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Video Game: Slave Zero

Wherever that car is going, it's not going to end well.
It's 500 years in the future, and the world is ruled by SovKhan, whose base of operations is in the vast city complex known as Megacity S1-9. Out to stop his tyrannical rule is a group of resistance warriors descended from an ancient group of warriors called the Guardians. This fight seems rather one-sided, since SovKhan's forces are bolstered heavily by the use of 60-foot tall biomechanical Humongous Mechas known as Evangeli- sorry, "Slaves", grown from cybernetic embryos and a piece of Applied Phlebotinum known as NTR95879, or "dark matter". However, hope arrives to the guardians by way of a captured Slave unit called "Slave Zero", who is not only the original Slave that all the other slaves have been cloned from, but has also had a resistance member's mind permanently uploaded into its brain.

What follows is an urban rampage through various assorted cyberpunk cityscapes, with a nice assortment of gun combat, shoulder-mounted missiles, and plenty of terrain destruction.

Such is the story of Slave Zero, a Mecha Game heavily influenced by the style of shows such as Neon Genesis Evangelion. Released originally in 1999 by Infogrames, with development helmed by Accolade, the game was originally marketed on the technology behind Accolade's "Ecstasy" engine, but was a commercial flop in the wake of the game's initially lukewarm reception, and ended up being the only game made with the engine.

The PC version of the game has since been released on GoG by Tommo, Inc., and on Steam by Night Dive Studios.

Slave Zero contains examples of:

  • Absurdly Sharp Claws: Slave Zero itself, although more for decoration than as a weapon.
  • A Mech by Any Other Name: "Slaves".
  • Awesome but Impractical: Throwing cars as a means of attack, especially considering Slave Zero already has a missile launcher.
    • The first person perspective, since it's obvious the game was designed with a third person in mind, and the first-person perspective merely comes across as an attempt to ape Shogo: Mobile Armor Division.
  • Cyber Punk: Darkened cityscapes, neon billboards and all.
  • Degraded Boss: The Piranha Sentinel is treated as a boss in the first level, complete with boss healthbar and introductory cutscenes, but it becomes a generic enemy as early as the third level.
  • Everything Breaks: Certain buildings can be destroyed to reveal pickups.
  • Mook Maker: The Slave unit lifts, which can be destroyed to stop spawning in enemies.
  • Obvious Beta: The Dreamcast port. All of the in-game music is removed with only the intro and ending themes remaining, the menus in languages other than English are glitched and not fully translated, the framerate is far lower than the PC version and dips inexplicably during the cutscenes and the game is filled with all manner of bizarre bugs, such as falling infinitely off a bottomless pit or getting killed by the checkpoint transition and becoming invincible as a result. The existence of other far superior PC-to-Dreamcast ports showed that Infogrames plainly didn't care and rushed the Dreamcast port to get a quick buck.
  • Organic Technology: The Slave units are this trope, given the fact that they're said to be "grown" rather than simply "manufactured".
  • Rewarding Vandalism: Ammo and health can be found by destroying small buildings.
  • Unwinnableby Mistake: Unless one pick up the Valhalla rocket launchernote , the Final Boss is unbeatable on hard mode as he has more health than there is ammo available.
  • Video Game Cruelty Potential: Aside from the two main weapons and rocket launcher, another means of attack is the ability to pick up cars and pedestrians and throw them.