
P.N.03 immediately feels strange. A lusty woman who infiltrates futuristic techno-military bases and shoots lasers out of her palms in rhythm to sweaty electronic music? It can only be Japanese, and the impulse is to dismiss it on these xenophobic grounds. It is foreign, unfamiliar, and uncomfortably hard to control. And so repetitious––what use could it serve?
“You can’t take an adult seriously when he’s debating you over why Twilight vampires are O.K. with sunlight,” Joel Stein wrote in the Times’ Room for Debate column, speaking to the obsessive and encyclopedic nature of people who are fans of the imaginary. This logic has eaten at me through my young adult years. I often felt pressure to give up things that seemed useless or impractical, video games chiefly among them. You could make a very convincing argument (and by convincing, I mean an argument a lot of people would likely buy into) that the kid who sits in an arcade mastering Galaga or Donkey Kong are frittering their lives away. Read Anna Karenin, you dorks.
I can see now that this viewpoint has always been indefensible, but for video games of yore that survived on unflinching repetition, the accusation seems more cutting. How could you defend doing the same thing over and over again when you’ve got nothing tangible to show for it?
PN03 is a game that helped me reject this dopey rhetoric. It’s an antique, repetitive third-person shooter mostly built around racking up giant combos and mashing the Gamecube’s wonderfully giant A button as much as you can. This is hard, mostly due to how inefficiently the game controls. I would say the hallmark of PN03 is its difficulty, but with the advent of Dark Souls and Demon’s Souls, crushing difficulty isn’t much to brag about. I haven’t played Dark Souls or its older brother, but what I hear most often about those games is how rewarding they are to conquer, an infinitely uphill battle.
PN03 isn’t really about the sweet release after a long and arduous victory, but more about becoming familiar with a system, if only for its sake. It represents the video game tradition of repetition almost perfectly, requiring you to constantly mash the shoot button over and over, throwing you into series of sterile, samey environments until the thumbs ache. It reminds me of learning to ride a bicycle, or how I might feel if I tried to learn to ride one today as an adult, two decades later.
Learning how to ride a bike is possibly one of the most frustrating things, and it’s probably because it engages an untrained kinesthetic sense we hadn’t yet found a need for. It forces us to wobble, to fall over, to scuff, and to maybe look silly in a bunch of protective gear. And once we’ve learned, it’s not something we think about ever again, probably because it was enormously frustrating.
But PN03 makes me remember what it’s like to fail again and again at something that is, performed at its best, a thoughtless and pretty sensation. Playing the game feels as wobbly and ham-handed as stepping onto a bike for the first time: Vanessa, the female protag, moves only in straight lines, stopping whenever she shoots or moves left or right, which she will only do in bursts. Explaining the way Vanessa moves and how constricting it can be is like describing riding a bike to someone who never has. Imagine attaching your body to a metal frame that must always be moving forward to keep from falling over; imagine trying to shoot giant robots without being able to move freely.
This isn’t hard because it is tuned to be so, but because it is just hard to understand. It requires some wobbling and scuffing. It’s our fault. But, like riding a bike, finally learning to understand the constrictions is a stipulation that I actually came to enjoy and that shows me a method of movement that feels wholly unique. At that point, PN03 then looks prettier than it feels. When controlled well, Vanessa dances through strippery motions as she shoots, ducks, and dodges. It is a 21st century ballet, a triumph of mechanical repetition. What was once a matter of fierce concentration gives away to the joyful, repetitive thrum.

The intimacy of this knowledge has little practical use, and not even in the experientially artistic way that I might get through reading Anna Karenin or something like it. PN03 is orthogonal to emotion in the same way riding a bike is: learning to understand how the game works is a slow and grueling process that engages me on a level like not much else can because it is primarily mechanical. You can argue how worthwhile it was to achieve that kind of thing, but there it is, a grace of the modern era. We get on a bike, we start to move, and the opposing revolutions of our feet don’t imbalance us in the slightest. And maybe that’s pretty neat.
“I appreciate that adults occasionally watch Pixar movies or play video games. That’s fine. Those media don’t require much of your brains,” Stein writes. “Books are one of our few chances to learn. There’s a reason my teachers didn’t assign me to go home and play three hours of Donkey Kong.” In the end, the most indefensible part of this line of thinking is that it encourages us to not seek what there is to be found in the creative, to not burrow weeks into Donkey Kong and see what we find.
It was frustrating understanding PN03, but I’m thankful for this renewed sense of learning and the intimacy of this useless knowledge. I’m happy I went after it. I occasionally pop the game in again, returning to it for its own sake, just to try and understand the dance.










