Among Zeno Clash’s many unique characteristics, the game’s take on characterization is probably its most accomplished. While Zenozoik is certainly an exotic location, the game’s linear nature doesn’t really develop the space extensively. Few locales are named and inevitably when we are exploring there is also fighting going on. Instead, the game works a bit like a museum tour of various bizarre characters. With a combination of creative activity and clever exposition, the game introduces us to interesting people and lets us watch them act out their natures.
My playthrough for this game was on the XBLA version, which fixes a lot of the problems in the original like the difficulty balancing and hit detection. The brawling system works well as a combination of blocking, power moves, and combos. It manages to dodge the pitfalls of other FPS brawlers by encouraging the player to get up close to the opponent. If you move in and successfully dodge a punch, you can land a stronger attack instead of just whaling away. A stamina bar also keeps the game from just devolving into mashing X. Opponents can generally be divided up by their own moves like being able to do a spin kick or how adept they are at blocking. Mini-bosses can only be hurt using blunt weapons, which tends to reduce the encounters into a bull fighting experience. In that sense, characters are predictable and in the style of the brawler tradition can be beaten by memorizing their patterns. The occasional gun is thrown into the mix but they only have a few shots and take a long time to reload, meaning that enemies will usually close in on you before things get unbalanced.