Why Zone of the Enders Still Feels Like the Future of Combat

Why Zone of the Enders Still Feels Like the Future of Combat

High-speed combat usually means one of two things in video games: you’re either a blur of pixels or you’re fighting the camera. Zone of the Enders didn't care about those limitations. It just wanted you to fly.

When Hideo Kojima’s name appeared on the box of the original PS2 release in 2001, most people actually bought it for the Metal Gear Solid 2 demo. That’s a weird bit of history, isn't it? One of the most fluid, kinetic mecha games ever made was essentially a glorified carrying case for a different game’s sneak peek. But once players actually booted up the main disc and saw the Jehuty—this sleek, orbital frame that looked more like an Olympic fencer than a tank—the conversation shifted. It wasn't just a "mecha" game. It was a new way to move in 3D space.

Honestly, the genre usually feels heavy. Think MechWarrior or Armored Core. Those games are about weight, heat management, and the thud of metal on dirt. Zone of the Enders (or Z.O.E. if you’re lazy like me) went the opposite way. It felt like playing an anime. You weren't piloting a machine; you were inhabiting a god.

The High-Speed Paradox of Jehuty

What makes Z.O.E. so different? It’s the "Orbital Frame" concept. Unlike Gears or Mobile Suits, Orbital Frames use a fictional substance called Metatron. It allows for physics-defying movement. In gameplay terms, this meant the developers at Konami Computer Entertainment Japan could scrap the traditional "clunky robot" walk.

The game uses a sub-target system that was honestly ahead of its time. You aren't fighting the controls to stay pointed at the enemy. The game handles the orientation, letting you focus entirely on the dance of dash-attacks and burst shots. It’s a rhythmic experience. You dash in, slash three times, dash out, and fire a spread of lasers. It feels like a choreographed fight scene from Evangelion or Gundam Seed, but you’re the one holding the baton.

There is a specific sensation when you're playing The 2nd Runner—the 2003 sequel—where the screen is just filled with hundreds of missiles. It’s chaotic. Most games would slow down or become unreadable. Yet, Z.O.E. keeps you at the center of that storm. You feel safe because the movement is so responsive. It’s one of the few games where "button mashing" actually feels like a legitimate martial art.

Why the Story is Weirder Than You Remember

We have to talk about Leo Stenbuck. He’s the protagonist of the first game, and frankly, he’s a bit of a pill. He’s a traumatized kid who stumbles into the cockpit of the most powerful weapon in the solar system. People often complain about his whining, but if you were a child watching your friends die while a giant robot asked you to murder people, you’d probably be a bit stressed too.

The narrative leans heavily into the relationship between the pilot and the AI, ADA. It’s a trope, sure. But the way ADA evolves from a cold, logical computer into something approximating a partner is genuinely touching. It’s a stark contrast to the sequel, where you play as Dingo Egret. Dingo is a badass. He’s an ex-soldier with a grudge and a much more proactive attitude.

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The shift between these two characters represents the shift in the series itself. The first game is a tech demo with a soul—experimental, slightly clunky, and focused on the horror of war. The second game, Anubis: Zone of the Enders (released as The 2nd Runner in the West), is a pure, unadulterated action masterpiece. It’s loud. It’s colorful. It’s incredibly fast.


The 2nd Runner and the Peak of PS2 Technology

If you want to see what the PlayStation 2 was actually capable of, you look at The 2nd Runner. It used a specialized "ZOE Cel-shading" technique that made the robots look like 2D drawings come to life. Even today, on a modern 4K TV with the M∀RS remaster, the art style holds up. It doesn't look "old." It looks intentional.

Shuyo Murata, who directed the sequel, took Kojima’s foundation and turned the dial to eleven. The "Vector Cannon" sequence is a perfect example. You have to stand still—which is death in this game—to charge a massive beam weapon that tears through capital ships. The screen shakes, the audio distorts, and for a few seconds, you feel the sheer power of the machine you're "driving." It’s a masterclass in game feel.

The Problem With Being Too Early

So why didn't we get a Zone of the Enders 3?

It’s a heartbreaking story for fans. A sequel was actually in development—often referred to as the "Enders Project." They were experimenting with more organic-looking mechs and a darker tone. But then Zone of the Enders HD Collection launched in 2012 with significant performance issues. The frame rate was a mess, especially on the PS3. Even though HexaDrive eventually patched it into a near-perfect state, the initial damage was done. The project was shelved.

It’s a classic case of a franchise being "cult" rather than "mainstream." The sales numbers never quite matched the critical acclaim or the passion of the fanbase. We’ve had a VR-compatible remaster recently, which is fantastic, but the "three" on the box remains elusive.

What You Get Wrong About Mecha Combat

People often compare Zone of the Enders to Dynasty Warriors because of the sheer number of enemies. That’s a mistake. Dynasty Warriors is about crowd control. Z.O.E. is about target prioritization.

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In a typical encounter, you’re managing:

  • Close-quarters combat (the blade).
  • Long-range harassment (shot).
  • Area of effect attacks (burst).
  • Sub-weapons (the grabbing mechanic is underrated).

The grab is actually the most "human" part of the combat. You can pick up a stunned enemy and use them as a shield, or swing them around like a club. You can grab a piece of the environment—a massive metal beam—and use it as a sword. It breaks the "robot" feel and makes the world feel interactive. You aren't just hitting hitboxes; you're manipulating objects in a 3D arena.

The Realism of Science Fiction

While the Metatron stuff is pure fantasy, the geopolitical setup of Z.O.E. is surprisingly grounded. It’s about the tension between "Terrans" (Earth-dwellers) and "Enders" (those born in space colonies on Mars or the moons of Jupiter). It’s a colonial struggle. The "Enders" are treated as second-class citizens, which leads to the rise of BAHRAM, the antagonistic military force.

It’s a recurring theme in Kojima-produced works: how technology influences the way we treat each other. The Orbital Frames aren't just cool toys; they are the ultimate leverage in a solar-system-wide civil war. When you’re flying through the Jovian Moons, you aren't just fighting "bad guys." You’re participating in a revolution.


Why You Should Play It Right Now

If you have a PS4, PS5, or a decent PC, Zone of the Enders: The 2nd Runner - M∀RS is the version to get. It’s the definitive way to experience the series. You get the 4K visuals, the remastered audio, and a "Pro" control scheme that makes the high-speed movement even more intuitive.

The VR mode is... intense. If you have "VR legs," it’s incredible to sit inside the cockpit and see the HUD wrap around you. If you get motion sick easily, maybe stick to the flat screen. The game moves at a speed that wasn't necessarily designed for the human inner ear.

Practical Steps for New Pilots

If you’re jumping in for the first time, don't play the first game expecting a 20-hour epic. It’s short. You can beat it in four or five hours. Think of it as a prologue. The meat of the experience is the sequel.

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1. Master the dash-cancel. You don't have to finish every combo. If you see an incoming projectile, dash immediately. The animation cancels are generous.

2. Use your sub-weapons. Most people forget they exist and just use the main sword. The "Homing Missiles" and "Gauntlet" are essential for higher difficulty levels.

3. Pay attention to the music. The soundtrack by Maki Kirioka and others is legendary. "Beyond the Bounds" is one of the best opening tracks in gaming history. The music often cues you into enemy waves before you even see them.

4. Don't skip the tutorials in the sequel. Even if you played the first game, the second one adds layers of complexity (like the sub-target cycle) that aren't immediately obvious.

The Legacy of the Orbital Frame

We see bits of Z.O.E. in other games now. You can feel its influence in NieR: Automata’s aerial combat. You see it in the way modern action games handle lock-on systems and camera transitions. It proved that you could have a game that moves at 60 frames per second with hundreds of objects on screen without sacrificing art direction.

It remains a high-water mark for the genre. There is a specific "clink" sound when Jehuty’s wings expand, a specific hum to the engines, and a specific blue glow of the Metatron trails that nothing else has successfully replicated. It’s a singular vision of what the future could look like—beautiful, terrifying, and incredibly fast.

Whether we ever get a third entry or a spiritual successor, the two games we have are a complete thought. They represent a time when big studios took massive risks on weird, high-concept ideas. Zone of the Enders isn't just a relic of the PS2 era; it’s a blueprint for how to make movement feel like magic.

Next Steps for Enthusiasts:
Start with the M∀RS remaster. Skip the original PS2 discs unless you’re a collector; the modern performance upgrades are non-negotiable for a game this fast. Focus on mastering the "Zero Shift" ability once you unlock it—it fundamentally changes the game from a shooter into a teleportation-based brawler. If the story confuses you, look for the IDOLO OVA or the Dolores, i anime series, which flesh out the Martian colonization and the discovery of Metatron in ways the games only hint at.