's failure to meet even a third of preorders for the PlayStation version of D (and to a lesser extent, their policy that all marketing for third party games had to be approved by them), at a press conference during the expo Kenji Eno made a shocking move. Eno showed a preview of Enemy Zero.

Reception

Prior to Enemy Zero's U.S. release, John Ricciardi of Electronic Gaming Monthly (EGM) made it his pick for "Sleeper Hit of the Holidays" for 1997, having enjoyed what he played of the Japanese version. American magazine GameFan called it their "Best Import Game of the Year" of 1996. British magazine Mean Machines ran a full review of the Japanese version of the game, nearly a year before its release in Europe. They opined that the state-of-the-art full-motion video rendering was itself enough to give the game a high review score.

Upon release, Enemy Zero received a wide spectrum of reviews, and critics sharply disagreed on a number of points. g. finding a keycard tells the player that they will eventually find a locked door to open) or so illogical that even after completing the puzzle it is not apparent what triggered the solution. In contrast, Next Generation insisted that "puzzles are logically designed, not contrived."

Releases by platformdates and regions as published

PlatformReleasedRegions
Sega Saturn13 December 1996Japan · North America 1 December 1997 · Europe 31 December 1997
Windows1 November 1998North America · Japan 28 November 1998

Editions and related releases

Followed by
Concertos
Follows
The Ogre

In the same series

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Collections4 collections

Platform libraries

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Development status

Description adapted from its source, CC BY-SA 4.0.