By Edge Staff
November 23, 2009
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THE CAPCOM FOUR
The early commercial failure of most of the Capcom Five titles had more to do with their exclusivity to the GameCube than any lack of quality. Sad, considering their emphasis on providing unexpected, focused, and idiosyncratic gaming experiences seems perfectly in-sync with their original hardware choice. Resident Evil 4, Killer 7 and Viewtiful Joe would all eventually make an appearance on the PS2, with better sales. Only P.N.03 would remain a Nintendo exclusive. The final game of the five, Dead Phoenix – possessor of perhaps the most unintentionally apt title in recent memory – was cancelled before its completion, to pursue
a career as a full-time internet rumour.
To some, poor sales are almost a guarantee of probity – a coded message that invites the initiated to come inside and get devotional. Look at Beyond Good and Evil, say, or Jet Set Radio Future: they didn’t hit the sales jackpot, but they struck a deep chord with certain players all the same. What’s odd about Capcom’s P.N.03, then, is that unlike other games that vanished at the point of retail, there are few people willing to speak up for it. Where are its devotees, its groupies, its cultists? Where are the websites, the fan fiction, the homebrew media player skins?
Maybe it’s because P.N.03 is awkward. Its controls make it awkward to play. Its commercial failure makes it awkward to track down in the shops. Crucially, the skewed challenge it presents makes its peculiar appeal very awkward to explain. This is a game that confounds on many fronts. And yet, at first, everything looked so simple. The marketing hook is all in place. Vanessa Z Schneider: good look, great name. And the premise: run, jump and shoot. Nothing too controversial there. The setting seems a bit odd, perhaps – the game’s location resembles a Mobius-strip reconfiguring of Frankfurt airport – but even that isn’t too hard to explain away: it’s just minimalist chic, design as Design, a coffee table game.
Directed by Shinji Mikami, creator of the Resident Evil series, P.N.03 was one of the famous Capcom Five, and a comparison to another member of that group, Viewtiful Joe, proves illuminating. While both games have the same simple structure – play through levels, earn points with which to buy upgrades and continues – P.N.03 emerges as the inverse of Clover studio’s super-deformed cash cow. Viewtiful Joe is a comic book spending spree of variable-speed excess, a body-popping testament to cone fatigue. P.N.03 is all about restraint – its levels look empty, its enemies designed to the absolute minimum. And while the expert Joe player makes a mess of the screen, a glorious sprawling slo-mo collision of colour and movement, excellence in P.N.03 is marked, in direct contrast, by a quieter virtue: efficiency. One game asks you to be noisy and creative, the other asks you to be exacting and careful.

In fact, P.N.03 initially seems to have taken the concept of efficiency several steps too far: on first play-through, the game seems to be stuffed full of nothing. Power-ups are scarce, secondary characters are entirely absent and the plot (killer robots, murdered parents and other science fiction placeholders) is intriguingly anemic. There are no lock-and-key puzzles or context-sensitive actions here – even door animations while moving between rooms have been excised as unnecessary. And then there are the limits imposed on the player. You cannot save within levels. You cannot turn quickly, except by executing a 180-degree spin on the spot. Most importantly, you cannot move and shoot at the same time – it’s one or the other. Few titles have made so much out of what the player is not allowed to do. All games have rules, but in pursuit of stylised simplicity, P.N.03 has gone one step further and resorted to actual restrictions.
The all-pervading sense of precision and poise makes the game’s one terrible aesthetic slip all the more jarring. If any lead character ever reinforced Gordon Freeman’s decision to go mute, it’s Vanessa Schneider. For most of the game, she’s above words, beyond them. Her hips are her vocabulary, and that arrogant raised shoulder and endlessly tapping finger say far more than dialogue ever could. And then, in the space of one cutscene, she speaks, and the elegantly empty vessel she once was is filled with bitter bile. Vanessa Schneider possesses a voice like an aging Weimar receptionist manning the desk for a second-hand car dealership. No wonder she kept her mouth shut for so long.
This blip aside, though, the P.N.03 experience appears as one of cold, hard elegance – the sort of game people might sit inside glass boxes and play in the turbine hall at Tate Modern. Schneider moves and shoots and moves again. And that environment: cold, white, endless, unchanging. Enemy rubble dissolves, blast marks fade before your eyes, and all that lingers in the mind after play is the impression of simple contrast – black and white, white and black again. Yet appearances will often deceive, and beneath the dark and light of which the game is composed, beneath the joyously pared-down aesthetic of cold gloss and brushed steel, a different kind of black and white emerges. This is not just a game of contrasts, it’s a game about contrasts. But they're not the kind you’d expect – not the easy ones like good and evil or innocence and experience. This goes far deeper, bypassing narrative entirely to explore its themes somewhere between the screen and the player’s hands.
yeah, gun valkyrie was hard... i never really cracked that one. i always intend to, and i want to like it, but it's quite dry.
While I loved that Capcom was experimenting back then on the GameCube, I knew none of the games they were spending all that hard work on were going to do incredibly well other than RE4 and possibly Viewtiful Joe. Breaking away from Sony to work on what was widely seen as a "family" console was an odd idea, but there's no denying that RE4 and Killer 7 were masterpieces (and in the case of K7, the more people that went in expecting something they didn't get made SUDA 51 fans like me quite annoyed at the general close-mindedness of the average gamer).
Both P.N. 03 and Sega's GunValkyrie on the Xbox confounded me to no end because I wanted to like them so much, but after extended play time only ended up sticking both games in my library as reference points for some future article on gaming's not quite hits featuring sexy ladies or something like that.
Both were cool-looking games with female leads (GV had an added male character, but he wasn't the selling point) and great developer pedigrees, yet both games can be frustrating to play until you sit down and nail the controls. At some point, you realize that neither game is actually worth all that fuss is you're expecting something spectacular to occur that moves you to that next level of immersion. Vanessa speaks and the illusion is ruined. In GV, you learn to beat formerly impossible bosses which only leads to another glossy, gorgeous-looking level and more quirky gameplay.
Off topic (sort of), there are quite a few post-Tomb Raider games that also had potential and some were even quite playable, yet all died at retail thanks to a number of factors Rogue Ops, Stolen (which put its developer out of business), Dark Angel (The Jim Cameron one, not Metro 3D's tightly focused plot-less hack 'n slash) and so forth and so on...
yeah, i'm one of those devotees... hidden in the dark, while others continue to be either completely unaware of the game's existence, or falsely accuse it of being broken. it's like fact now, among the gaming community that PN3 is 'broken'. it's not of course, it just takes getting used to. like you said, it's awkward.
what brought me into PN3 was vanessa herself. i loved the idea of dance incorporated into combat. the thought of dance seems to go hand in with play.
i found the game too austere at first though, and gave up (VJ is more welcoming; warmer). i picked it up again last year, because i was inspired by it - it made me think about vanessa's strange relationship with this space station. i watched solaris, and i got a kind of similar vibe with PN3.
i think i partly started playing again to prove that everyone else was wrong about it being broken, but what that did was make me addicted to the game.. but not like sugar, or snack addiction. it's a sort of addiction to some kind of cruel mistress, who demands perfection. it's a game about perfection, similar to alien soldier where you have to learn how to move and perfect your movement.
i was masochistic enough to play until i got the 'papillon suit', which looks great ;P but it's also got all vanessa's abilities in it.. but with a catch; one hit and you're dead. perfection. HP does not matter, if you're perfect at dodging. this is why it's not a good idea to invest in the expensive suits that offer high defense, because later on in the game, you get better at dodging and you really need more firepower (on the harder difficulties and later training levels).
about neatness and restraint though... everything is more or less like that, except when you destroy a robot, because there is an explosion and twisted burnt metal flies everywhere. that's messy. the robot parts should individually remain intact, but just fall away into a pile.. or, they should have made them computer simulations or something, that dissapear after being eliminated.
it's a good game though; very original.. only unfairly pidgeon-holed into a genre. i totally agree with you about the restrictions aspect. not many developers have thought about this in such an interesting way.
Great article!
So glad the Wii plays GC games. eBay is calling...