Product description
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Includes game disc, manual and original case. Disc may have a few
small scratches but none that affect the games playability. All
classic game store games are fully tested before being added to
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In Slave Zero, players control a gigantic mechanized man who
trounces through hyperurban landscapes, destroying everything in
. Notches on Mr. Zero's belt include motorists,
helicopters, tanks, pedestrians, and an assortment of robots his
own size.
Slave Zero does a great job of communicating the difference in
scale between the main character and the comparatively tiny
people, vehicles, and buildings that populate the city. However,
the controls are very complicated, utilizing every button on the
Dreamcast controller (including the stick and D-pad separately),
as well as combinations of buttons for additional control, such
as picking up and hurling cars. Screams and exclamations from
innocent bystanders seem unusually loud, and the complete absence
of in-game music exacerbates the already slow pace of the game.
Still, some scenes are stellar, and worth wading through the
mediocre spots in between. --Jeff Young
Pros:
* Sci-fi noir-style graphics
* Highly interactive environments
* Exciting main character
Cons: * Slow pace
* Choppy animation
* Difficult control scheme
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Review
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In Infogrames' Slave Zero for the Dreamcast, you're a young rebel
who has fused himself with the prototype unit of a giant
bio-mechanical robot army that the evil dictator SovKhan plans to
use to enslave the world. In typical giant robot fashion, you're
soon stomping through a huge city, destroying buildings, smashing
cars, and - when you finally stop playing with the environment
and remember what you're there for - take on the forces of
SovKhan. In many ways, Slave Zero is a 3D version of classic 2D
shooters like the first few Contra titles, though it starts off
much easier than those games and never quite peaks as highly as
they did. Timing is everything, between avoiding s, firing
back, and navigating the terrain all while moving your machine
robot around using a third-person perspective. Your Slave unit is
equipped with three different types of weapons (a , an
energy weapon, and a missile launcher), all of which can be
upgraded by wonderfully lethal leaps and bounds. These upgrades
are responsible for much of the game's charisma. For example, the
energy weapon turns from a single to a cluster that
will melt the environment from the point of impact, wiping out a
corner of a wall or a strip of floor in a gorgeous display of
destruction. And the final incarnation of your , a gigantic
rocket launcher that almost dwarfs your robot, is a wonder to
behold – and one that causes severe property damage. These
weapons save the main chunks of each level, which do get a bit
dull and repetitious. Another positive element of Slave Zero is
the boss fights. While the first few bosses can be defeated
simply by strafing continually and firing until they're
destroyed, the ones that follow offer a nice challenge and are
fun fight. In one, you confront a flying Slave unit with a
snake-like lower body while hopping around on a few building
rooftops. The creature splits in two and the components bob in
and out of the screen firing at you. When and if they fuse back
together, the creature will destroy the building you're standing
on. If you can't wipe them both out within the four buildings
provided, you're toast. In another fight, you have to annihilate
a different Slave model before the room you're in fills with
ic green water. In both, the timing is set to be enormously
demanding, but not impossible. The only frustrating detail in
these encounters is that if you die, you respawn a few fights
back instead right before the main boss battle, but it's not too
rough. The graphics in Slave Zero are sharp, with crisp visuals,
impressive explosion and weapon effects, and a complete lack of
pop-up. The robots and levels are very well-designed, the
lighting helps create a dark, oppressive atmosphere, and the
sound effects work to support the visuals, though don't quite
match or exceed them. The multiplayer Deathmatch mode is the best
the Dreamcast has seen to date, with some slow-down not
withstanding.. The view shifts from third-person into
first-person making for a two- to four-player deathmatch. There
are ten multiplayer-specific levels, which vary greatly in design
and offer all the noteworthy weapon upgrades that require the
duration of the single player game to acquire. While
computer-controlled bot nents aren't available, it's hard to
tell which weapon you're using (and, more importantly, if you're
out of ammo), and it lacks the depth of, say, GoldenEye 007 on
the N64, the multiplayer battles will bring you back. Most of the
levels are set up so that you can easily ambush an unwary
nent, which invariably leads to peals of nasty laughter among
you and your friends. So bear with it. It starts slow, but Slave
Zero builds into a pretty strong shooter that's worth checking
out for its s, bosses, and multiplayer mode. Hopefully
Infogrames will produce a sequel that brings more variety to the
single-player game, incorporates the Dreamcast's net play
abilities, and expands the multiplayer matches even further.--Joe
Fielder--Copyright © 1998 GameSpot Inc. All rights reserved.
Reproduction in whole or in part in any form or medium without
express written permission of GameSpot is prohibited. -- GameSpot
Review
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- Variety of interactive features; huge mission-based levels; powerful and unique bosses; detailed robot designs and clear graphics.