short product number zero person shooter video game developed published nintendo gamecube set science fictional space colony compound game stars mercenary controlled player combat robots game directed avoid similarities devil cry resident evil team emphasized defensive rhythmic maneuvers delicate feminine game world developed tight schedule attempt offset poor fiscal year game received mixed reviews failed commercially critics found game repetitive divided gameplay mechanics disliked controls specifically inability shoot simultaneously compared favorably golden age arcade games ideas game plot gameplay science fiction person shooter game player controls freelance mercenary works planets contracted mysterious client destroy robots gone robots type responsible deaths parents combat wears suits powered allow fire energy beams perform powerful attacks called energy drives energy drives energy meter grant temporary damage multiple enemies player uses points earned defeated robots purchase suits suit upgrades energy drives player play trial missions randomly generated levels missions score extra points attack set patterns moves indicated visual cues player avoids attacks spins rolls maneuvers attacking player use environment cover defeated enemies drop items health energy trigger combo points earned enemies destroyed mission takes place series rooms contain fixed number enemies include boss robot end mission player receives score based number rooms explored enemies destroyed late game discovers clone facility forced abandon building self sequence initiated destroying central core encounters digital projection client appearance identical speculates clone client client memories real debates continue work mercenary game ends development november announced group video games developed overseen resident evil creator titles directed conceived bring new intellectual property industry company viewed time according producer team goal game fun watch fun play team focused game action speed tried balance tension experienced battlefield taking enemies wanted evoke feelings classic nintendo games staff felt background graphics important excitement game world planning stage originally referred robot war game days development staff created preliminary demonstration graphics prototype decided project person shooting game director wanted game jaguar reflect cat like agility staff members disliked claimed failed describe game thought better title chose hint game plot early coverage gamespot ign highlighted game shooting gameplay initially similar devil cry attacked pistols performed moves like devil cry protagonist feeling resembled devil cry closely altered game reward players performing defensive moves wanted use guns developers unable complete animated graphics weapons time release guns substituted energy bolts fired character hands effort meet yearly sales goals developed quickly released march releases year joe title delayed fiscal year decrease possible sales offset leaving later incorporated ideas intended title aimed avoid conventions established series dark masculine world wanted portray white world feminine delicate lines end staff applied minimalist approach visuals fine drawn lines emphasized visibility creativity game world maintain game delicate image developers tried visuals easy view understand team crafted gameplay avoid button instead players meant observe enemy attack patterns think acting mechanical designer tried craft things stick player mind tight development schedule models created immediately designs completed described lack time toughest process indifferent main character gender early creation process left decision staff ultimately chose female character takes place space colony wanted country origin ambiguous end given combination french german english names movements animated motion capture technology designers posed hands knees resemble jaguar homage jaguar title staff integrated rhythmic motions maneuvers emulate dancing appear stylish wanted cool sexy mercenary tough exterior hides dark past retrospect proud character style movements release announced games exclusive nintendo gamecube later ported titles consoles end company confirmed released gamecube exclusive january company slated game march release japan retracted announcement press conference prior electronic entertainment expo reaffirmed available gamecube end title remain exclusive system released game debut japan distributed playable demos stores released media release shipped copies japanese retailers units sold game japan 26th best selling title week march low sales failed help meet yearly sales goals north american localization announced july aspects game changed north american market advertised free shirt pre order incentive north_america promotional sunglasses modeled released reception failed commercially received mixed reviews scores review aggregate websites gamerankings metacritic respectively electronic gaming monthly reviewers characterized game shallow repetitive devoid plot character development magazine criticized inability shoot time contrast reviewer edge wrote short premise simple grace fire rarely better writer favorably compared gameplay game rewards skill mastery brings huge satisfaction reviewer cited game high points retrospective review edge magazine staff echoed previous praise acknowledged game awkward control mechanics staff commented potentially fluid movement difficult execute challenge mastering control scheme game charm gamepro called game long intense thumb shooter tests trigger fingers patience levels found environments enemies repetitive cited strong aesthetics slick reward system features summarized game lacks depth recommended shoot old school found boring repetitive missed opportunity felt lacked flow thanks large movements inability shoot simultaneously game informer wrote setting animations protagonist originality disliked game control system wrote blowing away robots gets old quickly called length estimated hours disappointing aspect gamespot wrote certainly unimpressed repetitive action heart disliked game separation brief sections saw game design reference older games found lacked extremely precise controls smooth colorful graphics titles inspired summarized short game devil cry ign wrote players want like game design flaws sloppy execution impossible found shallow repetitive wrote fast pace control setup combine place game war believed disaster merely disappointment sits average country retrospective eurogamer called game work criticizing plot calling control scheme biggest obstacle later added times appeal hard pin doesn mean easily forgotten mentioning satisfaction beating bosses game
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