Final Zone II (PC Engine/TurboGrafx-CD)

Final Zone II (TurboGrafx-CD, 1990) is an overhead run-and-gun developed by Reno and published by Telenet Japan in Japan and NEC in North America. It combines straightforward arcade action with CD-based cutscenes, voice acting and an infamously poor English dub, but its short campaign and repetitive design keep it from becoming more than an entertaining curiosity. Rating: 6/10. Set in a futuristic world of military rebellions, betrayals and secret experiments, the game follows Haward Bowie and the power-armored soldiers of the T.O.P. unit. The story is unusually prominent for this type of shooter, with animated pixel-art sequences appearing between missions. The Japanese presentation resembles a low-budget science-fiction anime, while the English version is remembered for emotionless performances, strange pauses and unintentionally funny dialogue. It ruins much of the drama, but also gives the game its most distinctive personality. Gameplay is viewed mostly from above and resembles Ikari Warriors or Heavy Barrel with futuristic armor and weapons. Your soldier can move and fire in eight directions, although shots emerge slightly off-center from the character sprite. This makes aiming feel awkward at first, particularly when firing diagonally or targeting enemies near walls. The controls are otherwise responsive, and the basic shooting becomes enjoyable once you adjust. Five playable soldiers become available during the campaign, each carrying different primary and secondary weapons. Haward Bowie uses a Vulcan cannon and bazooka, while Momoko Ring carries a rifle and grenades. Other characters offer spread shots, lasers and additional weapon types, allowing you to choose between range, power and screen coverage. Defeated enemies frequently drop health and ammunition, while rare upgrades extend the maximum health meter. The character variety is welcome, but the stages themselves are much less imaginative. Enemies appear in fixed positions and usually attack in predictable groups, making progress feel like memorizing where soldiers, robots and turrets are located. Many areas consist of walking forward, stopping to clear another wave and repeating the process. Later missions introduce mutants and acid-spitting creatures, but they often increase frustration rather than adding meaningful depth. A vertical-scrolling helicopter section briefly transforms the game into a traditional shoot ’em up. It is mechanically simple, but its faster pace provides a pleasant break from the slower ground missions. Bosses include tanks, aircraft and large biological monsters. Most have basic patterns, although large health bars and overlapping attacks can cause sudden difficulty spikes. Visually, Final Zone II is respectable for an early TurboGrafx-CD release. Character sprites are large and detailed, explosions are energetic, and environments include deserts, military compounds, cities and organic laboratories. Animation is limited and backgrounds can look sparse, but the colorful presentation generally works well. The soundtrack mixes energetic instrumental themes with vocal songs that sometimes feel strangely disconnected from the action, especially in the English version. The campaign lasts roughly 30–45 minutes once the enemy placements are understood, and there is no save feature. Its short length suits the arcade-style structure, but it also highlights how little the mechanics develop. Difficulty becomes harsh near the end, where groups of enemies can rapidly drain the health meter. Final Zone II is a competent but unremarkable overhead shooter elevated by its unusual CD presentation. The multiple characters and weapons make the action enjoyable in short bursts, while the terrible English dub provides plenty of accidental comedy. Repetitive stages, awkward aiming and uneven difficulty prevent it from competing with the system’s stronger action games, but fans of early CD-ROM experiments and obscure science-fiction shooters may still find it worth playing.

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