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Evil Zone

Evil Zone is a 3D fighting video game developed by Yuke's, published by Yuke's in Japan and by Titus Software in North America and Europe, for the PlayStation console; it was released in Japan on January 14, 1999, and in North America on May 31, 1999. The game centers on a tournament in a supernatural dimension called the Evil Zone, where ten anime-inspired characters from various worlds are summoned to battle each other and ultimately destroy the sealed evil entity Ihadurca before she escapes and threatens reality. Its narrative unfolds uniquely through individual story modes for each character, presented in a format mimicking episodic anime television shows complete with voice-acted intros, previews, and recaps. Gameplay in Evil Zone emphasizes accessible, arena-based 3D combat without traditional blocking mechanics, allowing free 360-degree movement and focusing on offensive special attacks powered by a simple meter system. Players select from a roster including heroes like the Midori Himeno, the pilot Danzaiver, and the Alty Al Lazel, each with distinct motivations tied to the overarching plot of preventing Ihadurca's resurgence. The game offers five modes: Story Mode for character-specific narratives, 1P Battle (arcade-style), for two-player matches, for endurance challenges, and for training combos and techniques. Despite its innovative storytelling approach tailored to anime enthusiasts, Evil Zone received mixed reviews for its simplistic fighting mechanics, uneven , and technical limitations like issues on the hardware. It remains notable as an early attempt by —later known for wrestling titles—to blend anime tropes with 3D fighters, influencing niche discussions on accessible genre entries for non-hardcore players.

Development and release

Development

Yuke's Future Media Creators, a video game developer founded on February 26, 1993, by Yukinori Taniguchi, handled the full development of Evil Zone. The studio, initially focused on various genres, produced Evil Zone as one of its early fighting games before shifting toward sports simulations, notably the long-running series starting in 2000. Production began around 1998, as evidenced by an early version of the game's credits cinematic dated January 31, 1998, present in the and releases. The team prioritized crafting original characters and interconnected stories, avoiding licensed intellectual properties to build a self-contained centered on the fictional realm of I-Praseru. Design choices heavily incorporated tropes, with each character's arc parodying common genre archetypes to create a multimedia-like experience resembling serialized episodes. cutscenes, essential for advancing the character-driven narratives, were outsourced to the animation studio AIC, known for works like Tenchi Muyo! and , providing high-quality anime-style sequences for intros, story transitions, and endings. Tailored to the PlayStation's capabilities, the utilized polygonal models with animations for elements like hair and fabric, enabling arena-based combat in 360-degree environments to set it apart from prevailing fighters. A key production decision was integrating the Pressure Dash mechanic, where simultaneous dash inputs by opponents trigger a button-mashing contest to determine the aggressor, balancing accessibility with risk-reward dynamics on the console's limited processing power.

Release

Evil Zone was published by Yuke's in Japan and by Titus Software in North America and Europe. The game launched on the PlayStation console in Japan on January 14, 1999, followed by North America on May 31, 1999, and Europe in June 1999. A port for Windows was released exclusively in Asia in 2003 by Yuke's, incorporating minor graphical enhancements such as improved textures but lacking an official Western localization. Regionally, the Japanese version is titled Fūjin Ryōiki Eretzvaju (封神領域エルツヴァーユ). The PAL release is stylized as EVIL Z♀NE. Western editions feature minor adjustments to tone down violence and fanservice elements, including alterations to outfits and ages. Marketing efforts highlighted the title as an anime-inspired 3D fighter with deep story modes for each , often showcased through television commercials emphasizing its narrative cutscenes. As of 2025, no sequels or official remakes have been produced.

Story

Premise

Evil Zone is set in a threatened by Ihadurca, a multi-dimensional evil entity embodying absolute destruction and sealed within the confines of the , a designed to contain her power. This ancient being, once a court magician named Ihadulca Imella in the dimension of I-Praseru, was possessed by malevolent forces, leading to a that necessitated her imprisonment at great cost to the realm's inhabitants. Awakened after eons, Ihadurca is gradually breaking free from her containment and posing an existential threat to reality across dimensions. To counter this awakening, the guardians of I-Praseru initiate a mystical within their , summoning selected fighters from diverse worlds and backgrounds to compete in battles that will determine the strongest contender capable of confronting and destroying Ihadurca before she fully escapes. These warriors, including seekers driven by personal stakes and interdimensional guardians, are drawn into the fray to prevent the collapse of dimensional boundaries, with the Evil Zone serving as the ultimate arena where the final execution must occur. The competition unfolds as a high-stakes , blending elements of fate and raw power to safeguard existence. Thematically, Evil Zone weaves with anime-inspired fantasy and , portraying the Evil Zone not merely as a static but as a warped realm that distorts time and space, amplifying the psychological and physical perils faced by the combatants. This lore originates from an ancient evil's resurgence in I-Praseru, where the entity's destructive power echoes conflicts between and , compelling heroes from varied realms—such as modern investigators and mythical guardians—to unite against the impending cataclysm.

Story mode

The story mode in Evil Zone serves as the game's primary single-player , where select from one of playable characters to experience a personalized arc framed as episodes of an television series. Each character's path unfolds through a series of 3 to 5 battles, interspersed with cutscenes that include still images, in-engine sequences, and brief (FMV) animations produced by studio AIC, emphasizing the protagonist's journey from introductory encounters to rival confrontations and a climactic battle against the entity Ihadurca. This mode incorporates a unique aesthetic, with each battle presented as a weekly complete with spoken prefaces, "eyecatch" segments between fights, and "next episode" previews that build anticipation for the ongoing story. Player interaction is limited, with minimal choices in or battle outcomes that only slightly influence the path, such as minor variations in rival selections, while the core narrative remains linear per character to highlight their individual motivations and rivalries within the tournament setting. Progression begins with initial fights to establish the character's entry into the Evil Zone tournament, escalates through personal rival battles that tie into their backstory, and resolves in a confrontation with Ihadurca, followed by character-specific endings depicted in short clips. The short, episodic structure—typically lasting 20-30 minutes per playthrough—encourages replayability across all ten narratives to uncover the interconnected lore, with completion of multiple stories unlocking additional content such as alternate endings, secret costumes, an illustration gallery, a music player, and narrator options.

Gameplay

Combat mechanics

Evil Zone features a distinctive 3D arena system where battles occur in spherical fields that permit free movement in all directions, including forward, backward, left, right, and depth via background and foreground shifts, emphasizing spatial positioning over traditional plane restrictions. This setup supports range-based , with attacks adapting contextually: close-range encounters trigger strikes or grapples, while distant engagements launch projectiles like blasts or spells, allowing players to control distance strategically. The arenas, selectable before matches, often feature dynamic backgrounds such as swirling voids or otherworldly landscapes that enhance the anime-inspired aesthetic without directly impacting gameplay. Basic controls are streamlined for accessibility, utilizing the or for movement—double-tapping directions enables dashing or jumping—and two primary face buttons: Triangle (or equivalent) for attacking and Square for guarding or blocking. Attacks vary by directional input combined with the attack button; for instance, forward + attack might execute a dashing strike, while backward + attack could fire a retreating projectile. emerge from chaining these inputs with timed blocks, which not only defend but can reflect weak projectiles or interrupt incoming melee attempts, rewarding precise timing over complex button sequences. Holding the attack button charges a visible red circle indicator, enabling special moves upon directional release, such as character-specific techniques like orbital lasers or , which execute in real-time based on positioning. Special moves revolve around a power system where players collect up to three Power Stocks by holding the attack button to fill a , with charging speed increasing as health decreases to encourage aggressive play. These stocks power Ultra-attacks—high-damage finishers triggered by specific inputs like double attack + back—that often involve extended cinematic animations lasting up to 20 seconds, potentially prolonging if they deplete the opponent's . A unique element is the Pressure Dash, a high-risk maneuver activated during simultaneous close-range charges, requiring rapid button mashing to accelerate and amplify damage output, turning potential grapples into intense submission struggles. Win conditions focus on depleting the opponent's bar through sustained damage or forcing submission via successful grapples and Ultras, with no time limits to prioritize tactical maneuvering and resource management over rushed assaults.

Game modes

Evil Zone offers a selection of single-player and multiplayer modes centered around its fighting system, providing options for narrative-driven play, competitive battles, and skill-building exercises. The game includes five primary modes: Story Mode, 1P Battle, Versus Mode, , and . These modes emphasize replayability through unlockable content, such as character bios and extra features, without any online connectivity due to its hardware limitations. Story Mode serves as the core single-player experience, featuring character-specific campaigns where players progress through sequential battles against opponents to explore individual fighter motivations. Each campaign unfolds like episodic segments, with completion unlocking elements like detailed character bios and secret costumes. This mode requires one block for saving progress and encourages multiple playthroughs to access all ten campaigns. 1P Battle functions as an arcade-style ladder mode for non-narrative single-player practice, pitting the selected against a series of randomly generated AI opponents until defeat or completion. It supports up to adjustable life stock levels via the options menu and allows a second player to join mid-battle for impromptu multiplayer challenges, making it a versatile entry point for combo experimentation without story elements. Versus Mode enables direct two-player local battles, where competitors select characters and engage in head-to-head fights with customizable rules, including life stock adjustments and battle rank settings for balanced handicaps. This mode focuses on pure competition, with players able to choose stages implicitly through character matchups, and serves as the foundation for social play on the same console. Survival Mode challenges players to an endurance test in single-player format, requiring them to defeat waves of opponents continuously using a single life bar until inevitable defeat, highlighting stamina management and long-term strategy. Practice Mode provides a free-form training environment against a dummy opponent, with options to adjust behavior, display input keys, and select any character for isolated skill honing. Replayability is enhanced by the options menu, which includes sound tests, extra poses, and narrator selections unlocked upon mode completions—such as finishing 1P Battle to access alternate announcers or Story Mode for a full congratulations screen. These features, along with gallery unlocks, reward thorough exploration without relying on external connectivity.

Characters

Roster

The roster of Evil Zone features 10 playable characters, each summoned to the tournament on I-Praseru to determine who is worthy of confronting and destroying the entity Ihadurca before it fully manifests. In the version, characters under 21 years old were aged up to 21 in releases due to localization changes; the descriptions below use international ages where applicable, with notes on differences. Nine characters are selectable from the start, while Ihadurca serves as the secret final boss, unlockable after completing specific story modes. The designs draw heavily from aesthetics, blending exaggerated features, dramatic poses, and thematic costumes that reflect late-1990s animation styles, with a balanced mix of five male and five female fighters spanning archetypes like guardians, mercenaries, and mystics. Setsuna Saizuki is a 21-year-old college student (14-year-old high school student in the version) who coexists with the angelic Karin, granting her supernatural abilities she struggles to control. Drawn into the tournament by visions of Ihadurca's threat, her role emphasizes themes of inner conflict and protection, with her angelic design featuring flowing robes and ethereal wings for a swift, aerial combat style. Her moveset ties directly to her guardian backstory, including sword strikes like Fire Bird—a flaming aerial dive—and Ultra-death, a high-damage finisher that channels Karin's power for light-infused combos, favoring rushdown tactics over distance control. Linedwell Rainrix (also known as "") is a 21-year-old (20 in the version) aspiring musician turned psychopath, compelled to fight after stealing the ancient sword Shahal from an , which whispers commands and amplifies his destructive urges. His participation stems from the sword's influence, positioning him as an unpredictable among . With a rugged, rocker aesthetic—complete with leather attire and wild hair—his abilities revolve around telekinetic manipulation via Shahal, such as Rajiel (a slashing energy wave) and Lido Gade (a bloody, pulling vortex), creating chaotic mid-range zoning that reflects his mentally unstable backstory. Erel Plowse is a 21-year-old (17 in the version) mercenary driven by a sense of justice, entering the fray to protect her childhood friend Alty Al Lazel and prevent Ihadurca's release, which she views as an injustice threatening multiple worlds. Her design combines youthful beauty with practical armor, emphasizing agility in battle despite her "lovely yet fierce" demeanor. Abilities include fast, erratic sword assaults like Kareabara (a sweeping charge) and Eldibirus (an explosive uppercut), suited for close-quarters disruption and tying into her role as a self-motivated defender who prioritizes personal bonds over broader heroism. Gally "Vanish" Gregman is a 36-year-old and family man, kindhearted yet fearless, hired specifically to assassinate Ihadurca for a substantial reward to support his wife Sayaka. His burly, earth-toned warrior design conveys raw power and endurance, contrasting his gentle personality. Moveset focuses on heavy with a massive , including Geigenberg (a grounded smash) and Braunsvike (a charging tackle), promoting a tanky, close-range style that embodies his steadfast, contract-driven motive in the . Keiya Tenpouin is the 25-year-old proud leader of the Tenpouin clan, following an path after his lover Himika's , seeking Ihadurca's destruction to revive her through forbidden rituals. His shadowy, traditional attire and charm-based arsenal highlight and . Abilities draw from onmyoji dark magic, such as Kageyajiri ( blades) and Mizukazuro ( traps), enabling one-handed combos and zoning, which align with his clan's secretive heritage and vengeful agenda. Midori Himeno is a 21-year-old (18 in the version) martial artist from the Fuin School, motivated by a quest for worthy opponents and personal pride, viewing the tournament as the ultimate test to hone her skills against Ihadurca. Her athletic, form-fitting outfit accentuates dynamic movement in a . Her unpredictable moveset includes Fuin Straight (a rapid punch rush) and Midori Mix (an aerial throw combo), emphasizing close-range grabs and air mobility that stem from her disciplined training background. Danzaiver (real name Sho Mikagami) is a 21-year-old (younger in the version) environmental for the CRYOS , entering the to rescue his captured partner Yuri from Ihadurca's influence, using his "Zerochaku" to transform mid-battle. His robotic gear and electric design evoke a tactical operative, blending with heroism. Moves like Lightning Drive (an electrified dash) and Spiral Bomber (a spinning capture) support high-speed, far-reaching assaults, directly linked to his investigative role and partner-rescue imperative. Alty Al Lazel is a 21-year-old (15 in the version) arrogant court magician wielding the "Lost Legacy" power, opposing Ihadurca's emergence to safeguard her world and summoned allies, often clashing with her companion Erel. Her youthful, robe-clad aesthetic underscores flair. Abilities center on spells like Ramild Zahm (a flame projectile) and Gesh Sieode (a burning ground burst), enabling and quick bursts that reflect her privileged, magical upbringing and protective stance. Kakurine is a 10,010-year-old shrine priestess who appears as a childlike girl, timeless and wandering, fighting to reunite with her childhood friend by eliminating Ihadurca—Lea's current incarnation—after millennia of separation. Her pixie-like, mystical design with void armor suggests ethereal grace. Moves involve spiritual summons and defenses, such as Fire attack (summoned flames) and Devitalitizing (energy drain), favoring mid-range control and dancing evasion tied to her ancient, heartbroken quest. Ihadurca is the 23-year-old "Absolute Existence," the tournament's final and a former court magician possessed by the ancient , questioning humanity's capacity for while reigning in terror until sealed. Unlockable post-story, her sexy, winged black amplifies her villainous allure. As the , her reality-warping powers include Spear-Beam (piercing ) and Mighty Bisection (dimensional slash), offering overwhelming zoning and high damage that embody her role as the ultimate, multi-dimensional threat. The roster's diversity in combat ranges—from grapplers and rushdown specialists to magical zoners and heavy hitters—encourages varied playstyles, with each character's unique moveset rooted in their personal backstories to foster in the simplified fighting system.

Voice cast

The Japanese version of Evil Zone features by a roster of established voice actors, many of whom were prominent in series, contributing to the game's trope-heavy, -inspired and authenticity. The English dub, handled as part of the full localization by publisher Software for the North American release, employs voice talents with experience in video games and animated dubs, delivering performances in an exaggerated style over the existing sequences without . Some was adapted for cultural context, though the dubbing has been noted for technical issues like clipped audio segments. The following table lists the primary voice actors for the game's playable characters and key antagonist:
CharacterJapanese Voice ActorEnglish Voice Actor
Danzaiver (Sho Mikagami)
Setsuna SaizukiKyoko HikamiMoriah Seebold
KarinMoriah Seebold
Linedwell "Lie" RainrixIssei FutamataRick Calvert
Erel PlowseSusan Wakefield
Gally "Vanish" Gregman
Keiya TenpouinChris Wilcox
Midori Himeno
Alty Al Lazel
KakurineOmi MinamiMoriah Seebold
Ihadurca
Notable among the Japanese cast is , whose role as Keiya draws from his 1990s anime work such as Zelgadis in , lending a familiar dramatic flair to the character's exorcist persona. Similarly, Noriko Hidaka's portrayal of echoes her iconic 1990s roles like Akane Tendo in , enhancing the school's occult club leader's youthful energy. In the English version, voices multiple female characters, including Alty, , and Ihadurca, showcasing her versatility in high-pitched, anime-esque deliveries common in late-1990s game localizations. Jon St. John's casting as Danzaiver brings a gravelly, action-hero tone reminiscent of his role, fitting the inspector's over-the-top persona.

Reception

Critical reception

Evil Zone received mixed reviews upon its 1999 release, with critics praising its unique narrative structure while criticizing its simplistic and technical shortcomings. On aggregate, the game holds a 63% score based on 13 reviews compiled by . Individual outlets varied widely: awarded it 4 out of 10, faulting the "simplistic, unbalanced " that left little room for despite some appealing visuals. In contrast, rated it 7.6 out of 10, highlighting its "extremely fun" accessibility and the developer's evident growth in fighter design. gave it an average of 21 out of 40 across four reviewers, commending the character-driven story modes formatted like original video animations but decrying the imprecise controls and subpar English localization that created tonal mismatches. Reviewers frequently lauded the game's innovative integration of elements, particularly its story modes that unfold as episodic tales with cutscenes and character-specific dialogues, setting it apart from typical fighters of the era. appreciated the "unique character focus" that emphasized personal backstories over generic tournaments, while Hardcore Gaming 101 noted how the anime production by studio AIC—known for series like Tenchi Muyo!—infused the game with a quirky, serialized charm reminiscent of a TV show complete with "next episode" previews. This approach earned it a niche over time, with fans drawn to the kitschy, over-the-top dialogue and s that tropes. However, the combat system drew consistent criticism for its shallowness and clunkiness, relying on a single primary attack button that limited movesets and led to repetitive battles after a brief . Electronic Gaming Monthly's reviewers, including John Davison, specifically called out the frustrating controls that hindered precise execution, while described the mechanics as underdeveloped and unengaging for both hardcore fighting fans and casual players. Graphics, though crisp for standards with real-time cloth and hair animations, were seen as dated even in 1999, featuring uninspired, static backgrounds that paled against contemporaries like or . In retrospective analyses, Evil Zone has been reevaluated as an ahead-of-its-time parody of anime fighters, influencing later simplified titles like the : Gekitou Ninja Taisen! series through its cinematic, story-heavy battles and beginner-friendly controls. Modern commentators, including those on retro gaming sites, point to its enduring appeal via , where the game's eccentric aesthetic and humorous localization quirks have fostered a small but dedicated following despite its initial commercial obscurity.

Commercial performance

Evil Zone achieved modest commercial success upon its release, with VGChartz estimating global sales at approximately 260,000 units, including around 100,000 in North America, 140,000 in Japan, and 20,000 in Europe. These figures reflect its status as a niche title in a saturated fighting game market. The game launched in North America on May 31, 1999, during the late stages of the PlayStation's lifecycle, amid competition from dominant titles like Tekken 3 and as the PlayStation 2 loomed on the horizon. Publisher Titus Software's limited promotional efforts further contributed to its obscurity in Western markets, where anime-style games were still gaining mainstream traction but struggled against more polished 3D fighters. Underwhelming sales precluded any sequels, leading developer to shift focus from original projects to licensed titles, including successful wrestling series. A Windows port, released exclusively in by Amusement Korea around 2000, did little to broaden its reach. Despite commercial limitations, Evil Zone retains a small but dedicated following through , fan mods, and appearances in retro gaming retrospectives, underscoring its quirky parody elements.

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