Parasite Eve is split up into 6 days; This entry covers the remainder of Day 1. The Day format is interesting in and of itself because games usually don’t tell you how much “in-game time” has passed for the characters in the story. For example, in Final Fantasy X you can finish the game with 10 hours on your timer or 200, but you haven’t the faintest idea how long Yuna’s pilgrimage was supposed to have taken from a story perspective. A week? A month? Six months? We’ll never know.
PE takes a very different approach: You can spend 500 hours running around Central Park if you want to (and if for some God- forsaken reason you want to try the “300 pieces of Junk sidequest,” you very well might find yourself doing just that), but you’ll still be stuck in the second day. You always know precisely where you are in the story.
This may seem trivial, but typically in RPGs characters mature over some nebulous, but presumably substantial, period of time. In this game we know for a fact that Aya is dealing with a series of nightmarish scenarios that come at her one right after the other without allowing her a pause for breath. An understanding of the timeframe is essential to understanding Aya, who’s desperation and anger are the hallmarks of a person under extreme stress rather than unforgivable character flaws. I mentioned last time that Aya doesn’t always appear to be the sharpest knife in the drawer, but in all fairness, most people would be rendered comatose halfway through Day 2 if they had to step into Aya’s shiny platform shoes.
Anyway, without getting too bogged down in detail, the remainder of Day One involves searching the basement of Carnegie Hall for a key that will allow you to catch up with Melissa/Eve, who drops the Melissa persona entirely and mutates into a decidedly non- human form. Another RIDICULOUSLY EASY boss fight ensues with the freshly mutated Eve, which is so easy that even the fact that I was completely distracted by trying to get a good screenshot didn’t seem to matter.
Aya and Eve continue their cat and mouse game, with Eve leading Aya into the sewers beneath Carnegie Hall. I thought I would have a lot more to say about the sewer area, because it’s marvelously creepy and atmospheric, but gameplay-wise it’s simple. You pick up a bunch of items (which I wouldn’t be so quick to pick up considering they’ve been sitting IN THE SEWER), and fight some more mutated rats and mutated frogs. Interestingly, while the rats only mutated to three or four times their original size, the frogs are huge behemoths. You just can’t predict those wacky mitochondrial mutations.
Finally Aya catches up to Eve and the two of them have a fairly civil conversation at gunpoint, because Aya’s little handgun is her safety blanket. Eve leaves, but not before uttering a line which I’ve always been impressed with: “I’m going to give you some time… some time to think and some time to evolve.” Eve wants Aya on her side, but she wants Aya to realize herself that she belongs with Eve. She will abandon this idea eventually in favor of a more aggressive approach, but I like the fact that she tries.
It’s just nice from a logical perspective that you don’t have to spend the entire game wondering why Eve doesn’t just kill Aya already if she’s just so damned powerful. The “the villain tests the hero in order to recruit them” idea isn’t exactly ground-breaking, but I still like it a helluva lot better than the more common “the villain doesn’t kill the hero when they have the chance because apparently, they just can’t be bothered.”
Let’s see…gritty atmosphere, check. Massive death toll, check. Sewers, check. Hot chick with a gun, check. Now, this would be just like Resident Evil 2 if only there was a bloodthirsty ALLIGATOR in the sewers! How cool would that be? Fortunately, Eve hooks us up. We love her.
Finally we get to the first real boss fight of the game, which still isn’t difficult but you could conceivably lose if you’re distracted. Or busy with your tax return. Or not paying any attention whatsoever. Still, the mutated alligator has powerful attacks, and you need to take advantage of Aya’s mobility to keep her out of harm’s way (More on the free-movement combat system next time.)
Day One ends with the introduction of Aya’s partner, Daniel, a 30-something cop with a more than superficial resemblance to Final Fantasy VII‘s Barret Wallace. Daniel rescues Aya from a persistent reporter by punching him in the face, which is the type of behavior that I guess Japanese game developers expect from hard-boiled NYC cops. As the two of them speed off in the squad car, Daniel gives Aya a backhanded compliment– apparently, showing up at the scene of mass murder is a good indicator of latent “cop instinct”– and we get a feel for their father-daughter dynamic.
Later we will learn that Aya is the brains of this operation while Daniel is the hothead, and considering that Aya’s approach to problem solving ideally involves a rocket launcher, that should tell you something about the volatility of this outfit. Really, Eve’s lucky that these two didn’t torch the city in the course of a botched investigation long before she got around to it.
Next in PE, we begin Day 2 and unfortunately Aya ditches her evening gown for a more practical ensemble. On the plus side, we get a cool new gun and Aya’s PE powers evolve to the point where her spells are almost useful.