Zero Divide
Review from the Net
It seems like everyone these days needs to cash in on the new style of games started by sega's Virtua Fighter. although Zero Divide doesn't take its game engine much further than the Virtua Fighter games (it's still basically two-dimensional combat with three-dimenionsal graphics), it does offer some very unique character ideas, and this helps make its bid for attention in this overcrowded genre somewhat more noticeable. Zero Divide also features some unique camera angles and a new way of handling the "ring out" concept--the combination of these three characteristics help Zero Divide give Tekken and Virtua Fighter a run for their money. in numbers: ORIGINALITY - 8 - part of a relatively new genre of fighting games, Zero Divide does more than just push polygons--it pushes new play concepts. perhaps the best example of this is its unique handling of the "ring out" method of winning (or losing). in Zero Divide, if your character isn't moving with great enough momentum to throw them clear of the ring's edges, they'll catch the edge of the platform and haul themselves back up--either jumping high into the air, or flipping straight into an attack. another interesting feature, available only in one-player mode, is the "player" camera angle; this puts you behind the right shoulder of your character, and all "towards" maneuvers on the controller are activated with the "right" direction on the D-pad. players may also save individual matches to the memory card, and then watch them later, from absolutely any angle, in a replay mode. CONTROL - 7 - although the controls may seem a little unforgiving at first, their simple layout, featuring one punch button, one kick button, one guard button, virtually no quarter-circle+punch type moves, and no dragon-punch maneuvers, lends the game an instantly playable feel. while some moves can be notoriously difficult to pull off, most notably the throws, many players, especially experienced fighting gamers, will be able to execute a wide variety of special moves and combos right after they've popped Zero Divide into the playstation the first time. on the down side, this ease-of-use also lends the game a high "spazz-factor," that is, the possibility of victory being achieved by a novice player who simply hits as many buttons as fast and randomly as they can. GRAPHICS - 10 - Zero Divide shines visually, with a collection of gouraud-shaded characters who may arguably be the most interesting in any fighting game. zero and eos are your basic kung-fu and judo types, while draco is a massive flame-breathing dragon, cygnus is a cyber-ninja sporting a convincingly translucent energy sword, tau is a gigantic scorpion-like beast, and nereid is... well... something totally different. the game runs some of the most intricate and absorbing backgrounds i've ever seen, with outstanding details--draco's stage features roaming dinosaurs in the distance, and cygnus' stage has your characters battle it out while standing in an ankle-high layer of mist, which breaks and reacts to your characters' limbs. ANIMATION - 10 - Zero Divide also shines on the screen, not just in the still pictures on the back of the box. watching draco's victory dance is perhaps the most amusing moment in the game--second only to wild3's ground hit (shooting his opponent as they lie prone on the ring surface). the attention to detail in Zero Divide's animation is very apparent--every character moves with lifelike fluidity. add this spectactular animation to the unique "player" view, and you've got yourself an unparalleled vicarious fighting experience. SOUND FX - 8 - metal hitting metal has rarely sounded more believable--and although Zero Divide doesn't feature the standard fighting game assortment of "ha-do-ken!"-esque battle cries, its creature growls, from the likes of draco and nereid, add to Zero Divide's already wonderful atmosphere. some people will become irritated very quickly by the incessant babblings of the announcer, who declares "great counter!", "oh my god, what power!", and other such observations at a wide variety of inappropriate junctures--i personally found this feature rather amusing in its failure to correctly respond to the on-screen action. MUSIC - 10 - Zero Divide also features a nice variety of fast-paced music, with some interesting time-changes and effects. this game seems to be a project designed to dip into everything, and the music is no exception--the range of styles heard within the music is comparable to the range of visual effects seen within the game's fighters. in practice: on the M.A.R.C.H. scale (of IGNORE IT, RENT IT, or BUY IT)... ZERO DIVIDE TIME-WARNER BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT Zero Divide genuinely fills a few holes in the 3D-fighters category; many playstation owners will have friends who just never get into fighters like Tekken or Battle Arena Toshinden, which feature a vast assortment of difficult-to-execute special moves--Zero Divide opens up a whole new group of competition in the two-player mode, with simpler controls and more basic special moves. the ability of the fighters to hang on the edge of the ring to avoid the constant "ring outs" plaguing Virtua Fighter and Battle Arena Toshinden makes the matches a little more difficult to win, and keeps the occurrence of 8-second rounds down to a minimum. the unique "player" camera angle, coupled with the realtime view change option in the replay mode, is a great show of the playstation's hardware capabilities--and most importantly, the great variety in the characters and their attacks add years to this game's replay value.
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