You down with E.O.E? No, not really.
Ah, the Free Market. Champion of American society. That is, until duplicitous
megalomaniacal companies decide to make us into zombies, build gigantic Materia
cannons, or fib on their accounting statements. Shame on you Umbrella, Shinra,
and Enron. Shaaaame. Your time is at hand. 
 And now there’s a new evil company in town called Wisdom. Not only do they
  have the FASB
  worried with their haphazard quarterly reports, but it seems Wisdom is in the
  habit of turning an occasional employee into a light saber. The horror. 
 In
  Eve of Extinction, Josh Calloway and his girlfriend, Eliel Evergrand,
  are earning their keep at Wisdom. But as it turns out, Wisdom isn’t innocently
  experimenting on fluffy bunnies, but is actually making insidious weapons out
  of people! Out of peeeeeeeple!
Josh and Eliel hightail it for the hills, but not before Wisdom turns Eliel into a “Legacy,” a form-shifting weapon of great power. Now, Josh is fighting back with Eliel, or rather using Eliel, to take down Wisdom and restore his girl.
 I for one think that a girlfriend who could turn into a weapon of ultimate
  destruction would be a good thing. You’ll always be able to pop open
  a can of beans or dice some vegetables when she’s nearby, and if any guys start
  coming on to her, you can smite them mightily. Take that, Ronco!
 EOE attempts to blend the classic third-person button-mashing action
  of games like Final Fight with some light puzzle solving. Now mix that
  with a heaping helping of an unholy love child between The Matrix and
  Soul Calibur. Most of
  the minor enemies are named “Agent WhatsHisFace.” There’s even the
  exact subway in which Neo had a shootout with Agent Smith. 
 Nearly every weapon seems lifted from the martial arts set of Soul Calibur.
  They even have Ivy’s sword whip! Why couldn’t they have added those ridiculous
  melon ball weapons, too? 
 The Legacy – or should I say, your girlfriend
  – is capable of taking the form of all of these weapons. As you fight your way
  through the game, you earn a new weapon with each boss you wipe the floors with.
  The weapons have a leveling-up system, enabling longer combo chains with increased
  usage. 
 The combo system flows with a simple but effective mechanism. You could start
  with one weapon and switch mid-stroke to a second weapon, resulting in a satisfying
  Devil May Cry feeling of annihilation. Begin
  a combo with your two-fisted katars (Voldo of SC‘s weapon) and strike
  your enemies toward the heavens. Then press a button and presto! Smash that
  sucka back to Earth with an axe. To finish him off, you shoot an arrow into
  the crumpled mass on the floor. Delicious! 
 Though smashing bad guys is fun, sometimes you just want to smash things in
  general. Too bad there isn’t enough environmental interaction in the game. I
  want to kick over trash cans and smash newspaper racks. Guess I’ll just have
  to do those things in real life. 
 For the most part, minor enemies are dumber than posts but make worthy punching
  bags. You can run out of their “zone of influence” and they’ll just stop dead
  in their tracks. They give up so easily. Fighting off a whole clique of baddies
  when they finally decide to attack starts to pose more of a challenge. Still,
  the boss characters are much more fun to fight and are really the only threat
  in the game.
 Your weapons also have a clunky special attack (called a ‘Legacy Attack’)
  that utilizes the second analog stick. When activated, a pattern is traced on
  screen, and you have to move the stick in said pattern to pull off a big wacky
  attack. It sounds clunky, and yes, it is clunky. It’s not intuitive whatsoever. 
 
The
  environmental puzzle portions utilize the weapons. For example, your bo staff
  can be used to make a high jump. In mid-air, you would switch to your hands
  in order to grab a ledge or a rope, though the sword-whip can also be used as
  a grappling hook. Obstacles that will require these weapon combinations dot
  the expansive but barren and straightforward levels. 
 Unfortunately, you’ll never really have a chance to figure out these puzzles,
  because the solutions are made so obvious. You see, your weapon is of the ‘singing
  sword’ variety, meaning you just can’t shut the girl up. Eliel’s dishes
  out vocal hints, suggestions, and straight-up answers left and right. What happened
  to letting me figure it out? I bet Eliel makes Josh always stop at the gas station
  for directions. 
 Speaking of voices, you might remember Josh Calloway’s voice as Liquid in
  Metal Gear Solid 2, but more than anything,
  you’ll remember him as Leonardo of the Teenage Mutant Ninja Turtles.
  The little Californian Surfer twang is in there. The voice talents seem to be
  used in a lot of other games, and they do fairly well in here. 
 The rest of the audio is thoroughly irritating. The “music” includes the melodies
  of grating electric scrapings, like digital nails on an analog chalkboard. The
  sound effects are unsatisfying with not enough charge and oomph to match the
  action. 
 The graphics are also a bit sparse. There are some nice sparks and lighting
  effects, but the whole thing feels behind the times. Witness the gray hallways,
  gray floors, and gray everything. 
The worst part is the camera, which drunkenly swings about making everything
  harder than it needs to be. The re-centering camera switch is sluggish and will
  moments later return to some off-kilter third-person view. 
After you beat the game the first time (in most likely less than 5 hours), there are some extra modes to unlock and a more challenging run of the game. Eliel still won’t get it in her head to shaddup, though.
 Eve of Extinction does a nice job bringing together different ideas,
  but the game starts out a bit slow and ends too quickly. The smashing of heads
  and delivery of pain is fun, but is ultimately undermined by the awful camera
  and limited gameplay. But at least to get to beat things up with your
  girlfriend.
  

- 
				Fun fighting
 - 
				Nice puzzle elements
 - 
				Undone by Eliel and her motor mouth
 - 
				Non-interactive environments
 - 
				Drunken camera
 - 
				Too short
 
