Enemy Zero[a] 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.
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.[4] The player explores node-based environments, acquiring items for their inventory and solving puzzles.
Reloading the gun and moving the character around are mechanics that have been made intentionally slow,[6] which incentives players to avoid combat and direct contact with the alien enemies as much as possible.
She meets up with George, the ship's resident computer scientist; as well as David, her lover, and together they plan to head for the escape shuttles.
Exploring the deceased captain's study, Laura discovers a log file that reveals that goal of the mission is to capture the enemies and bring them back to Earth over a 5 year long space journey (2059 - 2064) for use as biological weapons on behalf of Vexx Industries, and that the crew is expendable in case of an accident.
Kimberley then triggers the ship's self-destruct mechanism, and leaves Laura to join Parker, killing herself while cradled up next to his corpse.
[8] 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[4]), at a press conference during the expo Kenji Eno made a shocking move.
[11] The game was written by Yūji Sakamoto [ja], who went on to write the film Crying Out Love in the Center of the World and the TV series Quartet.
[14] While Eno did the music for D, he recruited Michael Nyman, composer for films such as Gattaca and The Piano, to create the soundtrack for Enemy Zero.
Eno met Nyman in a hotel room during his visit and convinced him to provide music for the game after a long six hour meeting.
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.
[33] British magazine Mean Machines ran a full review of the Japanese version of the game, nearly a year before its release in Europe.
[23][27][24][34] GamePro went so far as to call Enemy Zero "the slowest, most boring game in ages", giving it a perfect 5/5 for graphics but 3/5 for sound and 1/5 for both control and fun factor.
[34] However, a slight majority of critics instead praised the difficult challenge of confronting invisible enemies with a slow-firing weapon, saying that it creates a unique and intense brand of tension.
[24] Next Generation also gave a generally positive overall assessment, saying that it "manages to advance the graphic adventure by emphasizing other senses besides pure sight" and felt the typical problems that FMV games have do not hinder the overall experience.
They remarked that while the slow, cerebral pacing would be unappealing to many gamers, Enemy Zero is a generally successful attempt at creating a different and frightening experience.
[30] French magazine Consoles + concluded that, while it might not please everyone, it is a "gory, original and beautiful" adventure game with "high difficulty" and a "special atmosphere".