It was way back in 1999 when the Japanese gaming industry giant known as Squaresoft (now SquareEnix) released its first foray into the survival horror genre.
Naturally, being leaders in the role-playing game domain and creators of the quintessential saga (that Final Fantasy which is now synonymous with the term video game), this new entry couldn’t help but integrate a wide array of RPG elements in an attempt to create a perfect hybrid between the two gaming styles, trying not to compete directly with the mighty Resident Evil.
This is how Parasite Eve came to life.
The title managed to sharply divide industry publications into two camps.... Those who were enthusiastic and those who considered it a misstep, a small pebble thrown by the company in a lineup full of flawless gems. The public, on the other hand, awarded it, surprisingly, especially in the American market, where PE topped the charts for a long time.
This premise is crucial to immediately clarify my position... That is, I am among those who consider this game a small masterpiece. And this is regardless of the minor defects that can be attributed to it (because there certainly are). But thanks to the plot, one of the most beautiful and engaging ever, and the phenomenal character design, the emotional involvement is so high that the flaws in the gameplay fall into the background. But let's proceed in order.
It's Christmas Eve, and New York department agent Aya Brea goes to the theater to see the premiere of an important opera. At one point, when the lead, singer Melissa Pierce, begins to sing her aria, the entire audience and theater troupe start bursting into flames spontaneously, as if from self-combustion. Everyone except Aya and Melissa. Needless to say, left alone in front of the singer, Aya draws her gun and demands answers.
Just before seeing her antagonist escape through the sewer, our heroine is told that she is no longer facing Melissa, but Eve, the instrument that will bring about the revenge of the mitochondria (which are nothing but tiny organelles inside every single cell, mainly responsible for energy production) and who respond thus to every command.
From there, a frantic race against time will ensue (spanning 7 days) in which Aya will be the only one who can possibly stand between Eve and her goal, but this time will also be vital for her to understand many things about herself, why Eve is so interested in her, her confused memories, and why she alone is unaffected by Eve’s powers.
Needless to say, the plot is tremendously compelling (after all, it is based on a Japanese bestseller), rich in twists and turns, full of mature references, psychological reflections, and above all, backed by a perfectly credible scientific background (everything said about human evolution, cell development, and so forth is mostly based on real theories applicable hypothetically) that allows this production to stand on the podium of the best. Moreover, it’s all detailed through Full Motion Video of a level unimaginable for the time, only adding more adrenaline or even a bit of disgust when it shows the development of mutations (akin to Carpenter’s "The Thing").
In terms of gameplay, the game unfolds in two main parts. The exploration occurs identical to Final Fantasy or Resident Evil (3D character on pre-rendered backgrounds, with fixed camera angles) and the random battles, typical of RPGs. In the latter phase, the character can move freely, avoiding enemy blows, and has a bar that fills up. Once full, you can perform an action (weapon attack, magic, and so on). Each action and each weapon equipped will generate a grid indicating the attack range. After each fight, you earn skill points (to enhance inventory capacity, weapon offensive capability, or unlock magic and skills) and experience points. Furthermore, weapons can be linked together to improve their stats. This leads to an enormous variety of situations and customization.
In terms of graphics, the game is just before the stage of FFVIII, with graphics almost identical, with slight differences in resolution.
Regarding the detectable flaws, which, in my opinion, are truly minimal compared to the experience we are about to live, there is the complexity of understanding the weapon combination mechanics, the lack of save points which in some situations become vital, and the excessive difficulty imbalance in the game that often leads to passages that are overly easy or overly challenging.
Lastly, specific drawbacks should be noted for players approaching this title driven by a love for survival horror or RPGs.
For the former, the slow pace of action, the presence of hours and hours of dialogues, and the lack of immediacy might convince you to direct your attention elsewhere.
For the latter, the lack of longevity and the presence of very few sub-quests are shortcomings of this production.
For those who have a visceral love for both genres and to everyone else, just one piece of advice: immerse yourselves completely in this adventure.
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