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The Advent of Late 90s J-Horror: ‘Parasite Eve’ Turns 20

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Riding high after the phenomenal success of 1997’s Final Fantasy VII, Squaresoft decided to be a little ambitious. Its next projects not only included branching out into other genres with their impressive shoot-’em-up Einhänder, but also seeing how far it could go with its tried-and-true genre, the RPG. Enter Parasite Eve. Blending a mix of real-time combat and traditional role-playing mechanics, the game ended up being a hit for Square, though has sadly been forgotten. On the 20th anniversary of the game’s release (in Japan), it’s worth looking back on how the game wasn’t just another Final Fantasy, but also how it was part of the J-Horror phenomenon of the late 90s.

Before actually getting into the game, it’s worth noting that Parasite Eve the game is actually a sequel. A sequel to Hideaki Sena’s 1995 novel of the same name, to be exact. Sena’s background in pharmacology, combined with his day job in microbiology, as well as a television documentary that he had watched, inspired him to write “Parasite Eve”. The story for the novel revolves around symbiogenesis, a theory that mitochondria (aka the powerhouse of biological cells) were originally a separate organism unto themselves, but lived in a symbiotic relationship within the cells of another organism. Sena’s novel concerns the idea of “What if the mitochondria are actually a sentient lifeform?,” and the resultant chaos that occurs when the mitochondria decide to take over their hosts on their way to taking over the world.

The novel became the first winner of the Japan Horror Novel Award, and with Koji Suzuki’s “Ringu”, spawned film adaptations and mangas, and in the case of “Ringu”, started the ball rolling with American remakes of Japanese horror films in the late 90s-early 2000s.

As for the game, thankfully it’s not necessary to have read the book (which is good, since the novel wasn’t translated into English until 2005). The plot centres on New York City police officer Aya Brea over a six-day span in 1997. On Christmas Eve, Aya attends an opera at Carnegie Hall, where during the aria of the diva, Melissa Pearce, people start to spontaneously combust. Aya and Melissa are the only ones left, with Melissa soon mutating into a creature and escaping into the sewers. Later on, it’s revealed that Melissa (now calling herself “Eve”) is the living embodiment of the mitochondria, and can control other people’s mitochondria. Aya must now find a way to stop Eve from destroying New York City, but also the world. The premise is both cool and ridiculous at the same time, but isn’t what you’d call a standout. It’s your basic “save the world” scenario, with the mitochondria situation being explained to the player in Grade 10 biology terms. While the story isn’t anything to fawn over, the characters do pack a lot of emotion into the dialogue, and the plot twists and eventual over-the-top climax do manage to keep you engaged in some form.

What set Parasite Eve apart from Square’s previous RPGs was the combat. Like Final Fantasy, players engaged in random battles. However, upon entering a battle, instead of it being turn-based, Parasite Eve uses a real-time combat system with an Active Time Bar (ATB) that sets the time that a player must wait until they can take their next action. During this wait, the player can move Aya around the area to dodge enemy attacks, or find a safe place to mount an attack of their own. When the ATB is full, the player may choose to escape, use an item, attack with their equipped weapon, or in place of magic, use Aya’s PE (Parasite Energy) for an attack/defense “spell”. If you choose to attack, the battle momentarily pauses, and a dome/sphere appears to indicate the range of the weapon, allowing the player to target an enemy within range until the rounds in Aya’s gun have been spent. This also puts Aya in a vulnerable position, as she’s unable to move until she finishes firing, making the player think carefully about their attack position. This combat system was later modified and reused two years later in another of Square’s forgotten games in Vagrant Story.

As far as weapons go, there are no shortage of guns in the game, ranging from pistols and shotguns to machine guns and grenade launchers. Each weapon has varying properties (range, clip size, rate of fire, etc.), and both weapons and armour have common RPG battle system properties, allowing the player to have things such as the ability to have the first attack in the battle, add ice or poison effects to your weapon, and so on. The game also has an equipment mod system in which weapons and armour can be broken down and their modifiers transferred to other items. Again, this premise was used in Vagrant Story years later.

Graphically, the game obviously looks dated, but it’s not outright laughable, either. The character models are more detailed than they were in FFVII, and New York has been recreated (and in some places, reinterpreted) to the best of 1998 abilities. And it’s not too shabby. The environments all reflect a certain cinematic quality in them. Even the camera angles are reminiscent of the ones found in Resident Evil. Speaking of “cinematic”, the cinematic when you start the game is definitely one that will grab your attention even today. This is definitely a game for body horror fans. Another cinematic where the audience hearing Melissa’s aria spontaneously melt certainly proves that. Granted, some of the cinematics do appear a bit rough today, but Square’s mastery of CGI back then still gives the cinematics a boost.

Musically, the score by Yoko Shimomura (who also did the immortal Street Fighter II soundtrack) is excellent. Mixing opera and electronica, Parasite Eve‘s music is quite engaging. It’s certainly not what you’d hear from Squaresoft’s go-to composers, which is refreshing. So much so that Shimomura’s work on Parasite Eve landed her the job of scoring other big-name Square games, most notably the first two Kingdom Hearts games.

If there was anything negative to say about Parasite Eve, then or now, is its linear progression and its length. You can finish the game in about 12 hours, and you’ll spend about as much game time watching characters talking as you will be exploring Manhattan and fighting battles. Compared to FFVII‘s 40 hours and its expansive world, this is definitely short. There’s the New Game+ option where Aya starts out equipped with the gear she had at the game’s end, and this also unlocks the Chrysler Building. The Chrysler Building consists of 77 floors of randomly-generated maps, bosses at regular intervals, and increasingly stronger monsters. At the top is an optional end boss, which after defeating it gives you an alternate ending. It’s one of those “nice that they included it” things, but it all just feels like busywork, especially when the game could’ve been so much longer.

Parasite Eve was released to favourable reviews, with attention paid to the graphics and cinematics. The game ended up selling 1.9 million copies overall, with most of them being sold in Japan. It was good enough to warrant a Greatest Hits re-release here in North America. Eventually, the game received a sequel in 2000, but the game mechanics were changed to focus less on the RPG elements, and more on the action and survival horror themes. These days, you can grab a complete copy of Parasite Eve on eBay for around $30 USD, or if you want the emulated version, it’s available on the PlayStation Store for the PS3 (for NTSC regions only, sadly).

The game was definitely a break in the mould for Squaresoft, who sadly don’t seem to be interested in revisiting the series. Despite the short amount of gameplay and its relatively linear progression, the game certainly deserves recognition for being different, but also for being just as fun as any of Square’s other RPGs. It’s also a must for those into survival horror and body horror. Give it a shot if you missed it the first time.

Writer/Artist/Gamer from the Great White North. I try not to be boring.

Editorials

‘A Haunted House’ and the Death of the Horror Spoof Movie

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Due to a complex series of anthropological mishaps, the Wayans Brothers are a huge deal in Brazil. Around these parts, White Chicks is considered a national treasure by a lot of people, so it stands to reason that Brazilian audiences would continue to accompany the Wayans’ comedic output long after North America had stopped taking them seriously as comedic titans.

This is the only reason why I originally watched Michael Tiddes and Marlon Wayans’ 2013 horror spoof A Haunted House – appropriately known as “Paranormal Inactivity” in South America – despite having abandoned this kind of movie shortly after the excellent Scary Movie 3. However, to my complete and utter amazement, I found myself mostly enjoying this unhinged parody of Found Footage films almost as much as the iconic spoofs that spear-headed the genre during the 2000s. And with Paramount having recently announced a reboot of the Scary Movie franchise, I think this is the perfect time to revisit the divisive humor of A Haunted House and maybe figure out why this kind of film hasn’t been popular in a long time.

Before we had memes and internet personalities to make fun of movie tropes for free on the internet, parody movies had been entertaining audiences with meta-humor since the very dawn of cinema. And since the genre attracted large audiences without the need for a serious budget, it made sense for studios to encourage parodies of their own productions – which is precisely what happened with Miramax when they commissioned a parody of the Scream franchise, the original Scary Movie.

The unprecedented success of the spoof (especially overseas) led to a series of sequels, spin-offs and rip-offs that came along throughout the 2000s. While some of these were still quite funny (I have a soft spot for 2008’s Superhero Movie), they ended up flooding the market much like the Guitar Hero games that plagued video game stores during that same timeframe.

You could really confuse someone by editing this scene into Paranormal Activity.

Of course, that didn’t stop Tiddes and Marlon Wayans from wanting to make another spoof meant to lampoon a sub-genre that had been mostly overlooked by the Scary Movie series – namely the second wave of Found Footage films inspired by Paranormal Activity. Wayans actually had an easier time than usual funding the picture due to the project’s Found Footage presentation, with the format allowing for a lower budget without compromising box office appeal.

In the finished film, we’re presented with supposedly real footage recovered from the home of Malcom Johnson (Wayans). The recordings themselves depict a series of unexplainable events that begin to plague his home when Kisha Davis (Essence Atkins) decides to move in, with the couple slowly realizing that the difficulties of a shared life are no match for demonic shenanigans.

In practice, this means that viewers are subjected to a series of familiar scares subverted by wacky hijinks, with the flick featuring everything from a humorous recreation of the iconic fan-camera from Paranormal Activity 3 to bizarre dance numbers replacing Katy’s late-night trances from Oren Peli’s original movie.

Your enjoyment of these antics will obviously depend on how accepting you are of Wayans’ patented brand of crass comedy. From advanced potty humor to some exaggerated racial commentary – including a clever moment where Malcom actually attempts to move out of the titular haunted house because he’s not white enough to deal with the haunting – it’s not all that surprising that the flick wound up with a 10% rating on Rotten Tomatoes despite making a killing at the box office.

However, while this isn’t my preferred kind of humor, I think the inherent limitations of Found Footage ended up curtailing the usual excesses present in this kind of parody, with the filmmakers being forced to focus on character-based comedy and a smaller scale story. This is why I mostly appreciate the love-hate rapport between Kisha and Malcom even if it wouldn’t translate to a healthy relationship in real life.

Of course, the jokes themselves can also be pretty entertaining on their own, with cartoony gags like the ghost getting high with the protagonists (complete with smoke-filled invisible lungs) and a series of silly The Exorcist homages towards the end of the movie. The major issue here is that these legitimately funny and genre-specific jokes are often accompanied by repetitive attempts at low-brow humor that you could find in any other cheap comedy.

Not a good idea.

Not only are some of these painfully drawn out “jokes” incredibly unfunny, but they can also be remarkably offensive in some cases. There are some pretty insensitive allusions to sexual assault here, as well as a collection of secondary characters defined by negative racial stereotypes (even though I chuckled heartily when the Latina maid was revealed to have been faking her poor English the entire time).

Cinephiles often claim that increasingly sloppy writing led to audiences giving up on spoof movies, but the fact is that many of the more beloved examples of the genre contain some of the same issues as later films like A Haunted House – it’s just that we as an audience have (mostly) grown up and are now demanding more from our comedy. However, this isn’t the case everywhere, as – much like the Elves from Lord of the Rings – spoof movies never really died, they simply diminished.

A Haunted House made so much money that they immediately started working on a second one that released the following year (to even worse reviews), and the same team would later collaborate once again on yet another spoof, 50 Shades of Black. This kind of film clearly still exists and still makes a lot of money (especially here in Brazil), they just don’t have the same cultural impact that they used to in a pre-social-media-humor world.

At the end of the day, A Haunted House is no comedic masterpiece, failing to live up to the laugh-out-loud thrills of films like Scary Movie 3, but it’s also not the trainwreck that most critics made it out to be back in 2013. Comedy is extremely subjective, and while the raunchy humor behind this flick definitely isn’t for everyone, I still think that this satirical romp is mostly harmless fun that might entertain Found Footage fans that don’t take themselves too seriously.

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