>>1029
Looking further into this game's art and history while I've been trying to get the PC version working has been sadder than I expected. The guys who made Slave Zero crammed the game full of Eva Unit-inspired biomecha designs, but were forced by the publisher to make the player's mecha a really bland design which didn't fit the rest of the game's art direction. Most of the attention was pushed towards a gimped Dreamcast port, with the team not being allowed to further improve the PC version at all for several months before launch, and said PC version was unceremoniously shat out with almost no launch coverage to tell players it had come out at all.