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Alien vs. Predator (Win98)By: The J Man
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I was ridiculously excited for Aliens vs Predator on the Jaguar - so excited that it represented the rare instance where I was actually prepared to buy an entire console solely on the perceived merits of one game (sorry PS3 and Metal Gear 4, that part of me is gone). Unfortunately, I had no money, so the issue was moot. Fast forward to about five years later, and the news that Rebellion was making AvP for the PC. I thought I finally had the chance to get an even better version of what I missed out on in '94. In short, that is not the case. Though the developer is the same, this is not the same game as AvP for the Jaguar. Any concept of survival horror, scavenging for supplies, or stalking cautiously through an infested base, has been dropped in favor of twitch-reflex, Quake-like action. Great news for multiplayer, and for a new generation of gamers entering the scene in 1999 (the same generation that would go on to shoot Counter-Strike to the top of the charts). Not so great news for single player, or fans looking for something that replicates the tension of the films. You can play as either the Alien, Predator, or Colonial Marine in separate storylines across separate 7-mission campaigns. You fight out of a Company lab as an Alien, fight after a captured comrade as a Predator, and fight to survive as a Marine. Though each character controls roughly the same as any other FPS hero, their equipment or special abilities (as dictated by the films) turn each into an experience that is familiar enough to play easily, but distinct enough to match their characters as established on screen.
The Alien's other major ability is to cling to walls. A true 3D engine finally brings with it Aliens that can crawl along the ceiling, scale walls, and generally clamber along any surface inside the level. It obviously takes some work to get used to, and has the potential to induce the same kind of vertigo or motion sickness that Descent was famous for. The Alien also operates at a ridiculous speed that can make navigating even more difficult. In theory, you could run around upright like a standard FPS character and only engage your wall-stick when you need to climb to a new level. However, this doesn't play to the character's strengths, and won't allow you to creep up and drop on enemies or jump along walls to dodge gunfire. Also, while the Predator and Marine must frequently find keycards or flip switches to access new areas, the Alien's levels are always built around crawling through a vent to bypass a door, or locating technology to break to proceed.
In addition to his weapons, the Predator can take a ridiculous beating. And should his natural physical heartiness get overwhelmed, he can sequester himself in a corner and use a recharging medkit (itself deployed like a weapon) to restore his health to full. Naturally, his badassery makes him the easiest character in the game. His only real weakness is his reliance on energy to power his medkit, cloak, and best weapons. Uncommon powerups exist to charge this back to full, or the energy will gradually recharge on its own if not used. The trick, of course, is staying out of sight long enough for this to happen. Basically, you're the baddest motherfucker in the game as long as you manage your energy. Run out at the wrong time, and you're boned.
The marine also gets his motion tracker, displayed here as a part of the HUD and always active in the corner. Like the weapons, it sounds and looks just like its filmic model. Most of the marine's levels are in dark or poorly-lit facilities, so a nightvision mode and an infinite pack of flares are available to help you navigate. You'll spend the marine's game taking orders from command (usually presented as talking-head FMV clips on monitors throughout the level), which usually involve fulfilling some Company-related goals to earn your extraction. There's not too much to complain about graphically, and this tech is slick for the time. It's a custom engine built by Rebellion, and handles indoor, outdoor, and complex multi-level installations (complete with a network of air ducts for the Alien) with ease. The levels are fairly simple and blocky, but functional, though their focus was undoubtedly the lighting. Flares and explosions alter the brightness dynamically, moody red lights and pulsing amber strobes set the tone, and flares from particularly bright lights threaten to wash out your vision just as an Alien strikes. Texture work is less impressive. Textures themselves look low-resolution and heavily compressed. This was before any kind of depth mapping, so complex pipe or grating textures look particularly flat and fake. The lighting helps tremendously though, and just about every area looks great in the shadowy, muted light it's presented in. Pop a flare however, and the flaws become apparent.
My major problem is that the entire game is built around speed. Going back to the second paragraph, there's simply no time for unease as the locales blaze by. The Alien game will really induce nausea as you spin through tunnels, rocket through the air, and generally only have vague ideas of aiming at figures and rending them limb from limb. Does the Alien game give a convincing representation of the Alien from the films? Yes, I suppose. You certainly feel like an animal - take out the sci-fi tech and this could be Cody Cougar's Jungle Death Simulator. But I do feel that the speed and frenetic nature work against itself. At its worst, you're going to have a character you're incapable of controlling. At its best, you're going to be mashing a lot of buttons and constantly trying to battle spinning images to stay oriented. With the exception of the Predator (who really sets his own pace when fighting slow Marines), speed will be an issue in every game. As the Marine, Aliens can clear half the room in under a second. It's great for having monsters fly at you from the darkness - until, of course, it gets real fucking old. It also makes your motion tracker completely useless. The display doesn't update fast enough, and the tones do little more than chirp in confusion as you perpetually spin your view around like a typical FPS player. All this is offset by your character's Quake-like movement speed. You can easily outrun charging Aliens (while running BACKWARD, no less) - keeping them away from you, while always in range of your weapons. However, acid and razor claws are surprisingly damaging to you, so rocketing through the levels is the only way you're going to be able to win the game. And of course, the need to stay mobile to survive makes cramped levels like the atmosphere processor astoundingly difficult as Aliens spawn in tight rooms and land on your head.
The Gold Edition offers vague graphical improvements and a sizeable pack of new levels. Bonus missions appear for each character's campaign (with the Marine and Predator getting jetpack devices to navigate levels not expressly built for them), as well as probably the best set of levels for deathmatch. Many of these are finally based off of areas from the films, and do a reasonable job of being recognizable. The Marine gets a worthless set of pistols - added to shut the community up - and the video messages are changed. The Gold Edition has them delivered awkwardly by members of Rebellion's staff playing dress-up. They seem very uncomfortable, and shout in whispers as if trying not to wake the neighbours. Pointless "improvement," but good for a laugh. Aside from Deathmatch, the GE is also worth picking up for the addition of in-mission quicksaves. The original only allows you to unlock the next level upon completion of the last, so you have to beat each level in one go. The GE's quicksave option makes some of the tougher areas more playable. There's nothing particularly wrong here - the tech works, the spirit of the three characters is captured well, and the lighting is terrific - it's just that the design fails to capture the building dread that made the films so interesting. Every character and level plays like a deathmatch map, immersed in the period sensibilities that speed equated awesome action. If you don't mind running at top pace through low-res approximations of areas inspired by the films, this will certainly work your adrenal glands. If you're looking for something more focused on detail and with an actual story, you're going to want to skip ahead to AvP2. NOTE: AvP1 is generally a fucker about running on Windows XP. If you have an NVIDIA card, now it's a motherfucker. I recommend you do your research before jumping in, or download one of the old demos to check how well it runs for you. Alternatively, get AvP Gold and this fan patch. Solved all problems for me. -reviewed 3/1/09 - game copyright 1999 Fox Interactive, Inc.
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