Players must find the lift down to the next level, occasionally setting the self-destruct sequence to blow up the level above them. The players collect or purchase a variety of weapons from the space station's computer terminals. In some versions of the game, these so-called Intex terminals provide additional features such as a clone of the classic video game Pong. Credits found on the ground have to be saved for these weapons and other enhancements, each giving the players an edge over the gradually more and more powerful alien forces. In advanced levels, players are occasionally trapped in enclosed spaces with huge boss aliens.

(Online Interactions Not Rated by the ESRB) Better get ready for some action! The 'breed' are back and must be stopped! Choose to go it alone or buddy up with a friend offline or online and take fight to the enemy in this fast-paced action horror set in a foreboding world of dread and terror. You will have to kick fear into touch if you are to fight your way through this myriad of challenges in order to complete this seat-of-the-pants adventure...Just remember to release the safety catch! There are no refunds for this item. For more information, see www.xbox.com/live/accounts.


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Your vessel, the Leopold, has crashed into a long lost ghost ship in hyperspace, and now the whole place is swarming with aliens. You play as Chief Engineer Conrad, a gruff space-jerk with a handy talent for xeno-extermination, and fight your way from elevator to elevator, gradually descending into the bowels of your craft, fending off growing swarms of alien scum.

The Leopold is falling apart. It's impossible to travel more than a few steps without the whole ship shuddering, or a pipeline erupting, or a doorway exploding. It's a tense and unnerving place to be, even before the aliens start careering through the walls. The trouble is that you see far too much of it. Almost every switch you're told to throw fails in some way, and the fix inevitably lies behind another broken door or burning room, sending you constantly backtracking through the levels, turning on sprinklers and rebooting computers like a mad admin assistant.

The frustrating level design wouldn't be such a problem if there were more foes to fight in the early stages. When the aliens did finally start storming me in their dozens, about half way through the game, everything became more exciting. Enemies can appear from any angle, bursting through walls or erupting through the floor, keeping you on edge.


The recent Alien Breed series, Team 17's episodic shooter outing based on the venerable 16-bit era titles, rumbles to a close with Alien Breed 3: Descent, which came out last week. I've been having a play of Descent and also looking back over the Alien Breed's long and patchy history. Here's wot I think... 


There is some residual fondness*. Alien Breed was the second game I bought for my Amiga 500. I wanted something I could play with my mate Tim and the 2-player co-op aspect of the game was the only thing - aside from it having guns and monsters in - that my adolescent brain placed any significance in. It was surprisingly atmospheric, with its alien screams and throbbing background ambiance, and Tim sat with me to play through the entire thing in a couple of sittings. More than once. This time around, playing Descent (and the previous modern relaunch game, Assault), I was forced to pressgang the Lady Rossignol into service. She wasn't anything like as impressed with this as Tim had been with the original games. She played through the first few matches, getting frustrated with the controls, before making some excuse about having to go and be alone in a corner of the house somewhere. She was right to be annoyed - the limited co-op options (which do not encompass the full campaign as the original games had done) seem neglected - a weak gesture towards the true nature of the source material. Hitting the single player campaign, I pressed on alone.


Peculiarly, I think this exact fate has been mirrored by the new Alien Breed games, some seventeen years on. They are now third-person shooters (presented at an angle, rather than top-down this time) in full 3D, thanks to the Unreal engine that powers them. You can spin the camera about left and right, to get a better view by degrees, a mechanic that, from the off, feels a little clunky. The environments are suitable murky and threatening, with aliens busting through walls and floors to get to you. I genuinely enjoyed running about, fighting off the baddies, finding the next thing on the list, although it never really felt like a challenge - just follow the waypoint and be quick with that mouse-trigger. The Unreal technology also enables cutscenes, and a host of visual effects to make things seem like a glitch in the wildest dreams of teenage, Amiga-owning Jim Rossignol.

In fact these modern Alien Breed games faithfully mimic much of what was to be found in the original games, down to the computer terminals that allowed you to buy stuff, and the selection of weapons that you gradually unlock as you collect cash across the levels. There are new features, of course: can search human corpses for loot, as well as collecting the stuff you find scattered around the level, and there's a lot more interaction with the environment through switches and terminals. But still the basic process is one of heading forward so that you can kill more aliens, open up more level, and ultimately defeat the mastermind engineer enemy who has made your life difficult. I suppose there's far more story in these new games and in Descent that is even set up by a comic sequence to explain previous chapters.


Yet it's also nothing that you'd bother to mention to anyone, for any reason, unless you were born of a subterranean anti-culture: "Hey guys, have you heard what happens in the Alien Breed games? There's this spaceship, right, and these men with guns..." And nor, really, are the puzzles and door-opening quests that Alien Breed lays out in front of you more than is necessary to make the game complete. Some of the firefights you get into are tough, often simply because you are facing enemies coming from multiple directions at once, but the curse of Alien Breed is that it has been done better elsewhere. Although more visually impressive than Shadowgrounds, it's actually far less interesting in terms of level design - a lot of back and forth for this and that. And of course if you are wanting to play a true co-op game then Valve's free Alien Swarm game shines like a laser beacon through the alien biomass.

In conclusion? Well, I'm not going to recommend the Alien Breed games, they're just not bold or exciting enough, but I am going to recommend you try them for yourself. Alien Breed 3 has a demo here, and currently boasts 10% of the full game. I know that some of you will find entertainment enough in those alien-lined corridors, even if there's nothing truly remarkable to say about them. I've also discovered a freeware remake (faithful but not precisely the same) of the original Alien Breed games, called Alien Breed Oblieration. Actually not a bad sampler if you want to recall the original flavour, although I think it might need a gamepad.

really good write up Gregg. in terms of pure coop satisfaction i think Alien breed may have the edge for me.

BUT !!!!!!!

I would not want to play alien breed with a stranger as i dont think it would work that well due to you having to work so closely.

Here's a video of me sucking badly at the mod I wrote for TKG running on pipper's latest build:


 =1qoA2IykmBc


First thing to note is that it's not running as fast as it can (using UAE), rather I've adjusted the performance to the point that the object animations are still sensible. It's running fullscreen 1x1 and full width at 320 (no borders). The speed is a little faster than as it was on my 040 at 2/3 screen size.


The most apparent bug is in the floor and ceiling textures which warp a bit. This is something to do with going to full 320 wide. Most likely a lookup table has values derived from the original width.


The controls have been modernised (set up for mouse and WASD) which I find a bit alien (no pun intended) and I'm blaming for my poor reflexes and shoddy aiming. Not being old or anything.


Also, the audio goes bad towards the end of the video. This was something in the capture and was not in the game.Last edited by Karlos on 15-Aug-2022 at 03:52 PM.


@vulture


I hadn't considered that. Anyway, the best bit about using explosions is they do damage. You will notice that I keep my distance from she shotgunner at the end. His death explosion causes splash damage. I use this for some of the weirder aliens that die sending out ball lightning plasma balls and similar nonsense._________________

Doing stupid things for fun...

Team17 relaunched the Alien Breed franchise recently with Impact and its console counterpart Evolution. Impact has served essentially as the first episode of a new, whole game, Assault being the second. Two different writers here delivered their takes on the games -- the first fared well, the second not so much. Unfortunately, the latest and final title in the series, Descent, falls into the latter camp for me, offering up more of the same with some added weapons, aliens, and so on.

Beyond that, the gameplay itself in the main campaign mode is insistently linear -- go to point A, unlock door; point B, loot corpses, point C, shoot aliens; point D, cutscene and boss. And repeat. This wouldn't be so horrible unto itself if the package as a whole was fun and satisfying, but it sure doesn't feel like it. Free Play (run through the campaign for high scores) and Survivor modes (defeat waves with a variety of weapons) don't perform any better, really.

Alien Breed 2: Assault, like Evolution, is an isometric shooter set on board a futuristic spacecraft. In each level the main character Conrad is given a series of tasks such as collecting key cards, restoring power or escorting innocents, which he must complete before finding that level's exit. Standing in his way are a variety of aliens who will attack him, usually en masse. He can also suffer damage from explosions, fires, electrical disturbances and enemy turrets. Conrad can run and shoot in all directions, and can collect a number of different weapons and items to aid him. He can also purchase additional ammunition, items and upgrades from shops found at computer terminals which also function as save points. The camera angle can be rotated manually in 45 degree increments. Data pads are spread throughout the game which when collected, reveal information on the various alien species encountered throughout the game and provide back story's for the game's characters. The game features a survival mode in which players might survive for as long as they can against waves of aliens uses whatever weapons and items they can find around the area. This mode is available in single-player and co-op modes. ff782bc1db

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