[youtube id=”JkTQjAvKL3U” width=”633″ height=”356″]
Irritatingly Alien 3 has many hallmarks of a top title – but I can’t help but feel some of the design choices have been made purely for masochists. ~Simon Reed
In yesterday’s Lucky Dime Caper entry I rambled on about how I preemptively expect most old school 2D platformer style games to be infuriatingly tough. Alien 3 is a prime example of exactly why I have those expectations. Irritatingly it has many hallmarks of a top title – but I can’t help but feel some of the design choices have been made purely for masochists. The first thing that strikes you as you’re thrown into the game is how clear the design of it all is. Rather than the overly dark and grimy recesses of the film, there’s a pleasing crispness to the game.
You play as Ripley, with your first mission to save a set amount of fellow humanoids who have been trapped by the aliens. To complicate matters you have to escape using a specific door, as well as reach it before the clock at the top of the screen reaches zero. You’re also never told that this is what you need to do, but fortunately it’s a fairly straightforward mission. Still, some instructions would have been nice.
One other notable feature is your large arsenal you have at your disposal. A missile launcher and a machine gun are two of the finest from the selection available to you. These weapons aren’t enough to stop the aliens regularly handing you your ass on a plate though. Instead of going down the slow, tension addled route the game throws aliens at you like they’re going out of fashion. They leap at you so quickly that they can be nigh on impossible to avoid completely. Worst of all Ripley takes far too long to get up once hit – not a good thing when you’re up against the clock.
It doesn’t help that your control of Ripley can feel a little stiff. You feel slower and far more useless than the aliens – this concept works well in the films, but in a game it’s a potent recipe for frustration. The game may be a good looking and reasonably varied in its design – but the difficulty kills it.