

The controls are cumbersome, your turn starting slow and then speeding up - sometimes too quickly - requiring you to place precision shots mid-way through your heel spin. While Zero Tolerance was once an impressive technical feat, it sadly hasn’t aged all that well. Amazingly, corpses all stay in place for the duration, helping to visually denote areas you’ve previously visited. The shotgun is a solid standard with excellent range, violently blowing enemies apart, and, in a neat touch, spattering their brains against nearby walls. Weaponry is a nice mix, too, featuring everything from handguns and uzis to flamethrowers and pulse lasers. Seamlessly traveling in elevators and up and down stairwells was quite a thing for the Mega Drive, as are the various effects created by flashlight and night vision goggle pickups. It’s stylish nostalgia over substance, but we kind of dig it.
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The CRT option eschews traditional RGB scan lines for a curved display that mimics ancient RF connections: noise interference, wavy lines, and muted colours. The action is letterboxed to a third of the display, but remains quite playable even in handheld mode while new screen filters do their best to sharpen or smooth the heavily pixellated imagery, with varying success. In our estimation, saving the characters with firearm skills for the hordes toward the end is probably a bright move, although you could just as well strategically plant mines in the middle of the throng. When one marine dies outright, they’re gone for good, leading to some strategy in how you attempt to complete the game. Each of your squad has a range of abilities, some with better marksmanship, others skilled in explosives and tracking. Zero Tolerance is a sci-fi-themed FPS that sees a team of five marines enter the Planet Defense Corporation’s facility to rid it of invading soldiers and alien species.
