'''''P.N.03''''' (short for '''''Product Number 03''''') is a relatively little-known UsefulNotes/NintendoGameCube game developed by Creator/{{Capcom}} as part of Creator/ShinjiMikami's [[http://en.wikipedia.org/wiki/Capcom_Five Capcom 5.]] ''P.N.03'' was the only one of two games of the Capcom 5 not later ported to the UsefulNotes/PlayStation2, the other being ''Dead Phoenix'', which was cancelled.

The game features cybernetic ActionGirl and ThirdPersonSeductress Vanessa Z. Schneider, who uses palm shots and energy drives combined with acrobatic moves or while standing still [[MaleGaze gyrating or wiggling her bottom]] to destroy robots in a range of Apple-chic futuro-minimalist facilities. Impressively, all of her animations were handcrafted.

The game wasn't altogether well-received when it was released in September 9, 2003 in North America, with most critics and players considering it to be mediocre. Sales were remarkably poor, with less than 30,000 sold worldwide. The below-average reception for a Capcom 5 title was due in no small part due to a [[TroubledProduction difficult development process]] in which project lead Mikami reportedly had a difficult time caring about it and the team couldn't agree on the "true" title (its development title was ''Jaguar'', reflected by a trailer where she makes catlike movements). The features ended up being as minimalistic as the architecture, as due to the extended development cycle many features were dropped. The game engine, some music, and some of the mechanics were later used in ''VideoGame/ResidentEvil4''.

Much of the team later split from Capcom to form Creator/PlatinumGames, who developed ''VideoGame/{{Vanquish}}'' and ''VideoGame/{{Bayonetta}}'', games that, respectively, take one of the conflicting directions of this game (Robot fighting third person shooter and kinetic hypersexuality) and made, overall, more satisfying wholes.

* AIIsACrapshoot
* AmenBreak: Several tracks are this.
* AllThereInTheManual: Little of the background is mentioned in game, but you play a mercenary hired by the military to investigate an AI defense system gone haywire.
* ArtificialStupidity: The enemies spawn as predetermined types in predetermined locations. You know immediately on entering a room through prior experience what you are facing. The enemies also attack in predetermined patterns. [[JustifiedTrope Which makes sense]], since they ''are'' robots.
* AwesomeButImpractical: Many of the overdrives are super flashy and over the top but do pitiful damage and in some cases can miss the target entirely!.
** The Papillon Suit can access all the overdrives, but turns you into a OneHitPointWonder
* BeamSpam: A lot of the bosses and enemies tend towards this. The FinalBoss uses a beam spam of {{Wave Motion Gun}}s when it TurnsRed.
* BoringButPractical: Tengu and the upgraded version, Tengu Pro. Doubles your shot power, but most importantly gives temporary invincibility. The ability to ignore an enemy's attacks and just fire away can come close to a {{Game Breaker}} if used correctly. [[spoiler:Two Tengu Pro stringed back to back is enough to kill the final boss on '''Normal''' with a fully upgraded Palm Shot.]]
** The Black Aegis Suit is the that allows for maximum upgrades in all categories and has access to Tengu Pro, Pegasus Pro and Swan Pro, three of the best overdrives in the game.
* BossInMookClothing: The Seerose and Gardenie robots.
* BulletHell: The bosses tend towards this, but it's subverted in that you can hide behind an obstacle and avoid all incoming fire. The last boss is a pure example, and beating him involves learning the patterns to his attacks.
* ButtonMashing: The early Aegis Suits follow this trope completely, but it eventually becomes averted since later ones can be upgraded to fully automatic fire. Through NewGamePlus all the suits can be upgraded this way.
* CriticalExistenceFailure: You're perfectly fine until that last hit that pierces your remaining shields and kills you.
* CutAndPasteEnvironments: The trial missions are a bunch of random rooms strung together. Late in the game the randomizer loves to string multiple T-shaped intersections together, making it very easy to get lost unless you've memorized or written down what order you've taken the doors in.
* CyberPunkIsTechno: The soundtrack fittingly consists mainly of techno, breakbeat, industrial, and jungle/drum & bass tunes.
* DanceBattler: Even though it's a shooter, Vanessa use lots of dance-like moves like cartwheels, twirls, and poses when dodging and firing. It gets a little gratuitous when she fires automatic blasts while shaking her butt. Even her idle animation has her bobbing her head and tapping her foot to a steady beat.
* DeathIsASlapOnTheWrist: Dying simply dumps you out of the storyline or trial mission you were in - you get to keep the points you accumulated before death.
* DoNotRunWithAGun: Strongly enforced, Vanessa has to be standing still to fire. The game's {{Scrappy Mechanic}} to some, and the big reason why people have a hard time playing it - ironically, the exact same mechanism so lauded in VideoGame/ResidentEvil4. The strict segregation of movement and attacking define the way the game plays.
** Worth noting that this only applies to the control stick, ''not'' the dodge buttons.
* DifficultyLevels: You really should play the game on Easy to get the hang of the enemies and controls.
* EverythingTryingToKillYou
* ExpositionBreak: Major advances in the plot come through this way.
* {{Expy}}: One of the commonly encountered GoddamnedBats resembles the Sentinels from ''VideoGame/HaloCombatEvolved''. Vanessa herself is somewhat of a futuristic expy of Jill from the ''Franchise/ResidentEvil'' series.
* HitAndRunTactics: You cannot shoot and move at the same time. Gameplay is basically dodging out of the way of enemy fire until they're vulnerable, then attacking.
* HopelessBossFight: Sonnenblume in the first level, [[GameplayAndStorySegregation or so your employer insists]].
* InvulnerableAttack: Much like the super bombs of {{Shoot Em Up}}s, Vanessa is completely invulnerable during an Overdrive.
* LevelGrinding: Doing the trial missions over and over for points to upgrade the Aegis Suits makes the game much easier.
* MultipleEndings: Beating the game on Easy gives the standard ending. Beating the game on Normal or Hard adds an additional cutscene after the ending. Beating the game with the [[OneHitPointWonder Papillion Suit]] treats the player to a ShowerScene.
* MultiMookMelee: Used for the end-of-level battle in Mission 4, and some of the ReactorBoss battles.
* NewGamePlus: The Aegis Suits you've bought and upgraded carry over between games.
* OneWingedAngel: Orchidee II transforms from a mecha-centipede to a SpiderTank form. Loewenzahn II changes from a [[FanNickname "lion scorpion car"]] to a [[ThePhoenix phoenix]]. Alraune starts as an easy robotic skull, then turns into a much tougher {{humongous mecha}} [[ScaryScorpions scorpion]].
* OneHitKill: The energy cannon turrets are about as close to WaveMotionGun as it gets. You do not want to be out in the open when they fire.
* OneHitpointWonder: The Papillion suit is a literal one, reducing your health down to a one-hit death.
* PaletteSwap: The basic enemy type, the Pilz, all look the same outside of the color. Their attacks vary depending on what color they are. The Aegis Suits themselves are all different colored versions of the same model, with one exception.
* PointBuildSystem: The Aegis suits are both buyable and upgradable through the points scored in both the storyline and the side missions.
* ReactorBoss
* RecurringBoss: All of the normal bosses are fought twice, and two of them have OneWingedAngel forms in their rematches.
* RespawningEnemies: Averted completely, once a room is clear it stays clear.
* ScoringPoints: You need the best possible scores in all the side missions to unlock both the Blackbird and Papillon.
* SmartBomb: All of the Overdrives are variations on this theme.
* ShowerScene: Wearing the Papillion suit through the whole game rewards you with one.
* SignatureSoundEffect: The enemies all have unique sounds indicating they're about to attack. Listening for this is key when trying to dodge while out in the open.
* SorryILeftTheBGMOn: The level music is apparently what she's listening to, thus the toe tapping and gyrations. It turns off when she snaps her fingers.
* SpiderTank: Sonnenblume, Alraune, Orchidee's second form, and several of the {{mook}}s.
* SpiritualSuccessor: ''VideoGame/{{Vanquish}}'', as mentioned above.
* TakeCover: One of the ways to avoid enemy fire. Really skilled players don't need to rely on this so much, though there are certain enemies whose attacks cannot be dodged.
* ThemeNaming: The Black Aegis Suit is black, like the name implies. Papillon is named after the french word for Butterfly, signifying the butterfly emblem on it's stomach.
* ThirdPersonShooter: Despite the over the shoulder cam as later used in ''VideoGame/ResidentEvil4'', this is what the game is at heart.
* TurnsRed: The {{final boss}} uses its WaveMotionGun BeamSpam when down to a quarter of its HP.
* UnexpectedShmupLevel: Reviewers tended to treat the entire game like this.
* WaveMotionGun: Used by several enemies and bosses, especially the death laser turrets sometimes guarding the reactor bosses.