"A dangerous game to review, indeed."

Introduction
Zone of the Enders: The 2nd Runner, Konami's second attempt at bringing a true mechanime to the Playstation 2, was at first quite a difficult game to approach. I mean, it looks so good. Particle effects, light trails, a cool hint of cel-shading, and anime cutscenes...anyone who likes giant fighting robots in the vein of Robotech and/or Tekkaman probably urinated themselves looking at screens. But a tepid glance is all this game might get from people who played the first Z.O.E., arguably one of the bigger disappointments the PS2 has experienced. So, how does the game stack up to today's best titles?

Graphics and Presentation - 10/10
Perfect graphics. I'm serious. 10 out of 10 means perfect, and I mean it. You won't see graphics this good in any other PS2 title, period; hell, this stacks up with the Xbox's better looking games. Lighting, particle effects, and that cel-shaded effect (look at the smoke!) are spot on, and the anime scenes included in the game are well drawn. The mech designs in Z.O.E. were awesome, and all the cooler looking Orbital Frames (Jehuty, Anubis, etc.) return and/or get upgraded. More varied backgrounds and excellent enemy variation, not to mention killer boss battles, improve replay value and give Z.O.E. 2 the critical boost the first one needed. Even the Vs. Mode got better, with more mechs that are now more balanced and way more battlefields to play on. Z.O.E. was hurt by a lack of variation, and Kojima seems to have listened - Z.O.E. 2 is presented as less an in-depth experience (a'la MGS2) and marketed as what it should be; an anime that you play.

Gameplay and Mechanics - 9/10
Jehuty still controls like a dream - more so, if you can but dig it. With even more moves than the first Enders, your starring mech is still the baddest thing on the block (next to Anubis). Only now, you can actually put all those good moves to use; Dingo Egret, the new pilot of Jehuty, rarely fights in hostage-style situations, and when he does, you still feel prompted to rip an I-Beam out of a building and whale some hapless Raptor with it (which, by the way, you can do). Unlike the first Z.O.E., in which your subweapons were a one-use-only (if that) deal, in The 2nd Runner ADA will assist you by recommending subweapons - and they actually WORK well! Wonder of wonders. Without Leo's whiny passive behavior, Jehuty is able to work the magic it should've in the first (and who likes civilians anyway?).
As far as actual controls go, like I said, its like you actually are piloting a machine that effortlessly does what it's told to do. Z.O.E. oozes more polish than (dare I say) Devil May Cry, and with DMC's latest installment, Z.O.E. 2 is a more worthy buy. Switching subweapons is now as easy as switching items in Metal Gear Solid (since the mechanic is more or less the same) and using the Grab feature has never been more fun. The level up system is back, although it serves the same function as before - no new moves for level ups, just added hit points and subweapon energy. Burst Attacks, back from the first game, seem to have been reduced in effectiveness since the first one; even though they're supposed to be unblockable, Bosses don't take damage from them at all more often than not. A great new addition to combat, however, is the ability to target multiple enemies with the Homing Laser attack (and yes, you'll need it quite a bit). All in all, the developers knew enough not to change the gameplay too much, but had the good sense to add in things they should've had in the first place.

Audio - 9/10
If the game has one weakness, it's that nearly all of the memorable tunes you hear are from the first game; the ambient music is a great backdrop, very techno-pop, but nothing you'll be humming to yourself (well, the tune you hear whenever Anubis is around is quite compelling). The music serves more as a supplement to the action - unlike some games, you won't find it distracting you as you wait for a certain part of the battle theme to rise up, and unlike some games, you won't find yourself muting the TV when you start fighting. While it could've been better, it definitely isn't bad. And some of the theme songs will actually get stuck in your head - but then again, I'm comparing this to the fabulous MGS2 soundtrack.

Plot - 9/10
Z.O.E. 2's plot, while compelling in its own right, offers none of the complex Tom Clancy-esque philosophy that is so Kojima's style; instead, Zone of the Enders 2 stands on the strength of its characters and their respective predictaments rather than an abstract ideal or greater goal. This is what MGS2 should've been like, but no matter. If there's any one failing of the storyline, its that certain plot devices are overused - also, its quite easy to figure out certain elements of the story that aren't divulged until later on...and by that time, you already know. Dingo Egret is the story's strongest point, and he is leaps and bounds a better developed character than Leo Stenbuck (insofar as previous history; let's face it, Leo is more or less Shinji Ikari with a more stylized mecha).
Then again, certain story elements will take you totally by surprise, even if you've tried to find out absolutely everything about the game. So, I'll have to give this a 9, too.

Replay Value - 8/10
Extra Missions, Vs. Mode., and more than one version of Jehuty to use. What more could you possibly want in a mechanime action game? With an awesome mini-game included (which has its own title screen) and the ability to play as more than one Frame outside of the Vs. Mode, the replay value of Z.O.E. 2 is easily ten times that of the original.

Rent or Buy?
Problem - Z.O.E. 2 isn't long if you're only interested in playing through once, especially on Easy Mode. Unless you plan on investing time into the game (hint: Gradius fans will love some of the extras), you should just rent it; if you actually want to get the entire Z.O.E. 2 experience, you'll need to buy this game.

Reviewer's Score: 10/10, Originally Posted: 02/18/03, Updated 02/18/03

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