Aliens Versus Predator Classic 2000 is released for AmigaOS4 by HunoPPC, it features the Colonial Marine, Alien and Predator Campaigns and the frenetic single-player Skirmish mode from the original title: Alien Versus Predator Gold Edition. In a world where survival horror games try to ramp up the fear factor with scripted spring loaded cats, limited ammo, and sometimes even penalize you just for looking at the monsters, here’s Aliens vs. Predator. It’s a game where you slide through the scenery as nimbly as the Doom marine, your default weapon is an assault rifle with underslung grenade launcher that pulverizes enemies in seconds, and otherwise does nothing to handicap the player to ramp up the fear factor. AND IT’S TERRIFYING. Why? Simply because Weyland Yutani skimps on lightbulbs, you can have only 4 flares burning at any one time, and Xenomorphs are FAST! The monsters are coming for you, and if you don’t spot them fast enough it’s over. That’s all it takes, and it never gets old. The Colonial Marine levels are the meat of the game, and I’m not gonig to penalize it for the weaknesses of the other two modes. The main thing I’ll dock it for is occasionally obscure level requirements. There’s one level in particular I was stuck on for weeks before I realized some strips in front of a locked door were actually shootable objects keeping it shut. The predator levels are amusing at first, playing with all the vision modes and other toys, but you’re so indestructible it gets boring fast. The Alien levels were great in the original release, and they’re still lots of fun, but they seem to be a little bugged, if you’ll pardon the expression, in this release. You sometimes get stuck on geometry when crawling over polygon edges, human “auras” constantly change color, and the stealth mechanics seem to be completely broken. Even if you break every light in the room, the marines always spot you instantly. But I re-emphasize, this game is all about playing the colonial marine, and in that part of the game it’s an absolute classic. Too bad the sequels didn’t capitalize on this game’s strengths and used the scripted Half-Life-wannabe funhouse ride approach.



More news: Generation Amiga magazine