P.N.03: Difference between revisions
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{{Infobox video game |
{{Infobox video game |
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|image=PN03NTSCcover.jpg |
| image = PN03NTSCcover.jpg |
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|alt = Artwork of a vertically rectangular box. Depicted in front of a white background is a woman in a white and grey outfit on the right side of the artwork. Above her head is the title "P.N.03" with the words "Product Number" below it. |
| alt = Artwork of a vertically rectangular box. Depicted in front of a white background is a woman in a white and grey outfit on the right side of the artwork. Above her head is the title "P.N.03" with the words "Product Number" below it. |
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|caption=North American box art with main protagonist Vanessa Z. Schneider |
| caption = North American box art with main protagonist Vanessa Z. Schneider |
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|developer={{nowrap|[[Capcom Production Studio 4]]<ref>{{cite web|url=https://www.capcom.co.jp/studio4/index.html|archive-url=https://web.archive.org/web/20050206023353/https://www.capcom.co.jp/studio4/index.html|title=Production Studio 4|language=ja|archive-date=February 6, 2005|publisher=[[Capcom Co., Ltd]]}}</ref>}} |
| developer = {{nowrap|[[Capcom Production Studio 4]]<ref>{{cite web|url=https://www.capcom.co.jp/studio4/index.html|archive-url=https://web.archive.org/web/20050206023353/https://www.capcom.co.jp/studio4/index.html|title=Production Studio 4|language=ja|archive-date=February 6, 2005|publisher=[[Capcom Co., Ltd]]}}</ref>}} |
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|publisher=[[Capcom]] |
| publisher = [[Capcom]]{{vgrelease|AU|[[THQ]]}} |
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|director=[[Shinji Mikami]] |
| director = [[Shinji Mikami]] |
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|producer=[[Hiroyuki Kobayashi (producer)|Hiroyuki Kobayashi]] |
| producer = [[Hiroyuki Kobayashi (producer)|Hiroyuki Kobayashi]] |
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|designer=Kuniomi Matsushita<br>Hiroaki Yasukura |
| designer = Kuniomi Matsushita<br>Hiroaki Yasukura |
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|composer={{ubl|Shusaku Uchiyama|Makoto Tomozawa}} |
| composer = {{ubl|Shusaku Uchiyama|Makoto Tomozawa}} |
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|platforms=[[GameCube]] |
| platforms = [[GameCube]] |
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| released = {{vgrelease|JP|March 27, 2003<ref>{{Cite web |date=January 9, 2003 |title=''P.N.03'' Release Set |url=https://www.ign.com/articles/2003/01/09/pn03-release-set |access-date=May 22, 2024 |website=[[IGN]] |language=en}}</ref>|UK|August 29, 2003<ref>{{Cite web |last=Bramwell |first=Tom |date=August 5, 2003 |title=Fancy a ''P.N.03'' demo disc? |url=https://www.eurogamer.net/news050803pn03 |access-date=May 22, 2024 |website=[[Eurogamer]]}}</ref>|AU|September 5, 2003<ref>{{Cite web |date=September 5, 2003 |title=White is the New Black as THQ Releases ''P.N.03'' |url=https://www.nintendo.com.au/nintendo/news/index.php |archive-url=https://web.archive.org/web/20031202222005/https://www.nintendo.com.au/nintendo/news/index.php |archive-date=December 2, 2003 |access-date=May 22, 2024 |website=[[Nintendo|Nintendo Australia]]}}</ref>|NA|September 9, 2003}} |
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|released={{vgrelease|JP|March 27, 2003|PAL|August 29, 2003|NA|September 9, 2003}} |
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|genre=[[Third-person shooter]] |
| genre = [[Third-person shooter]] |
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|modes=[[Single-player]] |
| modes = [[Single-player]] |
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}} |
}} |
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{{Nihongo foot|'''''P.N.03'''''|ピーエヌ スリー|Pī Enu Surī|lead=yes|group=lower-alpha}} ('''''Product Number Three''''') is a 2003 [[third-person shooter]] developed and published by [[Capcom]] for the [[GameCube]]. Set in a space colony compound, the game follows a female mercenary fighting against berserk robots. It was directed by [[Shinji Mikami]] and produced by [[Hiroyuki Kobayashi (producer)|Hiroyuki Kobayashi]]. To avoid similarities with ''[[Devil May Cry]]'' and ''[[Resident Evil]]'', the game designers emphasized defensive and rhythmic maneuvers and a "feminine" game world. |
{{Nihongo foot|'''''P.N.03'''''|ピーエヌ スリー|Pī Enu Surī|lead=yes|group=lower-alpha}} ('''''Product Number Three''''') is a 2003 [[third-person shooter]] developed and published by [[Capcom]] for the [[GameCube]]. Set in a space colony compound, the game follows a female mercenary fighting against berserk robots. It was directed by [[Shinji Mikami]] and produced by [[Hiroyuki Kobayashi (producer)|Hiroyuki Kobayashi]]. To avoid similarities with ''[[Devil May Cry]]'' and ''[[Resident Evil]]'', the game designers emphasized defensive and rhythmic maneuvers and a "feminine" game world. |
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The game was developed on a tight schedule in an attempt to offset Capcom's poor [[fiscal year]]. However, it received mixed reviews and failed commercially. Several critics found the game repetitive and unintuitive. They were divided on its gameplay mechanics: some disliked its controls—specifically the inability to move and shoot simultaneously—while others compared it favorably to the [[golden age of arcade games]]. Mikami repurposed ideas from ''P.N.03'' for the game ''[[Vanquish (video game)|Vanquish |
The game was developed on a tight schedule in an attempt to offset Capcom's poor [[fiscal year]]. However, it received mixed reviews and failed commercially. Several critics found the game repetitive and unintuitive. They were divided on its gameplay mechanics: some disliked its controls—specifically the inability to move and shoot simultaneously—while others compared it favorably to the [[golden age of arcade games]]. Mikami repurposed ideas from ''P.N.03'' for the game ''[[Vanquish (video game)|Vanquish]]''. |
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==Gameplay and plot== |
==Gameplay and plot== |
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[[File:PN3-9.jpg|thumb|left|alt=A horizontally rectangular video game screenshot with a digital representation of a space station. A woman in a glowing yellow outfit faces a grey robot at the center of the screen.|Vanessa Z. Schneider fighting an enemy.]] |
[[File:PN3-9.jpg|thumb|left|alt=A horizontally rectangular video game screenshot with a digital representation of a space station. A woman in a glowing yellow outfit faces a grey robot at the center of the screen.|Vanessa Z. Schneider fighting an enemy.]] |
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The player controls Vanessa Z. Schneider, a freelance mercenary working on [[space colonization|colonized planets]]. She is contracted by a mysterious client to destroy Computerized Armament Management System (CAMS) robots that have gone berserk.<ref>{{cite book|editor=Capcom staff|title=P.N.03 UK instruction manual|year=2003|publisher=Capcom|page=4}}</ref> Robots of this type had been responsible for killing Vanessa's parents.<ref>{{cite video game|title=P.N.03|developer=Capcom|date=2003-09-09|platform=Nintendo GameCube|quote='''Client:''' I read in your profile that your parents were killed by CAMS.}}</ref> To combat the CAMS, Vanessa wears "[[Aegis]] suits", [[powered exoskeleton]]s that connect to her spine and allow her to fire energy beams from her palms and to perform powerful attacks called "energy drives". It depletes the energy meter, grants temporary invulnerability to Vanessa and damages multiple enemies.<ref name="GS-Preview"/> At [[Saved game#Checkpoints|checkpoints]], the player uses points earned from defeated robots to purchase Aegis suits, suit upgrades and energy drives.<ref name="GS-Preview"/> The player may play "trial missions" (randomly generated levels) between missions to score extra points. |
The player controls [[Vanessa Z. Schneider]], a freelance mercenary working on [[space colonization|colonized planets]]. She is contracted by a mysterious client to destroy Computerized Armament Management System (CAMS) robots that have gone berserk.<ref>{{cite book|editor=Capcom staff|title=P.N.03 UK instruction manual|year=2003|publisher=Capcom|page=4}}</ref> Robots of this type had been responsible for killing Vanessa's parents.<ref>{{cite video game|title=P.N.03|developer=Capcom|date=2003-09-09|platform=Nintendo GameCube|quote='''Client:''' I read in your profile that your parents were killed by CAMS.}}</ref> To combat the CAMS, Vanessa wears "[[Aegis]] suits", [[powered exoskeleton]]s that connect to her spine and allow her to fire energy beams from her palms and to perform powerful attacks called "energy drives". It depletes the energy meter, grants temporary invulnerability to Vanessa and damages multiple enemies.<ref name="GS-Preview"/> At [[Saved game#Checkpoints|checkpoints]], the player uses points earned from defeated robots to purchase Aegis suits, suit upgrades and energy drives.<ref name="GS-Preview"/> The player may play "trial missions" (randomly generated levels) between missions to score extra points. |
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The CAMS robots attack in set patterns, and their next moves are indicated by visual and aural cues. The player avoids these attacks via evasive spins, rolls and other maneuvers.<ref name="GS-Preview"/> Vanessa cannot move while attacking, and so the player must often use the environment as cover. Defeated enemies sometimes drop items that replenish health and energy or that trigger a [[Combo (video gaming)|combo]] timer, which multiplies the points earned from enemies destroyed consecutively.<ref name="GS-Preview"/> Each mission takes place in a series of rooms that contain a fixed number of enemies and may include a [[Boss (video games)|boss]] robot. At the end of a mission, the player receives a score based on the number of rooms explored and enemies destroyed. |
The CAMS robots attack in set patterns, and their next moves are indicated by visual and aural cues. The player avoids these attacks via evasive spins, rolls and other maneuvers.<ref name="GS-Preview"/> Vanessa cannot move while attacking, and so the player must often use the environment as cover. Defeated enemies sometimes drop items that replenish health and energy or that trigger a [[Combo (video gaming)|combo]] timer, which multiplies the points earned from enemies destroyed consecutively.<ref name="GS-Preview"/> Each mission takes place in a series of rooms that contain a fixed number of enemies and may include a [[Boss (video games)|boss]] robot. At the end of a mission, the player receives a score based on the number of rooms explored and enemies destroyed. |
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==Development== |
==Development== |
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In November 2002, Capcom announced the [[Capcom Five]], a group of video games developed by [[Capcom Production Studio 4]] and overseen by ''[[Resident Evil]]'' creator [[Shinji Mikami]]. Among these titles was ''P.N.03'', directed by Mikami. Capcom conceived the Capcom Five to bring new [[intellectual property]] to the industry, which the company viewed at the time as stagnant.<ref name="IGN-Capcom5">{{cite web|author=Staff|date=2002-11-13|title=Capcom's Fantastic Five|url=https://www.ign.com/articles/2002/11/13/capcoms-fantastic-five?amp=1|url-status=live|archive-url=https://web.archive.org/web/20110519072946/https://cube.ign.com/articles/377/377330p1.html|archive-date=May 19, 2011|access-date=2011-09-13|website=IGN}}</ref> According to [[Hiroyuki Kobayashi (producer)|Hiroyuki Kobayashi]], the ''P.N.03'' team's goal was to make a game both "fun to watch and fun to play". The team focused on the game's audiovisuals, action and speed, and they tried to balance the "tension experienced on the battlefield and the exhilaration of taking out the enemies".<ref>{{cite magazine|last=Minkley|first=Johnny|date=2003-04-01|title=Interview: P.N.03 unloads|url=https://www.computerandvideogames.com/89343/interviews/interview-pn03-unloads/|magazine=[[Computer and Video Games]]|archive-url=https://web.archive.org/web/20121104183751/https://www.computerandvideogames.com/89343/interviews/interview-pn03-unloads/|archive-date=2012-11-04|access-date=2011-09-14}}</ref> Mikami wanted ''P.N.03'' to evoke the same feelings as classic |
In November 2002, Capcom announced the [[Capcom Five]], a group of video games developed by [[Capcom Production Studio 4]] and overseen by ''[[Resident Evil]]'' creator [[Shinji Mikami]]. Among these titles was ''P.N.03'', directed by Mikami. Capcom conceived the Capcom Five to bring new [[intellectual property]] to the industry, which the company viewed at the time as stagnant.<ref name="IGN-Capcom5">{{cite web|author=Staff|date=2002-11-13|title=Capcom's Fantastic Five|url=https://www.ign.com/articles/2002/11/13/capcoms-fantastic-five?amp=1|url-status=live|archive-url=https://web.archive.org/web/20110519072946/https://cube.ign.com/articles/377/377330p1.html|archive-date=May 19, 2011|access-date=2011-09-13|website=IGN}}</ref> According to [[Hiroyuki Kobayashi (producer)|Hiroyuki Kobayashi]], the ''P.N.03'' team's goal was to make a game both "fun to watch and fun to play". The team focused on the game's audiovisuals, action and speed, and they tried to balance the "tension experienced on the battlefield and the exhilaration of taking out the enemies".<ref>{{cite magazine|last=Minkley|first=Johnny|date=2003-04-01|title=Interview: P.N.03 unloads|url=https://www.computerandvideogames.com/89343/interviews/interview-pn03-unloads/|magazine=[[Computer and Video Games]]|archive-url=https://web.archive.org/web/20121104183751/https://www.computerandvideogames.com/89343/interviews/interview-pn03-unloads/|archive-date=2012-11-04|access-date=2011-09-14}}</ref> Mikami wanted ''P.N.03'' to evoke the same feelings as classic [[Famicom]] games.<ref name="SM-01"/> While the staff felt the background graphics were important, they prioritized excitement in the game world.<ref name="Capcom-Concept">{{cite web|first=Shinji|last=Makami|url=https://www.capcom.com/P.N.03/concept.html|title=P.N.03 Concept|publisher=Capcom|access-date=2006-07-05|archive-url=https://web.archive.org/web/20060823075726/https://www.capcom.com/P.N.03/concept.html|archive-date=2006-08-23|url-status=dead}}</ref> |
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During the planning stage, ''P.N.03'' was originally a [[Wargame (video games)|wargame]] referred to as the "robot war game". Five days into development, the staff created a preliminary demonstration of the graphics. Mikami was unsatisfied with this prototype and decided to rework the project as a third-person shooting game.<ref>{{cite web|last=Mikami|first=Shinji|url=https://www.capcom.co.jp/pn03/pn03_cl/pn_cl01.html|title=P.N.03 column: -1- The department head and the director|publisher=Capcom|access-date=2011-11-27|language=ja|url-status=dead|archive-url=https://web.archive.org/web/20130405172222/https://www.capcom.co.jp/pn03/pn03_cl/pn_cl01.html|archive-date=2013-04-05}}</ref> The director wanted to name the game ''Jaguar'' to reflect Vanessa's cat-like agility. However, other staff members disliked the name: some claimed that it failed to describe the game, while others thought that ''White Jaguar'' was a better title. Mikami chose ''P.N.03'' as a hint to the game's plot.<ref name="SM-3">{{cite web|last=Mikami|first=Shinji|url=https://www.capcom.co.jp/pn03/pn03_cl/pn_cl03.html|title=P.N.03 column: -3- The name|publisher=Capcom|access-date=2011-11-27|language=ja|url-status=dead|archive-url=https://web.archive.org/web/20130405200607/https://www.capcom.co.jp/pn03/pn03_cl/pn_cl03.html|archive-date=2013-04-05}}</ref> |
During the planning stage, ''P.N.03'' was originally a [[Wargame (video games)|wargame]] referred to as the "robot war game". Five days into development, the staff created a preliminary demonstration of the graphics. Mikami was unsatisfied with this prototype and decided to rework the project as a third-person shooting game.<ref name="SM-01">{{cite web|last=Mikami|first=Shinji|url=https://www.capcom.co.jp/pn03/pn03_cl/pn_cl01.html|title=P.N.03 column: -1- The department head and the director|publisher=Capcom|access-date=2011-11-27|language=ja|url-status=dead|archive-url=https://web.archive.org/web/20130405172222/https://www.capcom.co.jp/pn03/pn03_cl/pn_cl01.html|archive-date=2013-04-05}}</ref> The director wanted to name the game ''Jaguar'' to reflect Vanessa's cat-like agility. However, other staff members disliked the name: some claimed that it failed to describe the game, while others thought that ''White Jaguar'' was a better title. Mikami chose ''P.N.03'' as a hint to the game's plot.<ref name="SM-3">{{cite web|last=Mikami|first=Shinji|url=https://www.capcom.co.jp/pn03/pn03_cl/pn_cl03.html|title=P.N.03 column: -3- The name|publisher=Capcom|access-date=2011-11-27|language=ja|url-status=dead|archive-url=https://web.archive.org/web/20130405200607/https://www.capcom.co.jp/pn03/pn03_cl/pn_cl03.html|archive-date=2013-04-05}}</ref> |
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[[File:PN03gun.jpg|thumb|alt=A horizontally rectangular video game screenshot that is a digital representation of a space station. A woman in a white and grey suit holding a large black gun ducks underneath a blue beam of light.|Early versions of ''P.N.03'' highlighted shooting gameplay and featured the protagonist with a gun, which was removed due to time constraints.]] |
[[File:PN03gun.jpg|thumb|alt=A horizontally rectangular video game screenshot that is a digital representation of a space station. A woman in a white and grey suit holding a large black gun ducks underneath a blue beam of light.|Early versions of ''P.N.03'' highlighted shooting gameplay and featured the protagonist with a gun, which was removed due to time constraints.]] |
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Early coverage of ''P.N.03'' by [[GameSpot]] and [[IGN]] highlighted the game's acrobatics and shooting.<ref name="IGN-Capcom5"/><ref>{{cite web|author=Staff|date=2002-11-14|title=Product Number 03|url=https://www.ign.com/articles/2002/11/14/product-number-03?amp=1|url-status=live|archive-url=https://web.archive.org/web/20100118130458/https://cube.ign.com/articles/377/377351p1.html|archive-date=January 18, 2010|access-date=2011-09-13|website=IGN}}</ref><ref>{{cite web|url=https://www.gamespot.com/articles/capcom-reveals-pn-03/1100-2897565/|title=Capcom reveals P.N. 03|first=Jeff|last=Gerstmann|website=GameSpot|date=2002-11-14|access-date=2011-09-14|archive-date=2014-03-22|archive-url=https://web.archive.org/web/20140322015716/https://www.gamespot.com/articles/capcom-reveals-pn-03/1100-2897565/|url-status=live}}</ref> ''P.N.03''{{'}}s gameplay was initially similar to that of ''[[Devil May Cry]]'': Vanessa attacked with two pistols and performed acrobatic moves like [[Dante (Devil May Cry)|Dante]].<ref name="GS-Preview">{{cite web|url=https://www.gamespot.com/p-n-03/previews/pn-03-preview-6024397/|title=P.N. 03 Preview|first=Giancarlo|last=Varanini|website=GameSpot|date=2003-04-02|access-date=2011-09-14}}</ref> Feeling that it resembled ''Devil May Cry'' too closely, Mikami altered the game to reward players for performing defensive moves.<ref name="GI-119">{{cite magazine|magazine=[[Game Informer]]|publisher=GameStop|title=GI News: Capcom Ends 'Cube Exclusivity|author=Staff|issue=119|date=March 2003|page=28}}</ref> Mikami wanted Vanessa to use guns, but the developers couldn't complete the animated graphics for weapons in time for release.<ref name="Vanquish-Interview">{{cite web|url=https://www.next-gen.biz/features/interview-shinji-mikami|title=Interview: Shinji Mikami|author=Staff|publisher=Edge|date=2010-08-12|access-date=2011-09-14|url-status=dead|archive-url=https://web.archive.org/web/20110829111910/https://www.next-gen.biz/features/interview-shinji-mikami|archive-date=2011-08-29}}</ref> The guns were replaced with energy bolts fired from the character.<ref name="GS-Preview"/><ref name="Vanquish-Interview"/> In an effort to meet yearly sales goals, Capcom developed ''P.N.03'' quickly and released it in March 2003.<ref name="GS-Losses">{{cite web|url=https://www.gamespot.com/articles/capcom-declares-losses-shelves-18-games/1100-6025321/|title=Capcom declares losses, shelves 18 games|first=Hirohiko|last=Niizumi|website=GameSpot|date=2003-04-18|access-date=2011-09-14|archive-date=2015-07-06|archive-url=https://web.archive.org/web/20150706164956/https://www.gamespot.com/articles/capcom-declares-losses-shelves-18-games/1100-6025321/|url-status=live}}</ref><ref name="1UP-Profile">{{cite web|url=https://www.1up.com/features/shinji-mikami-profile?pager.offset=3|title=Shinji Mikami Profile|first=Matt|last=Leone|work=1UP.com|publisher=Ziff Davis|page=4|year=2010|archive-url=https://web.archive.org/web/20150715080426/https://www.1up.com/features/shinji-mikami-profile?pager.offset=3|archive-date=July 15, 2015|access-date=July 14, 2015|url-status=dead}}</ref> Many of Capcom's releases for the year had underperformed.<ref name="GS-Losses"/><ref name="GP-Losses">{{cite magazine|url=https://www.gamepro.com/article/news/29009/capcom-announces-losses-cancels-projects/|title=Capcom Announces Losses, Cancels Projects|magazine=GamePro|first=Fennec|last=Fox|date=2003-04-18|access-date=2011-10-24|archive-url=https://web.archive.org/web/20131219115034/https://www.gamepro.com/article/news/29009/capcom-announces-losses-cancels-projects/|url-status=dead|archive-date=2013-12-19}}</ref> ''[[Viewtiful Joe (video game)|Viewtiful Joe]]'', another Capcom Five title, was delayed into the next fiscal year to decrease the possible sales that had to be offset.<ref name="1UP-Profile"/> After leaving Capcom, Mikami later incorporated ideas he intended for ''P.N.03'' into the 2010 game ''[[Vanquish (video game)|Vanquish]]''.<ref name="Vanquish-Interview"/> |
Early coverage of ''P.N.03'' by ''[[GameSpot]]'' and ''[[IGN]]'' highlighted the game's acrobatics and shooting.<ref name="IGN-Capcom5"/><ref>{{cite web|author=Staff|date=2002-11-14|title=Product Number 03|url=https://www.ign.com/articles/2002/11/14/product-number-03?amp=1|url-status=live|archive-url=https://web.archive.org/web/20100118130458/https://cube.ign.com/articles/377/377351p1.html|archive-date=January 18, 2010|access-date=2011-09-13|website=IGN}}</ref><ref>{{cite web|url=https://www.gamespot.com/articles/capcom-reveals-pn-03/1100-2897565/|title=Capcom reveals P.N. 03|first=Jeff|last=Gerstmann|website=GameSpot|date=2002-11-14|access-date=2011-09-14|archive-date=2014-03-22|archive-url=https://web.archive.org/web/20140322015716/https://www.gamespot.com/articles/capcom-reveals-pn-03/1100-2897565/|url-status=live}}</ref> ''P.N.03''{{'}}s gameplay was initially similar to that of ''[[Devil May Cry]]'': Vanessa attacked with two pistols and performed acrobatic moves like [[Dante (Devil May Cry)|Dante]].<ref name="GS-Preview">{{cite web|url=https://www.gamespot.com/p-n-03/previews/pn-03-preview-6024397/|title=P.N. 03 Preview|first=Giancarlo|last=Varanini|website=GameSpot|date=2003-04-02|access-date=2011-09-14}}</ref> Feeling that it resembled ''Devil May Cry'' too closely, Mikami altered the game to reward players for performing defensive moves.<ref name="GI-119">{{cite magazine|magazine=[[Game Informer]]|publisher=GameStop|title=GI News: Capcom Ends 'Cube Exclusivity|author=Staff|issue=119|date=March 2003|page=28}}</ref> Mikami wanted Vanessa to use guns, but the developers couldn't complete the animated graphics for weapons in time for release.<ref name="Vanquish-Interview">{{cite web|url=https://www.next-gen.biz/features/interview-shinji-mikami|title=Interview: Shinji Mikami|author=Staff|publisher=Edge|date=2010-08-12|access-date=2011-09-14|url-status=dead|archive-url=https://web.archive.org/web/20110829111910/https://www.next-gen.biz/features/interview-shinji-mikami|archive-date=2011-08-29}}</ref> The guns were replaced with energy bolts fired from the character.<ref name="GS-Preview"/><ref name="Vanquish-Interview"/> In an effort to meet yearly sales goals, Capcom developed ''P.N.03'' quickly and released it in March 2003.<ref name="GS-Losses">{{cite web|url=https://www.gamespot.com/articles/capcom-declares-losses-shelves-18-games/1100-6025321/|title=Capcom declares losses, shelves 18 games|first=Hirohiko|last=Niizumi|website=GameSpot|date=2003-04-18|access-date=2011-09-14|archive-date=2015-07-06|archive-url=https://web.archive.org/web/20150706164956/https://www.gamespot.com/articles/capcom-declares-losses-shelves-18-games/1100-6025321/|url-status=live}}</ref><ref name="1UP-Profile">{{cite web|url=https://www.1up.com/features/shinji-mikami-profile?pager.offset=3|title=Shinji Mikami Profile|first=Matt|last=Leone|work=1UP.com|publisher=Ziff Davis|page=4|year=2010|archive-url=https://web.archive.org/web/20150715080426/https://www.1up.com/features/shinji-mikami-profile?pager.offset=3|archive-date=July 15, 2015|access-date=July 14, 2015|url-status=dead}}</ref> Many of Capcom's releases for the year had underperformed.<ref name="GS-Losses"/><ref name="GP-Losses">{{cite magazine|url=https://www.gamepro.com/article/news/29009/capcom-announces-losses-cancels-projects/|title=Capcom Announces Losses, Cancels Projects|magazine=GamePro|first=Fennec|last=Fox|date=2003-04-18|access-date=2011-10-24|archive-url=https://web.archive.org/web/20131219115034/https://www.gamepro.com/article/news/29009/capcom-announces-losses-cancels-projects/|url-status=dead|archive-date=2013-12-19}}</ref> ''[[Viewtiful Joe (video game)|Viewtiful Joe]]'', another Capcom Five title, was delayed into the next fiscal year to decrease the possible sales that had to be offset.<ref name="1UP-Profile"/> After leaving Capcom, Mikami later incorporated ideas he intended for ''P.N.03'' into the 2010 game ''[[Vanquish (video game)|Vanquish]]''.<ref name="Vanquish-Interview"/> |
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Kobayashi aimed to avoid conventions established in ''Resident Evil'', such as that series' dark, masculine world. With ''P.N.03'', Kobayashi wanted to portray a "white" world with "feminine, delicate lines". To that end, the staff applied a minimalist approach to the visuals, used "fine drawn lines", and emphasized "visibility and creativity" in the game world.<ref name="Capcom-Concept"/><ref name="IGN-Kobayashi-Interview">{{cite web|author=Staff|date=2003-09-08|title=P.N.0.3 Interview: Hiroyuki Kobayashi|url=https://www.ign.com/articles/2003/09/08/pn03-interview-hiroyuki-kobayashi?amp=1|url-status=live|archive-url=https://web.archive.org/web/20101216064614/https://cube.ign.com/articles/437/437186p1.html|archive-date=December 16, 2010|access-date=2011-09-13|website=IGN}}</ref> To maintain the game's "delicate image", the developers tried to make the visuals easy to view and understand.<ref name="Capcom-Concept"/> The team crafted the gameplay to avoid "button mashing"; instead, players were meant to observe enemy attack patterns and think before acting.<ref name="IGN-Kobayashi-Interview"/> Mechanical designer Shou Sakai tried to craft "things that would stick in [the player's] mind". Because of the tight development schedule, [[3D modeling|3D models]] had to be created immediately after their designs were completed. Sakai described the lack of time as the "toughest part" of the process.<ref name="GP-Screens">{{cite magazine|url=https://www.gamepro.com/article/news/28430/more-p-n-03-screens/|title = More P.N.03 Screens|first=Fennec|last=Fox|magazine=GamePro|date=2003-03-03|access-date=2011-09-21|archive-url=https://web.archive.org/web/20120905045545/https://www.gamepro.com/article/news/28430/more-p-n-03-screens/|url-status=dead|archive-date=2012-09-05}}</ref> |
Kobayashi aimed to avoid conventions established in ''Resident Evil'', such as that series' dark, masculine world. With ''P.N.03'', Kobayashi wanted to portray a "white" world with "feminine, delicate lines". To that end, the staff applied a minimalist approach to the visuals, used "fine drawn lines", and emphasized "visibility and creativity" in the game world.<ref name="Capcom-Concept"/><ref name="IGN-Kobayashi-Interview">{{cite web|author=Staff|date=2003-09-08|title=P.N.0.3 Interview: Hiroyuki Kobayashi|url=https://www.ign.com/articles/2003/09/08/pn03-interview-hiroyuki-kobayashi?amp=1|url-status=live|archive-url=https://web.archive.org/web/20101216064614/https://cube.ign.com/articles/437/437186p1.html|archive-date=December 16, 2010|access-date=2011-09-13|website=IGN}}</ref> To maintain the game's "delicate image", the developers tried to make the visuals easy to view and understand.<ref name="Capcom-Concept"/> The team crafted the gameplay to avoid "button mashing"; instead, players were meant to observe enemy attack patterns and think before acting.<ref name="IGN-Kobayashi-Interview"/> Mechanical designer Shou Sakai tried to craft "things that would stick in [the player's] mind". Because of the tight development schedule, [[3D modeling|3D models]] had to be created immediately after their designs were completed. Sakai described the lack of time as the "toughest part" of the process.<ref name="GP-Screens">{{cite magazine|url=https://www.gamepro.com/article/news/28430/more-p-n-03-screens/|title = More P.N.03 Screens|first=Fennec|last=Fox|magazine=GamePro|date=2003-03-03|access-date=2011-09-21|archive-url=https://web.archive.org/web/20120905045545/https://www.gamepro.com/article/news/28430/more-p-n-03-screens/|url-status=dead|archive-date=2012-09-05}}</ref> |
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Mikami was indifferent to the main character's gender. During the early creation process, he left the decision to his staff, who ultimately chose a female character. Because ''P.N.03'' takes place in a space colony, Mikami wanted Vanessa's country of origin to be ambiguous. To that end, she was given a combination of [[French name|French]], [[German name|German]], and English names. The designers posed Vanessa crouched on her hands and knees to resemble a [[jaguar]], as an homage to the ''Jaguar'' title.<ref name="SM-3"/> |
Mikami was indifferent to the main character's gender. During the early creation process, he left the decision to his staff, who ultimately chose a female character. Because ''P.N.03'' takes place in a space colony, Mikami wanted Vanessa's country of origin to be ambiguous. To that end, she was given a combination of [[French name|French]], [[German name|German]], and English names. Vanessa's movements were animated freehand, without [[motion capture]] technology.<ref name="SM-02">{{cite web|last=Mikami|first=Shinji|url=https://www.capcom.co.jp/pn03/pn03_cl/pn_cl02.html|title=P.N.03 column: -2- Vanessa|publisher=Capcom|access-date=2011-11-27|language=ja|url-status=dead|archive-url=https://web.archive.org/web/20130405172458/https://www.capcom.co.jp/pn03/pn03_cl/pn_cl02.html|archive-date=2013-04-05}}</ref> The designers posed Vanessa crouched on her hands and knees to resemble a [[jaguar]], as an homage to the ''Jaguar'' title.<ref name="SM-3"/> The staff integrated rhythmic motions to her maneuvers to emulate dancing and to make her appear stylish. Kobayashi wanted Vanessa to be a "cool and sexy mercenary with a tough exterior that hides her dark past."<ref name="IGN-Kobayashi-Interview"/> In retrospect, he was proud of the character's style and movements.<ref>{{cite journal|date=January 2004|title=Vanessa Z. Schneider|journal=Play Magazine Presents Girls of Gaming|publisher=Fusion Publishing, Inc.|issue=1|page=10}}</ref> |
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== Release == |
== Release == |
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| rev1Score = 4 out of 10<ref name=gmr>{{cite web |last= Byrnes |first=Paul |date= October 1, 2003 |title= Dirty Dancing |archive-url=https://web.archive.org/web/20040512145505/https://www.gmrmagazine.com/article2/0%2C2053%2C1492107%2C00.asp |url= https://www.gmrmagazine.com/article2/0,2053,1492107,00.asp |archive-date= May 12, 2004 |work=[[GMR (magazine)|GMR]] |url-status=dead }}</ref> |
| rev1Score = 4 out of 10<ref name=gmr>{{cite web |last= Byrnes |first=Paul |date= October 1, 2003 |title= Dirty Dancing |archive-url=https://web.archive.org/web/20040512145505/https://www.gmrmagazine.com/article2/0%2C2053%2C1492107%2C00.asp |url= https://www.gmrmagazine.com/article2/0,2053,1492107,00.asp |archive-date= May 12, 2004 |work=[[GMR (magazine)|GMR]] |url-status=dead }}</ref> |
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}} |
}} |
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''P.N.03'' failed commercially and received positive to mixed reviews,<ref>{{cite web |url= https://kotaku.com/5806800/remembering-capcoms-great-nintendo-promise--betrayal |title= Remembering Capcom's Great Nintendo Promise / Betrayal |website= Kotaku |first= Luke |last= Plunkett |date= 2011-05-31 |access-date= 2011-10-24 |archive-date= 2011-09-02 |archive-url= https://web.archive.org/web/20110902030015/https://kotaku.com/5806800/remembering-capcoms-great-nintendo-promise--betrayal |url-status= live }}</ref><ref name="Edge-Extended">{{cite journal |title= Time Extend: P.N.03 |journal= Edge |publisher= [[Future plc|Future Publishing]] |id= I=163 |author= Staff |date= November 2009 |url= https://www.next-gen.biz/features/time-extend-pn03 |access-date= 2011-10-24 |url-status= dead |archive-url= https://web.archive.org/web/20101023155948/https://www.next-gen.biz/features/time-extend-pn03 |archive-date= 2010-10-23 }}</ref> with scores of 64% and 63 on review aggregate websites [[GameRankings]] and [[Metacritic]], respectively.<ref name="GameRanking">{{cite web|title=Game Rankings: P.N.03|url=https://www.gamerankings.com/htmlpages2/562549.asp|url-status=dead|archive-url=https://web.archive.org/web/20080213170146/https://www.gamerankings.com/htmlpages2/562549.asp|archive-date=February 13, 2008|access-date=2006-10-24|publisher=CNET Networks}}</ref><ref name="metacritic">{{cite web |url= |
''P.N.03'' failed commercially and received positive to mixed reviews,<ref>{{cite web |url= https://kotaku.com/5806800/remembering-capcoms-great-nintendo-promise--betrayal |title= Remembering Capcom's Great Nintendo Promise / Betrayal |website= Kotaku |first= Luke |last= Plunkett |date= 2011-05-31 |access-date= 2011-10-24 |archive-date= 2011-09-02 |archive-url= https://web.archive.org/web/20110902030015/https://kotaku.com/5806800/remembering-capcoms-great-nintendo-promise--betrayal |url-status= live }}</ref><ref name="Edge-Extended">{{cite journal |title= Time Extend: P.N.03 |journal= Edge |publisher= [[Future plc|Future Publishing]] |id= I=163 |author= Staff |date= November 2009 |url= https://www.next-gen.biz/features/time-extend-pn03 |access-date= 2011-10-24 |url-status= dead |archive-url= https://web.archive.org/web/20101023155948/https://www.next-gen.biz/features/time-extend-pn03 |archive-date= 2010-10-23 }}</ref> with scores of 64% and 63 on review aggregate websites [[GameRankings]] and [[Metacritic]], respectively.<ref name="GameRanking">{{cite web|title=Game Rankings: P.N.03|url=https://www.gamerankings.com/htmlpages2/562549.asp|url-status=dead|archive-url=https://web.archive.org/web/20080213170146/https://www.gamerankings.com/htmlpages2/562549.asp|archive-date=February 13, 2008|access-date=2006-10-24|publisher=CNET Networks}}</ref><ref name="metacritic">{{cite web |url= https:https://www.metacritic.com/game/p-n-03/critic-reviews/?platform=gamecube |title= ''P.N. 03'' |publisher= CNET Networks |access-date= September 14, 2011 |archive-date= September 4, 2011 |archive-url= https://web.archive.org/web/20110904145623/https://www.metacritic.com/game/gamecube/pn-03 |url-status= live }}</ref> Several critics predicted ''P.N.03'''s cult status and lack of mainstream accessibility at its release and afterwards, and it has been listed in several articles as being an "overlooked" or "hidden" gem<ref name="racket">{{cite web | url=https://www.racketboy.com/retro/best-undiscovered-nintendo-gamecube-games | title=The Best Undiscovered Nintendo Gamecube Games | date=April 21, 2007 | author=Racketboy | access-date=May 1, 2022 | archive-date=May 1, 2022 | archive-url=https://web.archive.org/web/20220501045001/https://www.racketboy.com/retro/best-undiscovered-nintendo-gamecube-games | url-status=live }}</ref><ref name="nintendolife">{{cite web | url=https://www.nintendolife.com/features/10-overlooked-gamecube-gems-you-must-play | date=January 3, 2022 | author=Brunskill, Kerry | title=Feature: 10 Overlooked GameCube Gems You Must Play | work=[[NintendoLife]] | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430114823/https://www.nintendolife.com/features/10-overlooked-gamecube-gems-you-must-play | url-status=live }}</ref><ref name="hardcoregamer_top20">{{cite web | author=Halestorm, Bradly | url=https://hardcoregamer.com/features/articles/top-20-games-of-the-2000s-that-you-never-played-part-i/27586/ | date=February 10, 2013 | title=Top 20 Games of the 2000s That You Never Played | work=[[HardcoreGamer]] | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430114823/https://hardcoregamer.com/features/articles/top-20-games-of-the-2000s-that-you-never-played-part-i/27586/ | url-status=live }}</ref> that "[deserves] another chance".<ref name="hardcoregamer_top5">{{cite web | author=Carlson, Alex | work=[[HardcoreGamer]] | date=October 7, 2014 | title=Top 5 Flops That Deserve Another Chance | url=https://hardcoregamer.com/features/toplist/top-5-flops-that-deserve-another-chance/109594/ | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430114824/https://hardcoregamer.com/features/toplist/top-5-flops-that-deserve-another-chance/109594/ | url-status=live }}</ref><ref name="gr_gen">{{cite web | url=https://www.gamesradar.com/the-games-that-shaped-a-generation-gamecube/4/ | title=The games that shaped a generation: GameCube | work=[[GamesRadar]] | date=March 7, 2007 | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430120325/https://www.gamesradar.com/the-games-that-shaped-a-generation-gamecube/4/ | url-status=live }}</ref><ref name="gr_123untapped">{{cite web | author=GamesRadar Staff | url=https://www.gamesradar.com/123-games-untapped-franchise-potential/ | title=123 games with untapped franchise potential [ClassicRadar] | work=[[GamesRadar]] | date=December 23, 2012 | access-date=May 3, 2022 | archive-date=June 16, 2011 | archive-url=https://web.archive.org/web/20110616051751/https://www.gamesradar.com/f/123-games-with-untapped-franchise-potential/a-2009043091222114037/p-3 | url-status=live }}</ref> |
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It has been called a "[[Cult following#Video games|cult classic]]"<ref name="eurogamer_classics">{{cite web | author=MacDonald, Keza | date=March 14, 2008 | url=https://www.eurogamer.net/a-gcclassics-pt3-cube?page=2 | title=Cult Classics: GameCube | work=[[Eurogamer]] | access-date=April 29, 2022 | archive-date=April 29, 2022 | archive-url=https://web.archive.org/web/20220429050739/https://www.eurogamer.net/a-gcclassics-pt3-cube?page=2 | url-status=live }}</ref><ref name="thegamer">{{cite web | work=[[TheGamer]] | url=https://www.thegamer.com/nintend-gamecube-flops-should-have-been-hits/ | author=Littlechild, Chris | date=October 20, 2020 | title=10 GameCube Flops That Should Have Been Hits | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430211458/https://www.thegamer.com/nintend-gamecube-flops-should-have-been-hits/ | url-status=live }}</ref> and "future classic"<ref name="retrogamer">{{cite web | work=[[Retro Gamer]] | author=Retro Gamer Team | url=https://www.retrogamer.net/future_classics/p-n-03/ | title=P.N.03 | date=March 3, 2012 | access-date=April 30, 2022 | archive-date=August 12, 2022 | archive-url=https://web.archive.org/web/20220812090850/https://www.retrogamer.net/future_classics/p-n-03/ | url-status=live }}</ref> that could "easily confused with a 3D action title" and leave gamers "confused or disappointed" with its "initially awkward" controls,<ref name="gamespy"/> but requires "perseverance".<ref name="eurogamer_classics"/> |
It has been called a "[[Cult following#Video games|cult classic]]"<ref name="eurogamer_classics">{{cite web | author=MacDonald, Keza | date=March 14, 2008 | url=https://www.eurogamer.net/a-gcclassics-pt3-cube?page=2 | title=Cult Classics: GameCube | work=[[Eurogamer]] | access-date=April 29, 2022 | archive-date=April 29, 2022 | archive-url=https://web.archive.org/web/20220429050739/https://www.eurogamer.net/a-gcclassics-pt3-cube?page=2 | url-status=live }}</ref><ref name="thegamer">{{cite web | work=[[TheGamer]] | url=https://www.thegamer.com/nintend-gamecube-flops-should-have-been-hits/ | author=Littlechild, Chris | date=October 20, 2020 | title=10 GameCube Flops That Should Have Been Hits | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430211458/https://www.thegamer.com/nintend-gamecube-flops-should-have-been-hits/ | url-status=live }}</ref> and "future classic"<ref name="retrogamer">{{cite web | work=[[Retro Gamer]] | author=Retro Gamer Team | url=https://www.retrogamer.net/future_classics/p-n-03/ | title=P.N.03 | date=March 3, 2012 | access-date=April 30, 2022 | archive-date=August 12, 2022 | archive-url=https://web.archive.org/web/20220812090850/https://www.retrogamer.net/future_classics/p-n-03/ | url-status=live }}</ref> that could "easily confused with a 3D action title" and leave gamers "confused or disappointed" with its "initially awkward" controls,<ref name="gamespy"/> but requires "perseverance".<ref name="eurogamer_classics"/> |
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Daniel Etherington from ''[[BBC]] Technology News'' said that ''P.N.03'' "probably will not have mass-market appeal despite its quality" as "a hectic shoot-em-up with a fiddly control system, appearing only on GameCube...but there is the definite possibility of cult appeal".<ref name="bbc">{{cite web | author=Etherington, Daniel | work=[[BBC]] | url=https://news.bbc.co.uk/2/hi/technology/3084666.stm | title=Cyber heroine rivals Lara Croft | date=September 6, 2003 | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430114827/https://news.bbc.co.uk/2/hi/technology/3084666.stm | url-status=live }}</ref> |
Daniel Etherington from ''[[BBC]] Technology News'' said that ''P.N.03'' "probably will not have mass-market appeal despite its quality" as "a hectic shoot-em-up with a fiddly control system, appearing only on GameCube...but there is the definite possibility of cult appeal".<ref name="bbc">{{cite web | author=Etherington, Daniel | work=[[BBC]] | url=https://news.bbc.co.uk/2/hi/technology/3084666.stm | title=Cyber heroine rivals Lara Croft | date=September 6, 2003 | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430114827/https://news.bbc.co.uk/2/hi/technology/3084666.stm | url-status=live }}</ref> |
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Dave Halverson of ''[[List of manga magazines published outside of Japan|Play (US magazine)]]'' gave ''P.N.03'' an |
Dave Halverson of ''[[List of manga magazines published outside of Japan|Play (US magazine)]]'' gave ''P.N.03'' an A− and praised it as "old-school...fun and length through mastery and addiction" and "a work of art from beginning to end".<ref name="play">{{cite magazine | last1=Halverson | first1=Dave | date=July 2003 | title=''P.N.03'' | magazine=[[List of manga magazines published outside of Japan|Play]] | url=https://dosgamer000.tumblr.com/post/668394143413829632/pn03-play-magazine-july-2003}}</ref> ''[[GameSpy]]'''s Ben Turner called ''P.N.03'' "''[[Aliens (film)|Aliens]]'' crossed with ''[[Dirty Dancing]]''";<ref name="gamespy_preview">{{cite web | url=https://cube.gamespy.com/gamecube/pn03/5774p1.html | date=Apr 13, 2003 | title=It's like Aliens crossed with Dirty Dancing, only completely different. | author=Turner, Ben | work=[[GameSpy]] | access-date=April 29, 2022 | archive-date=April 29, 2022 | archive-url=https://web.archive.org/web/20220429034525/https://cube.gamespy.com/gamecube/pn03/5774p1.html | url-status=live }}</ref> Bryn Williams called the environments "slick" and "crisp" and Vanessa a "cool...sexy space vixen", and said the game is a "stylish and challenging...shooter dressed in 3D that takes its cue from classic high-scoring shmups". |
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Keza MacDonald from ''[[Eurogamer]]'' called ''P.N.03'' a "balletic and difficult, and quite old-fashioned...3D transposition of the traditional 2D vertical shooter", citing its "clean, minimalist style, the purposefully restrictive control and the rhythm and flow of the shooting". Reviewer Tom Bramwell conceded some issues, applauding "the stunningly clean, almost textureless" environments and "magnificently detailed, beautiful explosions" but wishing for more varied environments, and concluding "although P.N.03 is plainly flawed, with a little perseverance the gameplay still shines through as something relatively new and engaging".<ref name="eurogamer_review"/> ''Nintendo World Report'''s Jonathan Metts stated "''P.N. 03'' has a lot in common with [[Rareware|Rare]]'s ''[[Jet Force Gemini]]'' or [[Kemco]]'s ''[[Winback]]''" with "strange controls that you'll either love or hate" and "engaging...and challenging" shooting sections, but he had issues with the camera and called the game "flawed", "niche", and "offset by a lot of frustration and tedium".<ref name="nwr_review"/> |
Keza MacDonald from ''[[Eurogamer]]'' called ''P.N.03'' a "balletic and difficult, and quite old-fashioned...3D transposition of the traditional 2D vertical shooter", citing its "clean, minimalist style, the purposefully restrictive control and the rhythm and flow of the shooting". Reviewer Tom Bramwell conceded some issues, applauding "the stunningly clean, almost textureless" environments and "magnificently detailed, beautiful explosions" but wishing for more varied environments, and concluding "although P.N.03 is plainly flawed, with a little perseverance the gameplay still shines through as something relatively new and engaging".<ref name="eurogamer_review"/> ''Nintendo World Report'''s Jonathan Metts stated "''P.N. 03'' has a lot in common with [[Rareware|Rare]]'s ''[[Jet Force Gemini]]'' or [[Kemco]]'s ''[[Winback]]''" with "strange controls that you'll either love or hate" and "engaging...and challenging" shooting sections, but he had issues with the camera and called the game "flawed", "niche", and "offset by a lot of frustration and tedium".<ref name="nwr_review"/> |
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''[[GamePro]]''{{'}}s Mike Weigand called the game "a long, intense, thumb-busting shooter that tests trigger fingers and patience levels." He found the environments and enemies repetitive, but he cited "strong aesthetics" and "a slick reward system" as redemptive features. Weigand summarized that, while the game lacks depth, it may be recommended to "those who crave a [[Shoot 'em up|shoot-em-up]] with old-school inflections".<ref name=gamepro /> Paul Byrnes of ''[[GMR (magazine)|GMR]]'' found ''P.N.03'' to be a "boring and repetitive" missed opportunity. He felt that it lacked flow, thanks in large part to Vanessa's "clumsily [[staccato]]" movements and inability to move and shoot simultaneously.<ref name=gmr /> ''[[Game Informer]]''{{'}}s Andrew Reiner wrote that ''P.N.03''{{'}}s setting, animations and protagonist give it an "undeniable allure" of freshness and originality. However, he disliked the game's control system and wrote that "blowing away robots gets old rather quickly". Reiner called ''P.N.03''{{'}}s length, which he estimated to be four hours, its "most disappointing aspect".<ref name=gameinformer /> |
''[[GamePro]]''{{'}}s Mike Weigand called the game "a long, intense, thumb-busting shooter that tests trigger fingers and patience levels." He found the environments and enemies repetitive, but he cited "strong aesthetics" and "a slick reward system" as redemptive features. Weigand summarized that, while the game lacks depth, it may be recommended to "those who crave a [[Shoot 'em up|shoot-em-up]] with old-school inflections".<ref name=gamepro /> Paul Byrnes of ''[[GMR (magazine)|GMR]]'' found ''P.N.03'' to be a "boring and repetitive" missed opportunity. He felt that it lacked flow, thanks in large part to Vanessa's "clumsily [[staccato]]" movements and inability to move and shoot simultaneously.<ref name=gmr /> ''[[Game Informer]]''{{'}}s Andrew Reiner wrote that ''P.N.03''{{'}}s setting, animations and protagonist give it an "undeniable allure" of freshness and originality. However, he disliked the game's control system and wrote that "blowing away robots gets old rather quickly". Reiner called ''P.N.03''{{'}}s length, which he estimated to be four hours, its "most disappointing aspect".<ref name=gameinformer /> |
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[[Greg Kasavin]] of [[GameSpot]] wrote that "you'll almost certainly be unimpressed with the repetitive and cumbersome action at the heart of [''P.N.03'']." He disliked the game's separation into brief, discrete sections; and, while he saw the game's design as a reference to that of older games, he found that ''P.N.03'' lacked the "extremely precise controls and smooth, colorful graphics" of the titles that inspired it. Kasavin summarized it as "a short, uninspired game that's yet another would-be imitator of Capcom's own ''[[Devil May Cry]]''."<ref name=GameSpot /> [[Matt Casamassina]] of [[IGN]] wrote that players will "''want'' to like" the game, but that its "design flaws and sloppy execution" are impossible to overlook. He found it to be shallow and repetitive, and he wrote that its fast pace and "unresponsive control setup" combine to place the game "at war with itself." However, he believed that ''P.N.03'' is "not a disaster—merely a disappointment", and that it sits "solidly in average country."<ref name="IGN" /> In a 2012 retrospective from [[Eurogamer]], Chris Schilling called the game the outcast of Shinji Mikami's work, criticizing its plot and calling its control scheme its "biggest obstacle". He later added "if at times its appeal can be hard to pin down, that doesn't mean it should be so easily forgotten", mentioning the satisfaction of beating the bosses in the game.<ref>{{cite web|url=https://www.eurogamer.net/articles/2012-05-20-retrospective-p-n-03|title=Retrospective: P.N.03|last=Schilling|first=Chris|work=[[Eurogamer]]|publisher=Gamer Network Ltd|date=May 20, 2012|access-date=July 14, 2015|archive-date=July 15, 2015|archive-url=https://web.archive.org/web/20150715013231/https://www.eurogamer.net/articles/2012-05-20-retrospective-p-n-03|url-status=live}}</ref> |
[[Greg Kasavin]] of ''[[GameSpot]]'' wrote that "you'll almost certainly be unimpressed with the repetitive and cumbersome action at the heart of [''P.N.03'']." He disliked the game's separation into brief, discrete sections; and, while he saw the game's design as a reference to that of older games, he found that ''P.N.03'' lacked the "extremely precise controls and smooth, colorful graphics" of the titles that inspired it. Kasavin summarized it as "a short, uninspired game that's yet another would-be imitator of Capcom's own ''[[Devil May Cry]]''."<ref name=GameSpot /> [[Matt Casamassina]] of ''[[IGN]]'' wrote that players will "''want'' to like" the game, but that its "design flaws and sloppy execution" are impossible to overlook. He found it to be shallow and repetitive, and he wrote that its fast pace and "unresponsive control setup" combine to place the game "at war with itself." However, he believed that ''P.N.03'' is "not a disaster—merely a disappointment", and that it sits "solidly in average country."<ref name="IGN" /> In a 2012 retrospective from ''[[Eurogamer]]'', Chris Schilling called the game the outcast of Shinji Mikami's work, criticizing its plot and calling its control scheme its "biggest obstacle". He later added "if at times its appeal can be hard to pin down, that doesn't mean it should be so easily forgotten", mentioning the satisfaction of beating the bosses in the game.<ref>{{cite web|url=https://www.eurogamer.net/articles/2012-05-20-retrospective-p-n-03|title=Retrospective: P.N.03|last=Schilling|first=Chris|work=[[Eurogamer]]|publisher=Gamer Network Ltd|date=May 20, 2012|access-date=July 14, 2015|archive-date=July 15, 2015|archive-url=https://web.archive.org/web/20150715013231/https://www.eurogamer.net/articles/2012-05-20-retrospective-p-n-03|url-status=live}}</ref> |
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==Legacy== |
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Many critics have called ''P.N.03'' a [[Spiritual successor#Games by the same staff|spiritual predecessor]] to [[PlatinumGames]]' 2009 video game ''[[Bayonetta (video game)|Bayonetta]]'', citing the "combat...with stylish dance-inspired movements", "flashy, energetic, intense" gameplay, and character design.<ref name="hardcoregamer_top5"/> (''P.N.03'' director Mikami later found PlatinumGames, and ''Bayonetta'' director [[Hideki Kamiya]] directed ''[[Resident Evil 2]]'', ''[[Devil May Cry]]'', and ''[[Viewtiful Joe]]''.) The "Fourth Mission" track of the ''P.N.03'' OST was later reused in 2005's ''[[Resident Evil 4]]'' as Krauser's mercenary theme. ''[[Game Rant]]'' ranked ''P.N.03'' the eighth best third-person shooter on the Gamecube<ref name="gr_best_shooter">{{cite web | url=https://gamerant.com/best-gamecube-third-person-shooters-aged-well/ | author=Jurkovich, Tristan | date=March 5, 2022 | title=The Best GameCube Third-Person Shooters, Ranked By How Well They Hold Up | work=[[Game Rant]] | access-date=August 5, 2022 | archive-date=August 5, 2022 | archive-url=https://web.archive.org/web/20220805073128/https://gamerant.com/best-gamecube-third-person-shooters-aged-well/ | url-status=live }}</ref> and the ninth best Mikami-directed game as "a beloved title in Mikami's portfolio...."<ref name="gr_best_mikamki">{{cite web | url=https://gamerant.com/best-games-directed-shinji-mikami/#p-n-03-2003 | title=Best Games Directed By Shinji Mikami, Ranked | author=Nastase, Otilia | date=March 25, 2023 | work=[[Game Rant]] | access-date=April 3, 2023 | archive-date=April 3, 2023 | archive-url=https://web.archive.org/web/20230403073057/https://gamerant.com/best-games-directed-shinji-mikami/#p-n-03-2003 | url-status=live }}</ref> Mikami fully realized his original concept for ''P.N.03'' with an actual gun in the 2010 [[PlatinumGames]] title ''[[Vanquish (video game)|Vanquish]]''. |
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==Vanessa== |
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Vanessa has been critically acclaimed for her 3D model, manually-made animations, and "[[Sexual attraction|sex appeal]]",<ref name="bbc"/><ref name="gr_sexiest"/><ref name="gr_review"/><ref name="ic"/> which some compare to [[Lara Croft]].<ref name=bbc/><ref name="cst">{{cite web | last1=Kim | first1=Jae-Ha | last2=Davenport | first2=Misha | date=October 17, 2003 | url=https://www.jaehakim.com/entertainment-reviews/video-game-reviews/game-zone-p-n-03-jak-ii-dance-dance-revolution-max-2/ | title=Game Zone: P.N.03, Jak II, Dance Dance Revolution Max 2 | work=[[Chicago Sun-Times]] | access-date=May 3, 2022 | archive-date=November 24, 2017 | archive-url=https://web.archive.org/web/20171124153949/https://www.jaehakim.com/entertainment-reviews/video-game-reviews/game-zone-p-n-03-jak-ii-dance-dance-revolution-max-2/ | url-status=live }}</ref> Retrospective critics have called Vanessa's [[Camp (style)|campy]], [[Fan service|fanservicey]] dance battler design an antecedent to [[Bayonetta (character)|Bayonetta]].<ref name="hardcoregamer_top5"/> Various authors have called Vanessa "the most gorgeous female to ever grace a video game",<ref name="play"/> "impossibly attractive",<ref name="gr_review"/> and "a delicious treat to take in visually".<ref name="hardcoregamer_top20"/> Some critics have quipped that she is more interesting than the game itself. Vanessa's dance style has been called "graceful"<ref name="hardcoregamer_top20"/><ref name="gamespy"/><ref name="thegamer"/><ref name="gin">{{cite web | author=Ramanan, Chella | archive-url=https://web.archive.org/web/20040217133316/https://www.gameindustry.com/reviews/040130pno3.asp | archive-date=February 17, 2004 | url=https://www.gameindustry.com/reviews/040130pno3.asp | title= Dancing them into submission | work=[[Gaming Industry News]]}}</ref><ref name="gr_watch">{{cite web | url=https://www.gamesradar.com/watch-gamecube-prison-dances-mechs-pn03/ | author=GamesRadar Staff | title=Watch: Gamecube Prison dances with mechs in P.N.03 | date=September 4, 2015 | work=[[GamesRadar]] | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430120325/https://www.gamesradar.com/watch-gamecube-prison-dances-mechs-pn03/ | url-status=live }}</ref> and "[[Erotic dance|erotic]]",<ref name="gr_sexiest">{{cite web | archive-url=https://web.archive.org/web/20131107063213/https://www.gamesradar.com/the-sexiest-new-characters-of-the-decade/?page=2 | url=https://www.gamesradar.com/the-sexiest-new-characters-of-the-decade/?page=2 | archive-date=November 7, 2013 | date=June 23, 2012 | title=The sexiest new characters of the decade}}</ref><ref name="ripten">{{cite web | archive-url=https://web.archive.org/web/20120107113637/https://www.ripten.com/2008/12/09/top-10-nicest-asses-in-videogames-5/ | url=https://www.ripten.com/2008/12/09/top-10-nicest-asses-in-videogames-5/ | archive-date=January 7, 2012 | date=December 9, 2008 | author=Landis, Dan | work=[[RipTen]] | title=Top 10 Nicest Asses in Videogames}}</ref> and she has been compared to a "ballerina"<ref name="nwr_review"/><ref name="ic">{{cite web | archive-url=https://web.archive.org/web/20061218032154/https://www.insertcredit.com/reviews/pn03/index.html | url=https://www.insertcredit.com/reviews/pn03/index.html | archive-date=December 18, 2006 | date=October 19, 2003 | author="Hsieh, Josh | title=Product Number 03 - Gamecube | work=[[Insert Credit]]}}</ref> or a "stripper",<ref name="gr_sexiest"/><ref name="nwr_review"/> |
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with much emphasis on her "[[twerking|gyrating]],"<ref name="kikizo">{{cite web | url=https://archive.videogamesdaily.com/reviews/gcn/pn03.asp | author=Jackson, Joseph | title=P.N. 03 | date=June 25, 2003 | work=[[Kikizo]] | access-date=April 30, 2022 | archive-date=May 17, 2023 | archive-url=https://web.archive.org/web/20230517195108/https://archive.videogamesdaily.com/reviews/gcn/pn03.asp | url-status=live }}</ref><ref name="capcom30th">{{cite web | url=https://www.capcom-unity.com.br/lets/browse/pn03-and-dmc-sample-pages-from-capcom-30th-anniversary-book | title=PN03 and DMC sample pages from Capcom 30th anniversary book | author=Minish Capcom | access-date=2022-04-30 | archive-date=2022-06-20 | archive-url=https://web.archive.org/web/20220620151121/https://www.capcom-unity.com.br/lets/browse/pn03-and-dmc-sample-pages-from-capcom-30th-anniversary-book | url-status=live }}</ref><ref name="gr_review"/><ref name="gr_123untapped"/><ref name="lovepn03">{{cite web | title=Why I love... P.N.03: Wiggle | archive-date=August 5, 2016 | work=[[Way of the Rodent]] | archive-url=https://web.archive.org/web/20160805191531/https://www.wayoftherodent.com:80/wil/PN03.htm | url=https://www.wayoftherodent.com/wil/PN03.htm | author=Mooba | date=October 2006}}</ref> hips, and "[[jiggle physics|jiggling]]"<ref name="nwr_review"/> buttocks. [[Screen Rant]] named Vanessa one of the "10 Best Female Protagonists On The Nintendo GameCube" calling her "a tough, brave, and agile fighter."<ref name="10BestGCFemale">{{cite web | url=https://screenrant.com/best-female-protagonists-nintendo-gamecube/ | work=[[Screen Rant]] | title=10 Best Female Protagonists On The Nintendo GameCube | author=Anastasia Wilds | date=June 6, 2022 | access-date=July 25, 2022 | archive-date=July 25, 2022 | archive-url=https://web.archive.org/web/20220725054040/https://screenrant.com/best-female-protagonists-nintendo-gamecube/ | url-status=live }}</ref> [[GamesRadar]] named Vanessa "Miss 2003" in their "Sexiest New Characters of the Decade" article in 2012, saying "her erotic gyrations and stripper-sensuality are built into the gameplay, intertwining sex appeal and general mechanics into an inseparable cocktail of feminine artistry. Before long, you will be distracted by her.... It's inevitable."<ref name="gr_sexiest"/> In 2008, ''RipTen'' ranked Vanessa fifth in their "Top 10 Nicest Asses in Video Games" list, writing "Vanessa attacks her opponents by dancing hypnotically in skin-tight outfits and using the concentrated hotness to fire beams of eroticism" and "at no point in the game did she ever stop shaking it."<ref name="ripten"/> ''BlockFort'' also ranked her fourth in a similar list.<ref name="blockfort">{{cite web | title=Baby Got Back: Top 10 Nicest Video Game Asses of All-Time! | url=https://www.blockfort.com/other-lists/butts/ | work=[[BlockFort]] | access-date=2022-12-08 | archive-date=2022-12-08 | archive-url=https://web.archive.org/web/20221208043129/https://www.blockfort.com/other-lists/butts/ | url-status=live }}</ref> She has been called "a strong sassy sarcastic female mercenary who kicks arse",<ref name="nl_review">{{cite web | url=https://www.nintendolife.com/reviews/2006/09/p.n.03_gamecube | author=Steddy, Ryan | title=P.N.03 Review | work=[[NintendoLife]] | date=September 10, 2006 | access-date=April 30, 2022 | archive-date=April 30, 2022 | archive-url=https://web.archive.org/web/20220430114823/https://www.nintendolife.com/reviews/2006/09/p.n.03_gamecube | url-status=live }}</ref> a "memorable lead...constantly dancing her way through danger",<ref name="capcom30th"/> and "a very cool character...that is fun to simply watch."<ref name=ccgr>{{cite web | url=https://www.christcenteredgamer.com/reviews/consoles/gamecube/pn03 | title=P.N.03 (GC) | author=Plasma Charge | date=June 1, 2005 | work=[[Christ Centered Gamer]] | access-date=September 21, 2022 | archive-date=September 21, 2022 | archive-url=https://web.archive.org/web/20220921214103/https://www.christcenteredgamer.com/reviews/consoles/gamecube/pn03 | url-status=live }}</ref> |
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==Notes== |
==Notes== |
Latest revision as of 15:30, 2 October 2024
P.N.03 | |
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Developer(s) | Capcom Production Studio 4[4] |
Publisher(s) | Capcom |
Director(s) | Shinji Mikami |
Producer(s) | Hiroyuki Kobayashi |
Designer(s) | Kuniomi Matsushita Hiroaki Yasukura |
Composer(s) |
|
Platform(s) | GameCube |
Release | |
Genre(s) | Third-person shooter |
Mode(s) | Single-player |
P.N.03[a] (Product Number Three) is a 2003 third-person shooter developed and published by Capcom for the GameCube. Set in a space colony compound, the game follows a female mercenary fighting against berserk robots. It was directed by Shinji Mikami and produced by Hiroyuki Kobayashi. To avoid similarities with Devil May Cry and Resident Evil, the game designers emphasized defensive and rhythmic maneuvers and a "feminine" game world.
The game was developed on a tight schedule in an attempt to offset Capcom's poor fiscal year. However, it received mixed reviews and failed commercially. Several critics found the game repetitive and unintuitive. They were divided on its gameplay mechanics: some disliked its controls—specifically the inability to move and shoot simultaneously—while others compared it favorably to the golden age of arcade games. Mikami repurposed ideas from P.N.03 for the game Vanquish.
Gameplay and plot
[edit]The player controls Vanessa Z. Schneider, a freelance mercenary working on colonized planets. She is contracted by a mysterious client to destroy Computerized Armament Management System (CAMS) robots that have gone berserk.[5] Robots of this type had been responsible for killing Vanessa's parents.[6] To combat the CAMS, Vanessa wears "Aegis suits", powered exoskeletons that connect to her spine and allow her to fire energy beams from her palms and to perform powerful attacks called "energy drives". It depletes the energy meter, grants temporary invulnerability to Vanessa and damages multiple enemies.[7] At checkpoints, the player uses points earned from defeated robots to purchase Aegis suits, suit upgrades and energy drives.[7] The player may play "trial missions" (randomly generated levels) between missions to score extra points.
The CAMS robots attack in set patterns, and their next moves are indicated by visual and aural cues. The player avoids these attacks via evasive spins, rolls and other maneuvers.[7] Vanessa cannot move while attacking, and so the player must often use the environment as cover. Defeated enemies sometimes drop items that replenish health and energy or that trigger a combo timer, which multiplies the points earned from enemies destroyed consecutively.[7] Each mission takes place in a series of rooms that contain a fixed number of enemies and may include a boss robot. At the end of a mission, the player receives a score based on the number of rooms explored and enemies destroyed.
Late in the game, Vanessa discovers a clone of herself in a CAMS facility but is forced to abandon her when the building's self-destruct sequence is initiated.[8] After destroying the CAMS central core, Vanessa encounters a digital projection of the client, whose appearance is identical to her own. She speculates that she is a clone of the client, but the client counters that none of their memories may be real.[9] Vanessa debates whether to continue her work as a mercenary.[10]
Development
[edit]In November 2002, Capcom announced the Capcom Five, a group of video games developed by Capcom Production Studio 4 and overseen by Resident Evil creator Shinji Mikami. Among these titles was P.N.03, directed by Mikami. Capcom conceived the Capcom Five to bring new intellectual property to the industry, which the company viewed at the time as stagnant.[11] According to Hiroyuki Kobayashi, the P.N.03 team's goal was to make a game both "fun to watch and fun to play". The team focused on the game's audiovisuals, action and speed, and they tried to balance the "tension experienced on the battlefield and the exhilaration of taking out the enemies".[12] Mikami wanted P.N.03 to evoke the same feelings as classic Famicom games.[13] While the staff felt the background graphics were important, they prioritized excitement in the game world.[14]
During the planning stage, P.N.03 was originally a wargame referred to as the "robot war game". Five days into development, the staff created a preliminary demonstration of the graphics. Mikami was unsatisfied with this prototype and decided to rework the project as a third-person shooting game.[13] The director wanted to name the game Jaguar to reflect Vanessa's cat-like agility. However, other staff members disliked the name: some claimed that it failed to describe the game, while others thought that White Jaguar was a better title. Mikami chose P.N.03 as a hint to the game's plot.[15]
Early coverage of P.N.03 by GameSpot and IGN highlighted the game's acrobatics and shooting.[11][16][17] P.N.03's gameplay was initially similar to that of Devil May Cry: Vanessa attacked with two pistols and performed acrobatic moves like Dante.[7] Feeling that it resembled Devil May Cry too closely, Mikami altered the game to reward players for performing defensive moves.[18] Mikami wanted Vanessa to use guns, but the developers couldn't complete the animated graphics for weapons in time for release.[19] The guns were replaced with energy bolts fired from the character.[7][19] In an effort to meet yearly sales goals, Capcom developed P.N.03 quickly and released it in March 2003.[20][21] Many of Capcom's releases for the year had underperformed.[20][22] Viewtiful Joe, another Capcom Five title, was delayed into the next fiscal year to decrease the possible sales that had to be offset.[21] After leaving Capcom, Mikami later incorporated ideas he intended for P.N.03 into the 2010 game Vanquish.[19]
Kobayashi aimed to avoid conventions established in Resident Evil, such as that series' dark, masculine world. With P.N.03, Kobayashi wanted to portray a "white" world with "feminine, delicate lines". To that end, the staff applied a minimalist approach to the visuals, used "fine drawn lines", and emphasized "visibility and creativity" in the game world.[14][23] To maintain the game's "delicate image", the developers tried to make the visuals easy to view and understand.[14] The team crafted the gameplay to avoid "button mashing"; instead, players were meant to observe enemy attack patterns and think before acting.[23] Mechanical designer Shou Sakai tried to craft "things that would stick in [the player's] mind". Because of the tight development schedule, 3D models had to be created immediately after their designs were completed. Sakai described the lack of time as the "toughest part" of the process.[24]
Mikami was indifferent to the main character's gender. During the early creation process, he left the decision to his staff, who ultimately chose a female character. Because P.N.03 takes place in a space colony, Mikami wanted Vanessa's country of origin to be ambiguous. To that end, she was given a combination of French, German, and English names. Vanessa's movements were animated freehand, without motion capture technology.[25] The designers posed Vanessa crouched on her hands and knees to resemble a jaguar, as an homage to the Jaguar title.[15] The staff integrated rhythmic motions to her maneuvers to emulate dancing and to make her appear stylish. Kobayashi wanted Vanessa to be a "cool and sexy mercenary with a tough exterior that hides her dark past."[23] In retrospect, he was proud of the character's style and movements.[26]
Release
[edit]The Capcom Five were first announced as games exclusive to the GameCube; however, Capcom later ported most of the titles to other consoles.[27] At the end of 2002, the company confirmed that the game would be released in 2003 on GameCube.[28] In January 2003, the company slated the game for a March release in Japan, but retracted the exclusivity announcement.[18][29][30] At a press conference prior to the 2003 Electronic Entertainment Expo, however, Capcom reaffirmed that P.N.03 would be available only for the GameCube.[31] In the end, P.N.03 was the only Capcom Five title to remain exclusive to the system.[27]
P.N.03 was the first of the Capcom Five to be released. Before the game's debut in Japan, Capcom distributed playable demos to stores and released screenshots to the media.[24] Upon the game's release, Capcom shipped 25,000 copies to Japanese retailers. Under 11,000 units were sold, which made the game Japan's 26th best-selling title during the last week of March 2003.[32] These low sales failed to help Capcom meet its yearly sales goals.[22] The North American localization was announced in July 2003.[33] Few aspects of the game were changed for the North American market.[23] Capcom advertised a free T-shirt as a pre-order incentive in North America.[34] Promotional sunglasses modeled after Vanessa's were also released.[35]
Reception
[edit]Aggregator | Score |
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GameRankings | 64%[36] |
Metacritic | 63[37] |
Publication | Score |
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Electronic Gaming Monthly | 5/5/4[44] |
Eurogamer | 7 out of 10[42] |
Famitsu | 7 out of 10[39] |
Game Informer | 5.75 out of 10[45] |
GamePro | [46] |
GameSpot | 5.1 out of 10[47] |
GameSpy | [43] |
GamesRadar+ | [40] |
IGN | 5.3 out of 10[48] |
Nintendo World Report | 6 out of 10[41] |
GMR | 4 out of 10[49] |
Cubed3 | 7 out of 10[38] |
P.N.03 failed commercially and received positive to mixed reviews,[50][51] with scores of 64% and 63 on review aggregate websites GameRankings and Metacritic, respectively.[36][37] Several critics predicted P.N.03's cult status and lack of mainstream accessibility at its release and afterwards, and it has been listed in several articles as being an "overlooked" or "hidden" gem[52][53][54] that "[deserves] another chance".[55][56][57] It has been called a "cult classic"[58][59] and "future classic"[60] that could "easily confused with a 3D action title" and leave gamers "confused or disappointed" with its "initially awkward" controls,[43] but requires "perseverance".[58] Daniel Etherington from BBC Technology News said that P.N.03 "probably will not have mass-market appeal despite its quality" as "a hectic shoot-em-up with a fiddly control system, appearing only on GameCube...but there is the definite possibility of cult appeal".[61]
Dave Halverson of Play (US magazine) gave P.N.03 an A− and praised it as "old-school...fun and length through mastery and addiction" and "a work of art from beginning to end".[62] GameSpy's Ben Turner called P.N.03 "Aliens crossed with Dirty Dancing";[63] Bryn Williams called the environments "slick" and "crisp" and Vanessa a "cool...sexy space vixen", and said the game is a "stylish and challenging...shooter dressed in 3D that takes its cue from classic high-scoring shmups".
Keza MacDonald from Eurogamer called P.N.03 a "balletic and difficult, and quite old-fashioned...3D transposition of the traditional 2D vertical shooter", citing its "clean, minimalist style, the purposefully restrictive control and the rhythm and flow of the shooting". Reviewer Tom Bramwell conceded some issues, applauding "the stunningly clean, almost textureless" environments and "magnificently detailed, beautiful explosions" but wishing for more varied environments, and concluding "although P.N.03 is plainly flawed, with a little perseverance the gameplay still shines through as something relatively new and engaging".[42] Nintendo World Report's Jonathan Metts stated "P.N. 03 has a lot in common with Rare's Jet Force Gemini or Kemco's Winback" with "strange controls that you'll either love or hate" and "engaging...and challenging" shooting sections, but he had issues with the camera and called the game "flawed", "niche", and "offset by a lot of frustration and tedium".[41]
Electronic Gaming Monthly's three reviewers characterized the game as shallow, repetitive and devoid of plot and character development. Mark MacDonald of the magazine criticized Vanessa's inability to move and shoot at the same time.[44] By contrast, the reviewer for Edge wrote, "P.N.03 may be rather short and its premise simple, but grace under fire has rarely been done better." The writer favorably compared its gameplay to that of Space Invaders, in that the game "rewards skill above all else and mastery brings huge satisfaction". The reviewer cited Vanessa as one of the game's high points.[64] In a 2009 retrospective review, the Edge magazine staff echoed its previous praise of P.N.03 but acknowledged the game's awkward control mechanics. The staff commented that Vanessa's potentially fluid movement is difficult to execute, but that the challenge of mastering the control scheme is part of the game's charm.[51]
GamePro's Mike Weigand called the game "a long, intense, thumb-busting shooter that tests trigger fingers and patience levels." He found the environments and enemies repetitive, but he cited "strong aesthetics" and "a slick reward system" as redemptive features. Weigand summarized that, while the game lacks depth, it may be recommended to "those who crave a shoot-em-up with old-school inflections".[46] Paul Byrnes of GMR found P.N.03 to be a "boring and repetitive" missed opportunity. He felt that it lacked flow, thanks in large part to Vanessa's "clumsily staccato" movements and inability to move and shoot simultaneously.[49] Game Informer's Andrew Reiner wrote that P.N.03's setting, animations and protagonist give it an "undeniable allure" of freshness and originality. However, he disliked the game's control system and wrote that "blowing away robots gets old rather quickly". Reiner called P.N.03's length, which he estimated to be four hours, its "most disappointing aspect".[45]
Greg Kasavin of GameSpot wrote that "you'll almost certainly be unimpressed with the repetitive and cumbersome action at the heart of [P.N.03]." He disliked the game's separation into brief, discrete sections; and, while he saw the game's design as a reference to that of older games, he found that P.N.03 lacked the "extremely precise controls and smooth, colorful graphics" of the titles that inspired it. Kasavin summarized it as "a short, uninspired game that's yet another would-be imitator of Capcom's own Devil May Cry."[47] Matt Casamassina of IGN wrote that players will "want to like" the game, but that its "design flaws and sloppy execution" are impossible to overlook. He found it to be shallow and repetitive, and he wrote that its fast pace and "unresponsive control setup" combine to place the game "at war with itself." However, he believed that P.N.03 is "not a disaster—merely a disappointment", and that it sits "solidly in average country."[48] In a 2012 retrospective from Eurogamer, Chris Schilling called the game the outcast of Shinji Mikami's work, criticizing its plot and calling its control scheme its "biggest obstacle". He later added "if at times its appeal can be hard to pin down, that doesn't mean it should be so easily forgotten", mentioning the satisfaction of beating the bosses in the game.[65]
Notes
[edit]References
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Client: I read in your profile that your parents were killed by CAMS.
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Vanessa: I guess my face is popular around here. Let me guess, you must be the client. ... So, everything was a one-man show. You're the original. / Client: Well, I'm not sure about that. You know a person's memory can be so vague. These days they can plant any memory into a person's mind. You never know if your memory is for real or made up. For all I know, my memory could have been planted as well.
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External links
[edit]- 2003 video games
- Capcom games
- GameCube games
- GameCube-only games
- Science fiction video games
- Single-player video games
- Third-person shooters
- Video games about cloning
- Video games about robots
- Video games about cyborgs
- Transhumanism in video games
- Video games developed in Japan
- Video games directed by Shinji Mikami
- Video games featuring female protagonists