Video Game RPG

Final-Zone 2

Reviewed by Michael LoCascio To this day, I can't quite understand how NEC managed to screw up so badly with the Turbografx-16 here in the United States. With all of the superb titles that were released over numerous years for the P. C. Engine in Japan, one would have thought that the TG-16 was bound for success. Well, it didn't quite turn out that way, and one of the main reasons was NEC's awful marketing of their revolutionary CD unit. For some reason, they thought it wise to release a number of sequels for games that had only been made available in Japan. You would think that if they were going to charge $400 for a video game system that they'd at least give players something that they can relate to in their catalog of games. Instead, they went ahead and released titles like Valis II, Cosmic Fantasy 2 (which was primarily a Working Designs product), and the subject of this review, Final Zone II. Final Zone II focuses on a group of soldiers who are out to prevent the apocalyptic plans of a mad scientist from reaching fruition. The evil doctor Alif Ruman apparently has it in for one of the members of this fellowship, and desires to slaughter the good guys just as much as they wish to thwart his maniacal efforts. Bowie, Franks, Velder, Hanson and Momoko will have their hands full with Ruman's forces, but they won't jump into the battle defenseless: each of them possesses a special type of Power Suit that not only protects them (to an extent) from enemy fire, but also places various types of destructive weapons at their disposal. Final Zone II is an overhead shooter designed along the same lines as the old classic, Commando. It is a one-player only contest which consists of seven stages. Like many other action games that appeared on the Turbo-CD, Final Zone II contains animated cinemas between stages which serve as story-telling devices. While there is some plot progression over the course of the adventure, most of the events that took place in these cinemas managed to completely elude me. There are numerous references to the first Final Zone adventure - or at least I think they're references, because I often have no idea what the heck these characters are talking about. If nothing else, NEC could have at least provided us with a little more background information on what is actually going on here. As they are, the cinemas will likely only serve to confuse you. Of course, the plots in these types of games are usually irrelevant, and Final Zone II certainly isn't an exception to the rule. The action is straightforward: advance forward and blast at anything or anyone that stands between you and the end of the level. The controls are simple: one button activates your standard weapon, while the other button triggers a special weapon that is available to you in limited quantities. The controls and game play are solid, if uninspired. I was a bit disappointed with the lack of depth or variety in Final Zone II. Now, I realize that this is essentially a 'what you see is what you get' genre in general, but Last Alert (also for the Turbo-CD) showed just how much can be done with the simple premise of overhead shooting. Instead of requiring you to complete certain tasks or meet assigned goals, Final Zone II simply asks that you blast your way through every level. Even the enemies generally remain the same from one stage to the next. There is one level in which you must take command of a helicopter, but the game play remains exactly the same. One refreshing element of Final Zone II was the ability to select from the various members of your party in certain stages. You are required to use assigned characters in Stages 1-3, but come Stage Four you'll be given the chance to choose from two or more of your party members. Each character possesses different types of standard and special weapons, and some members have larger life meters than others. There are two types of power-up icons that occasionally appear during your journey. Each icon flashes a certain letter that denotes the way in which it will help you. For instance, a very common icon is the one that displays the letter 'B'. Pick up this type of item and you will receive extra ammunition for your special weapons. However, if you wait for just a few seconds, the 'B' will change to an 'H'. Grabbing an 'H' icon will restore a portion of your life meter. Far less common than the 'B' item is the 'P' icon, which can extend your life meter. Give the 'P' item a few seconds and it will switch to an 's ', at which point it can refill your entire life meter. As far as difficulty is concerned, Final Zone II is a bit uneven. You'll fly through certain stages only to encounter bosses that wipe you out in a matter of seconds. On the other hand, some levels that are extremely difficult feature boss characters that are surprisingly weak. The stages are relatively lengthy, but don't expect an epic adventure here. There is no save feature, so the entire game will have to be completed in a single sitting. You do have a limitless amount of continues however, and you'll need them: should all of your energy be depleted, the game will be over. Opting to continue will send you all the way back to the beginning of the level that you were on. This can become somewhat annoying when you find yourself able to breeze right through a level, only to be continually defeated by a nasty boss character. The graphics in Final Zone II are very simplistic and could have been done just as well on a HuCard. The locations are bland and not very colorful, while the same, dull enemies pop up over and over again. Even the cinema scenes, which are usually the main attraction for Turbo-CD games, are extremely disappointing. Most of them only take up a very small portion of your television screen, and they aren't very well-drawn to begin with. The music is generally up-beat and listenable, although it certainly doesn't push the limits of the Turbo-CD. Ironically, the one track that does take advantage of the system's capabilities is by far the worst track in the entire game. Should you choose to use Momoko in Stage Four, you will be treated to an awful pop song consisting of cheesy lyrics such as, 'Like a shooting star, I will be here if you fall!' Well, it doesn't go exactly like that, but I'm sure you get the point. Imagine a Britney Spears song in a Contra game, and you will have some idea of how ridiculous this nonsense sounds in Final Zone II. Interestingly enough, the music that plays in each level is usually determined by what character you choose to use. For instance, choose Momoko and you will have to listen to that horrifying pop song. However, if you choose to use Hanson in that same stage, you will be treated to an entirely different tune. Whether you're on Stage One or Stage Six, if you're using Bowie you'll hear his particular track. Stages Three and Seven seem to be the only levels that play a specific tune regardless of which character you're using. While the sound effects in Final Zone II are nothing special, they certainly get the job done. The only annoying effects that I noticed were the sound that your helicopter makes while firing, and the high-pitched noise made by Velder's saber. Thankfully, you aren't actually required to use Velder in any of the levels, and he isn't a very good character anyway. As tedious and uninspired as it is, somewhere along the way Final Zone II manages to be an enjoyable video game. The action will keep you on your toes, and it can be quite fun to experiment with the five different characters. Still, I'd recommend Last Alert before this if what you're looking for is a solid overhead shooting game. If you make it through Last Alert and you happen to still want more, give Final Zone II a look. Overall: 6 out of 10

Click here to search for more information!!!

OR
Search the Net

Game Boy Game Cube Genesis NES Nintendo 64 Playstation Pokemon Super NES


Debt Help - Free Credit Report - Mortgages - Loans - Cheap Flights