Title Alien Breed 92 (aka AB Special Edition) (Second Review) Publisher Team 17 Game Type Shoot-em-up Players 1-2 Compatibility All HD Install Patch available Submission Dan Booth firstname.lastname@example.org Review Before the advent of Doom and Quake, the most scary experience you could have on your Amiga (apart from upgrading Kickstart!) was Alien Breed. Taking it's gameplay from the classic coin-op Gauntlet and it's atmosphere from the Geiger inspired 'Alien', this game was seriously distressing to your bowels! The basic premise involved you, a lone space marine, battling your way through the many decks of a solitary space craft, set adrift in deep space and infested by horrific alien creatures who seem to have aquired a taste for human flesh. To aid you in this near impossible task, you start with a humble blaster, but don't worry, much more serious weaponry is available from computer consoles dotted around the various decks. These allow you to restore your health, upgrade your weapon and gain more ammo - the catch is you need lots of credits, and these can only be found in the maze-like corridors of the ship, which of course are now over-run by the less-than-friendly aliens. As if this isn't enough of a thankless task, you also have to collect keys to access various parts of the deck, though some doors may be blasted open at the expense of large amounts of ammo. To add a little more spice to proceedings, an auto-destruct sequence would often kick-in near the end of the level, and if you hadn't made it to the deck-lift in time then you ended up one roasted space marine. Graphically the game was stunning for it's time, beautifully recreating the atmosphere and tension of being alone on a huge space hulk. The alien creatures themselves moved smoothly, even with many on the screen, and the weapons effects were great - flamethrowers lit up the decks with an eery glow, whilst other weapons shot strange glowing balls of plasma that bounced around the corridors with abandon. Soundwise, the game also excelled, with excellent samples being used throughout, but particular acclaim must be given to Alistair Brimble's brilliant opening theme music, which I've yet to tire of hearing. What really made this game utterly great was the inclusion of a two-player co-operative mode. This often resulted in extreme violence - not to the alien hordes, but to your now ex-best mate, as all semblance of co-operation quickly goes out of the window as you fight over who should pick up that last health pack! This often became critical when the auto-destruct sequence had been engaged, and you both ended up running in opposite directions through the maze like corridors, resulting in instant death for the pair of you (and a fist fight with your mate). Ahhh, it was moments like this that really made the game!