Something went wrong. Try again later
    Follow

    D.N.A.: Dark Native Apostle

    Game » consists of 2 releases. Released Sep 06, 2001

    3D action adventure game for the PS2, inspired by Bomberman and heavily influenced by comic books

    Short summary describing this game.

    D.N.A.: Dark Native Apostle last edited by billymaysrip on 11/25/18 09:41AM View full history

    Overview

    D.N.A.: Dark Native Apostle is a 2001 action-adventure puzzle game developed by Tamsoft and published by Hudson. One of the first games with cel-shading, D.N.A. is inspired by Bomberman, a classic Hudson game series, and American comic books. Trapped in a sprawling facility for genetic experimentation, the protagonist, named only No. 13, struggles to discover his identity and escape. The crux of the game involves navigating the facility and solving the various puzzles gating access. No. 13 drops bombs as his primary attack, but can also wield a variety of weapons, and can equip “biochips” which increase his various abilities. Setting biochips in certain orders enables No. 13 to use special abilities, like briefly dashing or detecting mines.

    Gameplay

    D.N.A. is a third-person isometric game. There are some action gameplay mechanics, but they belie the puzzle and adventure heart. Much of the player’s time will be spent on simply trying to navigate the labyrinthine facility and solving puzzles that gate the different sections. These puzzles include many adventure game staples, like block puzzles, switch puzzles, and finding keycards. A few puzzles require note-taking or memorization and are unforgiving. Platforming segments are infrequent, and mistakes will only send the player to a different part of the level. Except for boss encounters, enemies can be largely ignored and navigated past. Although the player can choose to engage with the action elements, D.N.A. is primarily an adventure game and requires many typical adventure-game skills.

    D.N.A. takes place in one contiguous facility, divided into sub-sections. Nearly all of the sections have a map that can be viewed from a console in the environment. While it is possible to clear a section and defeat all of the enemies in it, once the player enters a new section and triggers a load, the cleared section will repopulate with enemies. Throughout the facility are save rooms, where the player can save and is healed by a green beam of light.

    No. 13’s Abilities

    The genetic modifications to No. 13 allow him to drop bombs from his right arm by pressing the square button. The bombs can damage both the player and enemies, and the bombs also destroy crates, some of which contain items. These bomb mechanics serve as the central connection between D.N.A. and Bomberman, both Hudson properties. Unlike classic Bomberman, the length of the bomb fuse can be increased by holding down the square button.

    Dropping bombs and using special abilities decreases the player’s EP bar, which recovers over time. The player also has a health bar, which is decreased by attacks from enemies and environmental hazards. Both the HP and EP bar can be partially refilled with items dropped by defeated enemies or found in the facility. No. 13 has a ten item inventory limit. If the player’s EP bar is fully depleted, they cannot perform any EP-related actions until the bar is filled entirely.

    There are a number of weapons scattered around the levels, and enemies will sometimes drop their weapons after being killed by No. 13. The weapons have limited ammo and durability, and take up one item slot of No. 13’s ten item inventory. Using a weapon does not drain the No.13’s EP.

    No. 13 can increase his abilities by equipping “bio-chips” into a device embedded in his left arm. There are four slots for bio-chips, and 7 different types of bio-chip: EP, Power, Speed, Range, HP, Jump, and Fuse. The chips for EP, HP, Speed, and Jump increase No. 13’s attributes, while Power, Range, and Fuse increase the effectiveness of No. 13’s bombs.

    Additionally, setting the bio-chips in a certain order allows the player use a special ability by pressing the square button. Only the first three slots are needed for these special abilities, and the bio-chip in the fourth slot does not negate or change the special ability. The bio-chip combinations are revealed by files in the levels, but are not required to use to the special ability. When the player has set a successful bio-chip combination, a light bulb thought-bubble will appear above No. 13’s head.

    Bio-chip Combinations

    Dash:

    “Effects: Achieve momentary driving force. Less likely to be affected by winds.”

    SlotBio-chip
    1EP
    2Power
    3Speed

    Light Bomb:

    “Effects: Creates a bomb that radiates light. Detonation will cause light particles to diffuse and the vicinity will be illuminated for a certain period of time.”

    SlotBio-chip
    1Power
    2Range
    3Speed

    Detection:

    “Effects: Enables detection of invisible objects. Enables perception of heat radiated by infrared lights and land mines.”

    SlotBio-chip
    1Range
    2Range
    3HP

    Smoke Bomb:

    “Effects: Creates smoke emitting bomb. The smoke causes confusion to living creatures.”

    SlotBio-chip
    1HP
    2EP
    3Jump

    Climb:

    “Effects: This enables you to “stick” to some walls and by continuously jumping, you can reach greater heights.”

    SlotBio-chip
    1Jump
    2Speed
    3Speed

    Wall:

    “Effects: It enables you to make a wall. It prevents a bullet or a beam.”

    SlotBio-chip
    1HP
    2Fuse
    3Range

    Floor Bomb:

    “Effects: Create bomb that explodes and leaves a blast radius of around 10 secs. Anything entering this area will be damaged.”

    SlotBio-chip
    1Range
    2Range
    3Power

    Enemies

    There are a large variety of enemies in the game, from mutated creatures to robotic drones, to security personnel. Enemies are generally unique to each section of the facility. Attacks are stylized or are indicated by an exclamation point. In most encounters, enemies can be avoided entirely, but there are eight inescapable boss fights.

    Gread

    No. 13 first tackles Gread in an unwinnable boss fight. Before the fight, Gread exclaims: “You’re the last. Worthless damn specimen, quit giving me trouble. Well, it’s one way to get a workout. You’re dead!” Gread’s is able to shoot two purple balls of energy from both hands, and he also is armed with a telescopic sword and a bubble shield. Lining the walls of the boss arena are laser turrets. As mentioned earlier, it is impossible to beat Gread in this opening fight.

    Salamander

    An in-game “Creature Study” gives some background to the gargantuan purple Salamander that attacks No. 13 in the Sewers:

    “File No. B-000 Salamander: Found in the sewer. The test specimens that escaped from the lab have mutated. They hate being exposed to light. We got rid of them by making them wince with bright light before attacking them. No. of incidents to date 3."

    Defeating the Salamander requires the Light Bomb special attack. As indicated by the Creature Study, No. 13 must first blind the Salamander with the Light Bomb and then quickly use the regular bomb to damage the exposed underbelly.

    Type B-038 Auto Security

    As No. 13 is leaving the Research Block and heading towards the Control Block, he is caught by the auto security system. A weapons report file hints at how the boss is overcome:

    “The problem of the damaged miniature weapons generator causing unbalance & system failure was solved by fortifying the shield. But the shield still opens up exposing a vulnerable spot when weapons are being replaced. Since there is nothing we can do about this, we request redesigning of the generator.”

    There are four generators at each corner of the room, and destroying the “miniature weapons” will expose each generator. No. 13 is also chased by a large electrified cube, which moves faster than him, but is easily avoided.

    Snow Worm

    From a second Creature Study:

    “File No. B-001: Found in the Outdoor Area. Virus which leaked from the lab cause the mutation in worms. Their skins repel every kind of attack. They always feed on what they can find as they crawl out from the soil. We killed them by placing land mines on the ground. No. of incidents to date 2.”

    No. 13 clashes with the Snow Worm while traveling to the Control Block. The giant worm kills three guards, and naturally No. 13 must kill it. Avoid all of the Snow Worm’s attacks and leave bombs for it to eat. Increasing the length of the fuse also increases the hitbox of the bomb, making it more likely the worm will eat it.

    Alisa

    Alisa is commanded by Dr. Craid to kill No. 13, and in a garbled robotic voice she complies. She is able to create copies of herself, making two clones that will aid her in the fight. However, the clones are not perfect, as they are not infallible replicas of her. They have slightly different attack patterns, and the real Alisa is easily discernible by her back-flips; the Alisas copies will only walk. Alisa also has long retractable claws that she will swipe at No. 13 with, and she can shoot a large energy beam from her body. To top it off, her back-flips will damage No. 13. When her copies are destroyed, she will simply summon new ones.

    Four-legged Robot Walker

    Dr. Craid ambushes No. 13 with this large quadrupedal robot, which is never named in the game. The robot walker is initially protected by an energy shield that must be disabled by No. 13 blowing up the four generators in the corners of the room. While No. 13 tries the disable the shield, the robot walker can launch grenades in an arch pattern or shoot a laser along the floor. It will also drop miniature versions of itself that will shoot at No. 13 and damage him upon contact. The generators will also regenerate, so all four must be taken out in a limited window. After all four are destroyed, they will not regenerate for a short time period, but all four will come back online and the bombing process needs to be repeated. After the walker takes some damage, it will shift attacks. Now it launches a cluster of homing missiles instead of grenades and will continue to fire the laser. Additionally, this boss battle is marked by considerable slow-down.

    Superhuman Gread

    Gread stabs himself with a shard of the pendant core, ripping off his shirt and gaining superhuman abilities. He now floats above the ground and launches multiple energy-based attacks. He can create a semi-circle of explosions, launch multiple balls of energy, shoot a beam of red energy, and will also use his telescopic sword and bubble shield. No. 13 must bomb Gread four times before he stops attacking, arches his back, and reveals his core. After the core is bombed once, Gread will return to his normal attacks. The core must be hit seven times.

    Demonic Gread

    Gread is still alive, and has transformed into a demonic creature that is able to breathe fire. All that is left of Gread is his upper body, embedded in the back of the monster. Gread will attack No. 13 with his fire breath and with swipes of his tail and massive claws. Gread can also take flight and shoot fireballs that bounce around the arena.

    Characters

    Test Subject No. 13

    The protagonist of the game, No. 13 awakes in the sewers of the GENEAR facility with no knowledge of his identity, past, or why he is trapped in the bowels of the facility. A man with spiky blond hair and blue eyes, No. 13 wears a torn blue overcoat with a large popped-collar and leather belt over his right shoulder. He also has a bar code tattooed on his right bicep. In one scene, Dr. Craid calls him “No. B13,” however the game manual refers to character's name as just “No. 13.”

    As a result of Dr. Craid’s experimentation, No. 13 can create bombs from his right hand and set bio-chips into his left arm. Thinking he has amnesia, No. 13 searches for clues of his past life and teams up with Sarisa to further explore the facility. After confronting Dr. Craid, No. 13 realizes he is in fact a clone of Gread, and never had a true identity or past in the first place.

    Sarisa Stingray

    Sarisa is a gene therapy researcher, blackmailed by Dr. Craid into collaborating on their genetic experiments. Dr. Craid kidnapped both Sarisa and her sister Alisa, who Sarisa believes is still being held hostage somewhere in the facility. Sarisa dresses in a lab coat over a black turtleneck, a red pencil skirt, red stockings, and red high heels.

    In a brief section where No. 13 has been drugged by Dr. Craid with a relaxant, the player takes over Sarisa as she creates the antidote. Sarisa cannot drop bombs and is instead armed with a pistol. Her gun has unlimited ammo, but each shot uses EP. The player must search the facility for the two components of the antidote and complete a puzzle to properly mix the components into the antidote.

    Alisa Stingray

    Alisa is Sarisa’s 19 year-old sister and was previously a gymnast before being kidnapped by Dr. Craid and GENEAR. Although Dr. Craid claims he is keeping Alisa safe, he is in fact experimenting on her. She has bright red hair and is garbed in a silvery white leotard and cape. No. 13 is forced to fight Alisa, who is able to create copies of herself, can shoot an energy beam, and has long retractable claws. Although all of her clones are corporeal and can attack No. 13, only one is the real Alisa. She is killed in the fight with No. 13.

    Doctor Craid

    Described in the game manual as a brilliant scientist in medicine, chemistry, and physics, Dr. Craid is the head of genetic research at GENEAR and is the secondary antagonist of the game. Dr. Craid leads the experimentation on human cloning and genetic modification and is the creator of No. 13. He is an elderly man with white hair and beard, wearing a blue shirt and tie under a white lab coat. When No. 13 steals a pendant, an artifact with mysterious powers, Dr. Craid desperately tries to take back the “stone” in the pendant. After recovering the pendant from No. 13, Dr. Craid is betrayed by Gread, who seemingly delivers a killing blow to Dr. Craid. However, in a post-credits stinger, Dr. Craid is revealed to still be alive and in final possession of the pendant.

    Gread

    Gread is the primary antagonist and overseer of the GENEAR laboratory, despite not being a scientist. He is a powerful fighter, and the game manual hints he may have been a Green Beret. Gread’s initial attire is a canary yellow suit with a red cravat, but by the final boss encounter he has stripped his suit jacket and is shown barechested. In the beginning of the game, Gread defeats No. 13 after he escapes his confinement, but does not realize that No. 13 has stolen the mysterious pendant. After Dr. Craid obtains the pendant from No. 13, Gread claims that Dr. Craid is no longer necessary and seemingly kills him. Gread attempts to use to the pendant to activate an ancient creature with demonic powers, but he is unsuccessful. In anger, Gread stabs himself with a shard of the pendant, first gaining superhuman strength and then transforming into a demonic creature himself. In the PAL release, No. 13 describes the creature as a “zombie.”

    Plot

    It is 2063, and in this dark future, scientists have managed to master genetic engineering and human cloning. GENEAR is at the cutting edge of this technology, and in a secret facility in Northern Europe, they are developing human bioweapons. The game begins in media res, with No. 13 attempting to escape from the facility. He is stopped by Gread, who handily beats No. 13 and orders he be disposed of. No. 13 is dumped in the sewers, but he is awakened by the glowing of a mysterious pendant. Realizing he has no memories of his past life and unsure of his own identity, No. 13 sets off to confront those behind the facility.

    Meanwhile, Dr. Craid suspects that Sarisa, a researcher, has stolen the pendant and threatens her. Dr. Craid has kidnapped both Sarisa and her sister, Alisa, and is holding Alisa hostage to force Sarisa to cooperate with GENEAR’s research. Unconvinced of Sarisa’s innocence, Dr. Craid places Sarisa in the facility’s holding cell. After leaving the sewers, No. 13 combs through the research facility for clues of his prior life. He inadvertently releases the electromagnetic lock to Sarisa’s cell and she escapes. They meet in a file room, where Sarisa explains the situation to No. 13 and offers to form a partnership. She also tells him that his personal information will be in the Control Block, a building outside of their current location, the Research Block.

    After No. 13 arrives at the Control Block, he calls Sarisa, who tells him to meet her at the Control Block’s laboratory. However, Sarisa has betrayed No. 13 to Dr. Craid, who has promised to return Sarisa’s sister Alisa for the pendant. At the laboratory, Sarisa injects No. 13 with a relaxant, claiming that it is a vaccine for a deadly virus in the facility. No. 13 is then confronted by Alisa, who has been turned into a bioweapon by Dr. Craid. After No. 13 kills Alisa, Dr. Craid reveals Sarisa’s betrayal and the effects of the relaxant kick in. No. 13. Dr. Craid easily retrieves the pendant from an incapacitated No. 13, as a horrified Sarisa discovers she has been duped by the doctor and her sister has been killed.

    A bed-bound No. 13 realizes that he is a modified clone of Gread, and that he never had memories to begin with. He remembers that he stole the pendant and attempted to escape the facility before being defeated by Gread in the beginning of the game. Accepting his warped, clone identity, No. 13 resolves to escape the GENEAR facility with Sarisa and take down Dr. Craid and Gread along the way. Sarisa makes the antidote for the relaxant, and No. 13 attempts to stop Dr. Craid and Gread from using the pendant. Before No. 13 can fight the two men, Gread kills Dr. Craid, telling him the power offered by the pendant is “plenty enough for just one man.” Gread then heads underground, and Sarisa reasons he is most likely taking the pendant to an archaeological dig site adjacent to the facility.

    No. 13 finds a demonic monster in the archaeological site, although it seems to be dead. Gread appears, and reveals that the creature is in a state of suspended animation. The stone in the pendant is in fact the “core” of the creature, and inserting the core will bring it back to life. Gread hopes to wield the demon’s power, claiming that it is “power greater than any in the universe.” However, the core shatters, and the revival is unsuccessful. Distraught, Gread stabs himself in the chest with a shard of the core and gains superhuman abilities. Despite his various new powers, Gread fails to defeat No. 13, and as his last resort he detonates a bomb placed underneath the archaeological site. No. 13 flees the crumbling dig site, but is faced again by Gread, who has fully transformed into a demonic beast. Once again, No. 13 is victorious, finally killing Gread. Sarisa runs out of the laboratory and embraces No. 13, and they both watch as the bomb in the archaeological site destroys the GENEAR facility in a flash of light.

    In a post-credits stinger, Dr. Craid is revealed to be alive and in a helicopter flying over the facility. He is seen holding the pendant, and claims he has all the data he needs. The game ends with his maniacal laughter.

    Graphics

    D.N.A. is one of the first games to use cel-shading. The game was released in Japan in September, 2001, only a year after the release of Jet Set Radio, a famous early example of cel-shading in video game graphics. The game attempts to emulate the artwork and style of American comic books. The gameplay menu is presented as a stylized comic book page, with the options as comic panels. In-game dialogue is represented in speech-bubbles, and No. 13’s internal monologue is seen in thought-bubbles.

    The game is played from an isometric view, with many rooms allowing the camera to be rotated.

    Development

    Tamsoft developed the game, and it was published in Japan by Hudson and in Europe by Virgin Interactive. There was no US release. Gamespot had a hands-on in April, 2001.

    In the PAL release, No. 13 is voiced by Patrick Harlan, who also voiced Ark Thompson in Resident Evil Survivor. Harlan is currently a popular American-born comedian and entertainer in Japan, and has hosted a number of television shows. Gread’s English voice actor has one other credit: Terry from Shenmue. Dr. Craid is voiced in English by Barry Gjerde, whose vocal talents were featured in many games from the Playstation 2 era.

    After the voice actor credits, the first credit goes to Hudson Soft co-founder Hiroshi Kudō (spelled Hiroshi Kudoh in-game) as Executive Producer. Two of the Tamsoft “Managers” credits, Toshiaki Ōta and Shintarō Nakaoka are still at Tamsoft, and are most recently credited in Cyberdimension Neptunia: 4 Goddesses Online.

    sizepositionchange
    sizepositionchange
    positionchange
    positionchange
    positionchange
    bordersheaderpositiontable
    positionchange

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.