Parasite Eve (PS1) Review
An RPG Survival Horror Blend from Square
Parasite Eve is one of the first games to blend Survival Horror and RPG and do it very well. This is a game that also comes off the heels of the release of Square's much bigger titles, Final Fantasy VII, and just before Final Fantasy VIII. Released in 1998, the same year as Resident Evil 2, the developers attempted to do what Capcom did (to much success) and made a horror game. Adapting the sci-fi horror novel “Parasite Eve” by Hideaki Sena, which was released in 1995 to much praise, the team applied their expertise in RPGs and storytelling to the Resident Evil style of gameplay. What they came up with is still one of the best blending of the genres to date.
Parasite Eve, like classic survival horror games, uses fixed camera angles, resource management, and an onslaught of nightmareinducing monsters. What it did differently was present all of those elements with high-quality cutscenes and a really deep story that acts as a sequel to the original novel. Add on top of that a semi-real-time but still turn-based combat system that doles out experience points that level up your character, who earns magic spells, and you have a staple RPG.
The story centers around rookie NYPD cop Aya Brea, who decides to go on a date to the opera. Shortly after the show begins, people begin spontaneously combusting, and all hell breaks loose. Aya, not being affected, rushes the stage to confront the person who seems to be behind the carnage. The woman, now mutated with elongated arms, tells Aya that her name is Eve and she is the embodiment of Mitochondria, an organism that lives in human cells. She is trying to release the mitochondria to take their rightful place as the dominant organism on the planet and has the ability to control beings as well as “heat up” their cells, causing combustion.
In your pursuit of Eve, you will travel all over the city of New York and unravel a terrifying mystery about the human genome and evolution. Being the RPG that it is, there are long portions of dialogue delivered via text. This was before voice-over became a standard in video games. The story is not only brilliant but also terrifying as you watch events play out. If you played Final Fantasy VIII you will see a lot of similarities in Parasite Eve, most prominently the character models and creature designs.
The gameplay often feels like normal horror games of the era. Fixed camera angles on prerendered backgrounds while you explore and battle monsters. Battles are random and transition the game from exploration to combat. During this, you can move around freely and even avoid enemy attacks. You have an Active Time bar that allows you to perform actions, shooting enemies with various firearms or using items like medicine or using Parasite abilities (aka Magic).
Where this game differs is in a lack of puzzlesolving to progress, a staple of most horror games. Parasite Eve keeps the player moving forward, delivering its particular blend of mutated monster rats along with its oft-time bizarre narrative. It's all very Japanese in that way, and I mean that in the best of ways. If you like your horror weird, you will like this one. I personally feel this is an under utilized blend of genres and hope to see more horror RPGs or maybe a remake of Parasite Eve. Thankfully, there is a sequel and it's even better than the first.
Parasite Eve Questions with the Art Director Darnell Williams
What were your first impressions of the project?
I’d Just left Disney Imagineering and was offered a chance to work with the Final Fantasy VII creators on SOny’s newest console and help establish Square's US studio. I was extremely excited. Parasite Eve, as a property, was unique in its horror theme for Square, at the time.
What specific aspects were you involved in?
My duties were primarily artistic direction of the game cinematics and map screens, as well as, pipeline and technical direction. Hironobu Sakaguchi’s goal was to have “Hollywood” quality cinematics, as the key aspect of Parasite Eve.
How much influence did you have on the look of the game?
My influence was fairly strong. I developed the overall lighting tones and level of “realism” for the cinematics and maps.
Any anecdotes you can share from when working on the game? Specific to the game's development ie struggles, challenges, or funny turnouts.
Following the completion of Parasite Eve. I was given the position of Director of Motion Capture for Final Fantasy Spirits Within. Unfortunately, I had to fly bi-weekly to and from LA and Hawaii, since I’d been unable to relocate. After five months. I was exhausted and left Square. It was and is a really great company with amazingly talented people. I miss it.
DEVELOPED BY:
SquareSoft
PUBLISHED BY:
SquareSoft
*This review was originally published in Issue #1 of Fearzine Magazine which was distributed in June 2024.
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