Showing posts with label predator. Show all posts
Showing posts with label predator. Show all posts

19/08/2017

PREDATOR (NES)

Just like a remorseless space monster dropping into your vicinity and methodically killing off your high-trained military squad mates, here’s another VGJunk article to ruin your week! This time it’s Pack-In-Video’s 1989 NES possibly-didn’t-watch-the-source-material-em-up Predator, where gravity is the deadliest foe of all and the scorpions are mighty indeed.


There’s the Predator now, appearing on the title screen and looking at the game’s logo in a pose that suggests it didn’t expect to see the words “SCHWARZENEGGER PREDATOR” hanging over its its head. Or maybe it’s trying to read that subtitle. It is a little difficult to make out. My best guess is “soox the muxt hill eegix.” Probably could have gone with a better-defined font there, chaps.
So, the Predator. It comes from space, it hunts humans and other creatures for sport, it has a face like a crab trying to escape from some kind of biological orifice. They’ve popped up a few times in other articles here at VGJunk, but up until now they’ve always been paired with the Xenomorphs of the Alien movies. Not today, though: the Predator gets top billing and is the only killer alien in this game – well, sort of, as we shall see.


Also featured is Arnold Schwarzenegger, naturally. He was the star of the movie as Major “Dutch” Schaefer, and he’s the character you’ll be playing as during the game. There’s nothing unusual about that, when it comes to real-life actors appearing in videogames I’ve probably spent more time playing as Arnie – or at least as bootleg Arnie clones – than anyone else. What is surprising, especially given the quality of the rest of the game, is that this is a rather good likeness of Schwarzenegger. Immediately recognisable as Arnie, muscled like one of those giant 'roided-out bulls, rendered in tasteful monochrome. Yeah, I genuinely like this title screen.


You also get a brief cutscene setting up the story, which is nice but a trifle unnecessary. Predator is not the most densely plotted movie, after all. It does mention that Dutch’s original mission was to fight some guerillas in the jungle, and apparently he didn’t do a great job at clearing these guerillas out because there are still hundreds of them knocking about. In Dutch’s defence, he was kinda distracted from his original mission.


The game begins, and let’s address the elephant in the room: Dutch is very pink. Now, I’ve got nothing against men wearing pink, obviously. It can be a perfectly fine sartorial choice. I don’t own any pink clothes but that’s because I’m 90% a goth, I’m not morally opposed to them or anything. However, when you’re on a covert mission deep in the jungle, perhaps dressing like a furious blancmange is not the best choice for remaining undetected. On the plus side, it does make your character easy to see against the often very dark backgrounds.
What else can we glean from this opening screen? Well, that thing on the right might look like a rock but it’s definitely alive. It’s got eyes, and those eyes are pulsating, so it looks like the Predator isn’t the only alien in town. Also, despite being a soldier Dutch doesn’t start with a gun, or any weapons. All he has are his bare fists, which I’m not too disappointed about. In the movie, Dutch defeats the Predator using mud and sharp sticks, so it’s not like he can’t improvise with the things he finds laying around.


Something I did find was a supply of hand grenades. The game calls them “PINE” in the status bar, which I assume is in reference to their pineapple-like shape and not because they’re infused with the scent of a Norwegian forest. Unfortunately, the grenades are a bit crap. They take a few seconds to explode, which makes timing their deployment so they actually hit the enemies a struggle, and they can also damage Dutch if he’s standing too close. They can destroy certain blocks, like the red ones on the right of the screenshot above. I had assumed that’s how you were meant to progress – blow up the wall and move on while avoiding the patrolling guerillas. That didn’t work, though. The grenades land on the floor and can thus only destroy the bottom row of blocks, and because Dutch can’t move while crouching you can’t create a big enough pathway for him to get through. So I retraced my steps, intending to take the upper path over the blocks… except you can’t jump high enough to get back up there, so as far as I could see I was completely trapped down here, unable to make progress in either direction. That fact that I managed to get irrevocably stuck about two screens in does not exactly bode well for Predator’s quality, does it? Even taking into account my general incompetence, it’s a poor start.


So I blew myself up, lost a life and took the top path. While I was up there, I discovered that Dutch can ride on top of these scorpions. That is one buff scorpion, if it can carry Arnie’s considerable bulk. If only the scorpion had some way to defend itself from people climbing on its back, it wouldn’t have to suffer this indignity.


After that early blip, I started to make some progress. I found a machine gun, a huge improvement on the grenades, and Predator began to reveal itself as a side-scrolling action-platforming adventure in a fairly typical mould. Your goal is to find the exit door in each of the (fairly short) stages, hopping over bottomless pits and fighting the guerillas and weird creatures that block your path.


Having made it to the next stage, there’s some good news and some bad news. The good news? I got all my health back, which is useful because I lost seventy percent of my hit points to my own bloody grenades. The bad news is that I had my machine gun taken away, so Dutch is back to punching enemies and searching the level for power-ups.


Not that I particularly need weapons in this stage, because it almost entirely about jumping. In fact, jumping, leaping, prancing and so on makes up about eighty percent of Predator’s gameplay, much of it involving Dutch making his way across narrow, single-block platforms. It is unfortunate, then, that making Dutch jump is an absolute pain in the arse. The problem is that he’s really bad at jumping. He’s slow and unpredictable when he’s in the air, and there’s absolutely no pleasure to be found in the simple act of moving the big pink lump around the screen. It’s worse when Dutch lands, because he’s extremely slippery and you’re going to lose many, many lives when you thought you’d made a safe landing only for Dutch to skid right off the edge of the platform. Platforming in Predator contains precisely zero fun, and when you consider how much of the gameplay is platforming you can see that’s going to make this game something of a slog.


It turns out that the first two stages were merely a warm-up, and once you enter this cave Predator decides it’s time to make you regret turning the game on in the first place. Enemy numbers are hugely increased, projectiles fill the air like a wedding at a confetti factory and even though he’s in a cave Dutch can still fall to his death because the “sides” of the platforms aren’t solid and you can walk – or more likely, slide – right though them. Maybe it’s just me, and I was in a bad mood or something, but the only response I could muster to this barrage was a long, drawn out “uuuuugghh” sound. At least some of the monsters are interesting to look at. They’ve got nothing to do with the movie, sure, but I’m never going to disappointed to see big-mouthed cartoon ghosts or bizarre seaweed-hands.


Of particular note is the strange creature on the middle of the screenshot above. What is this thing? A weird hopping alien with a slightly skull-like face and wings, in an art style completely at odds with the action-movie tone of Predator: it looks more like a villain from a Fantasy Zone game than something that should be sharing screen space with Arnold Schwarzenegger. I understand that if you’re trying to make a videogame based on Predator, it’s going to be difficult to keep things interesting when the source material only has one antagonist, but as much as I like them I’m not sure that “rubbery toy monsters from a vending machine capsule” was the best choice of aesthetic in this specific case.


Upon reaching the end of this stage, Dutch comes face-to-face with the terrifying, deadly Predator. No, really. That’s the Predator on the right. I know it doesn’t look much like a Predator. It doesn’t look much like anything, apart from maybe a Teenage Mutant Ninja Turtle toy that's been left out in the sun for too long. I can kinda see that it’s supposed to have the Predator’s trademark dreadlocks, but on this sprite they look more like an unwashed mullet.
As for actually fighting the Predator, I was really hoping it was going to be more interesting than the platforming but I’m not allowed to have nice things, apparently. Dutch has collected a laser rifle, the only weapon that can hurt the Predator. In response to this threat, the Predator tries to jump on Dutch’s head. Just… don’t stand underneath the Predator. Shoot the Predator when it lands and it will try to jump on Dutch again, but it doesn’t really move forward so it’s extremely easy to trap the Predator in a loop where it just keeps jumping and getting shot.


It’s particularly entertaining that the Predator responds to this punishment by curling into a ball like a petulant child who’s just had his shoulder-mounted plasma cannon confiscated.
So, your first encounter with the dreaded Predator is pretty goddamn underwhelming. At least it being easy was a nice change of pace from the rest of the game, which has been difficult but not in a fun, challenging way – rather, it has the same niggling, frustrating difficulty level that so many badly-made and poorly designed games seem to share.


After clearing the first Predator encounter – the first of many, sadly – you get another brief cutscene showing Dutch finding the flayed bodies of his comrades hanging from some trees. Despite the horror of this scene, Dutch manages to retain enough composure to use the grammatically correct “whomever” while he’s planning his vengeance.


Hang on, what? Big Mode? Am I going to be playing as Tom Hanks?


Oh, I see. Predator has sprung a completely different playstyle on me. This is giving me conflicting emotions. On the one hand, any change from the dire platforming is welcome. On the other, given how bad rest of the game has been I’m not holding out much hope that the developers have the chops to make this side-scrolling run-n-gun section enjoyable to play. At the very least, I’m relieved I won’t have to do much jumping for a while.


Big Mode is certainly living up to its name in terms of sprites, anyway. They’re rather impressive for a NES game, and the artist has managed to give Dutch a facial expression that really sums up how you’d feel if you were forced to do battle with floating Predator heads in a fuschia void. Unfortunately, the gameplay here isn’t as impressive as the graphics. Dutch walks from the left, enemies come in from the right and you have to either shoot them or jump over them. It feels unfinished, more than anything, but I suppose it’s not too bad. Its saving grace is that you have a fairly large health bar, so you can absorb a few of the almost-unavoidable hits. I suppose the weirdness of the floating Predator heads works in its favour, too.


The Predator appears again at the end of the stage, having remembered to keep one head in reserve for itself. It spends most of the fight being invisible, which sounds like it would be a real pain in the arse but the bigness of Big Mode saves the day – the Predator takes up so much of the screen that it’s difficult not to hit it so long as you keep firing in its general direction, and that’s the only direction you can fire in.


After that, it’s back to non-big-mode, and Predator continues in the same cycle for the rest of the game. You do a few stages of awkward platforming in the jungle, go through the same fight against the Predator that’s modelled its combat style on Super Mario, endure another stage of Big Mode and repeat until the game is done. Nothing much changes during the rest of the stages: they get a bit more complicated and a lot more difficult, but the basic gameplay doesn’t change much and it’s not like the platforming gets any more enjoyable. There are occasional moments that offer the slightest hint that things might get a bit more interesting, like the section pictured above where you have to ride a scorpion to get the extra height needed to collect the laser gun, but they’re very few and far between.


A couple of the stages have Dutch carving his way through the rock walls using the grenades or the laser, which is about as entertaining as it gets. They’d be more fun if the grenades were more predictable in their movements, and there were a couple of times I manage to throw a grenade in such a way that it got stuck inside a block. This means that I potentially could have escaped from the trap I fell into at the very beginning of the game, but having to rely on what I’m ninety-nine percent certain is a glitch to do so doesn’t exactly make it a practical choice.


Every now and then you’ll come across a stage that’s a bit more expansive that the others, with multiple vertical levels to climb between. That’s what the fingers at the top-right of the above screenshot indicate, they’re showing you that you can either go up or down to a new screen.
While in a better game the addition of some exploration elements might be a welcome addition, they mean nothing if the simple act of moving your character around ispainfully un-fun, and in case you haven’t being paying attention controlling Dutch really isn’t any fun. He’s slow and stodgy, and a martyr to platforms that are only a single block wide, and those make up the vast majority of Predator’s jumping “puzzles.” The biggest difference in the larger stages is the extra layer of frustration that comes from having to climb all the way back up when you miss a jump and fall down three screens.


I’ll admit I’m being quite hard on Predator. I wouldn’t say I’m being more harsh than it deserves, but at least part of why I’m having such a miserable time with it is because, somewhere amongst the bullshit of the platforms that behave like they’re made of warm butter and the enemy placement that feels both random and calculated to be as annoying as possible, there’s the tiny glimmer of a half-decent game. Simply tightening up the jumping physics alone would make it a hundred times more enjoyable, and on top of that it does have an appealing atmosphere of eerie strangeness, with some engagingly alien backgrounds and lots of charmingly-drawn monsters. The gulf in quality between the games might make such a comparison seem obscene, but Predator has just a smidgen of Metroid about it. If that had been expanded upon, and the game was more about exploration and collecting useful items rather than hopping across narrow platforms it would probably be a lot, lot better.


As for Big Mode… well, I don’t think you can do much to improve that without completely reworking it. Part of the problem is that it’s too big, que ironico. The sheer bulk of it makes it difficult to get into any kind of rhythm, and trying dodging projectiles is a losing game when Dutch takes up so much of the screen. If you want to play a NES game where Arnie runs horizontally and shoots aliens with a big gun, there’s always Contra.


Here’s one thing you can’t take away from Predator: I’m fairly sure it’s the only videogame where Schwarzenegger can punch a butterfly to death.


After what felt like hundreds of stages but was actually only about thirty or so – and I managed to skip a few because some stages have multiple exits – I made it to the final area. A small blue bird flew over Dutch’s head and tried to shit on him. Not for the first time, I wondered exactly what the hell is going on with this game. It’s certainly not very Predator-y, is it? When the Predator itself shows up it doesn’t feel like a Predator, and even with the official Predator license it feels more like an Asylum “mockbuster” with a title like Alien Hunter.


Of course, part of the problem is that Predator is a difficult movie to adapt into a videogame, even for a top-notch developer. There’s only one monster to fight, and a lot of the time said monster is invisible and hiding in a tree – not exactly conducive to exciting gameplay. Even to this day I don’t think there’s been a good videogame about the Predator that retains its “silent hunter” persona. The Alien vs. Predator arcade brawler is amazing, for example, but it doesn’t have much in common with the movie. Now that videogame technology has advanced to its current level, however, I’ve got a pitch for you. How about a Predator game where you play as a Predator, doing the things that the Predator does best? I’m imagining a combination of Metal Gear Solid and the Batman Arkham games, where you stalk your prey, try to remain undetected and make sure you don’t kill defenceless targets. There might be some pushback against playing as a space monster that murders and flays human beings, so have the Predator go after Moon Nazis or something, or even a variety of dangerous alien creatures including, of course, the Xenomorphs. Is someone writing this down? This is a solid-gold idea, my friends.


Anyway, back to the Predator game we do have, and it’s time for the final boss. It’s a huge floating Predator head. The only way this fight could have been more lazily designed is if the developers just made you fight the regular, body-having Predator again. It’s a really ugly sprite, too – it looks more like Jason Voorhees’ mask from Jason X resting on a pile of bin-bags.
The fight itself isn’t interesting, either. The head bobs around the screen, disgorging the occasional projectile. Shoot it when you get the chance, don’t let the Predator’s attacks touch you. It’s as dull as it is simple.


Oh shit, the Predator means business now – it’s taken its mask off and everything! Perhaps it was hoping the sight of its grim visage would distract me, and that I wouldn’t notice that this half of the fight is exactly the same as the first half. Nice try, Predator, but you won’t fool me so easily.


A few more laser bolts later, and the Predator is defeated. Dutch calls it “one ugly beast,” and, hey, ouch, insult to injury. Dutch could have been even less graceless in victory, I suppose - “beast” is a lot less offensive than what he calls the Predator in the movie.


But wait! The Predator has one last trick up its sleeve. Literally, in fact, and it activates its wrist-mounted self-destruct sequence. After all this toil and struggle, after battling against insurmountable odds and defecating birds, has Dutch finally been defeated in what should have been his moment of triumph?


No, of course not. I have survived. A stark message saying “you have survived” is a rather fitting way for Predator to end, in truth – at points I could definitely feel my will to live slipping away as Dutch drifted off the edge of yet another minuscule platform. It was a bruising game to get through, and not just because it was difficult (although it is difficult) but because it’s just so unpleasant to play. Cumbersome, repetitive, unrewarding, all these are accurate descriptions of Predator for the NES. In an alternate universe maybe there’s a version of this game with better controls and a final boss that doesn’t look like a cheap Halloween mask caught in an updraught, but I can only play the version we have in our reality and I wish I bloody hadn’t.

06/05/2014

ALIEN VS. PREDATOR: THE LAST OF HIS CLAN (GAME BOY)

I deeply love the Alien franchise, which is to say I deeply love the first three movies and a small selection of the videogames. I've talked about some of those games before, and if I keep VGJunk going long enough I'll probably write about all of them in time. To that end, here's a game that does have xenomorphs in it but which skews more towards the "interstellar big-game hunters with faces like a lizard eating a crab" end of the space-monster continuum: it's ASK and Activision's 1993 Game Boy title Alien vs. Predator: The Last of His Clan!


Or Alien (trademark) vs. Predator (trademark) if you're a legal type. The trademark only refers to those specific logos and not the words themselves, right? Otherwise my screenplay about an alien predator who preys on aliens is going to struggle to get off the ground.


I looked up Alpha Centauri. Turns out it's a mere 4.3 light-years away from Earth, and this lack of simple fact-checking from the developers does not fill me with confidence about the likelihood of this being an immaculately crafted, finely-honed videogame experience.
In the far future of 2593 A.D., Alpha Centauri 3 has been colonised by humans as a mining world. As we all know, in the shared Alien / Predator universe, humans are generally expendable, squishy meat-blobs that exist only to be (almost) totally wiped out by whatever beast from beyond the stars they happen across, but surely even the Predators wouldn't be interested in boring, backwater mining planet, would they?


Well, that's a bit of a dick move. I love the description of the alien horde as a "fine crop," though. Makes me think of farmer Predators, Predators in denim overalls who lean on fenceposts, chewing stalks of wheat and saying the Predator equivalent of "ahyup" every now and then. The predator equivalent of "ahyup" probably sounds like a dolphin gargling a bag of dominoes. All their other words do.


I think that's what you call getting hoisted by your own petard. I guess we know why he's the last of his clan now.


Alien Queen as the final boss: confirmed. Let's just hope all the other Predators managed to at least thin the alien hordes a little before they were overrun. I'm not anticipating the Predator's most famous battle strategies - turning invisible and hiding in trees - being especially useful against the aliens.


Here's the Predator, then. Thanks to the limitations of the Game Boy's graphics, he's looking less menacing than usual. Almost cuddly, even, with the pixel dithering giving him a quilted appearance. An alien facehugger is jumping towards him, but it can be easily dispatched by giving it a swift punch in the ovipositor. Punching is about all you can do at this point - you can punch, and you can jump, but not at the same time. Perhaps jumping attacks are considered dishonourable.


Also not honourable: protecting your face from unsolicited hugs and unwanted parenthood by wearing your Predator mask. It's little wonder all the other Predators were killed.
The equipment screen suggests that when I'm punching I'm actually attacking with the Predator's famous wrist blades, but as you can't see them on your sprite or anything I'll just have to take the developer's word for it.


The Predator's mission is simple: find the exit of each stage by traversing the maze-like layout, looking for keys and weaponry while punching aliens with your wrist blades that you're totally wearing, honestly, I mean it. You are helped in this mission by your map, displayed at the top of the screen, which fills in as you make progress but is powered by your continually-depleting energy source - when your energy runs out, the map disappears, promoting a more brisk speed of gameplay than you would maybe expect from a game about Predatos stalking aliens.


Speaking of aliens, here's a fully-grown xenomorph who kinda looks like he's wearing high heels. You'll notice that this stealthy, silent killing machine that attacks in swarms is standing upright and alone in the middle of a well-lit room, and thus we have uncovered AvP: The Last of His Clan's biggest flaw - the aliens possess all the threat and menace of an elderly aunt trying to give you a hug at a family reunion. No ambushes from above or coming out of the god damn walls for these aliens, oh no, they just walk towards you in plain sight. Punch them and they'll be knocked back, only to walk straight at you again. Mastering the correct rhythm for your punches takes a little practice, because the Predator attacks slowly, but it really is only a little practise you need and by the end of the first stage you'll be able to slap any alien you come across to death with no fear of repercussion.


The combat only gets easier once you collect a projectile weapon. Here you can just about see that the Predator is throwing his famous razor-sharp flying disk at this alien egg. The disk essentially gives you the ability to punch things from across the room, killing all enemies except from alien warriors in one hit. It takes up to three hits to kill an alien warrior, which would mean something if the disk didn't repeatedly knock the aliens back, doing three hits each time you throw it. You do have to catch the disk as it flies back to you, but because the Predator's sprite takes up so much of the screen it's unlikely that the disk will manage to sneak past you.
Then you pick up the shoulder cannon. It kills everything bar the final boss in one hit, and it homes in. Real honourable, that one.


The first stage is over, so what's my initial impression of Alien vs. Predator: The Last of His Clan? Well, it's a weird one. Exploring the stage and collecting items is fine, the controls work okay even if not being able to perform jumping attacks takes some getting used to and the map is nicely implemented... but it definitely does not feel like a game involving Aliens or Predators. If you replaced their sprites with anything else you''d have no idea this was even supposed to be an Alien vs. Predator game. The Predator is an unhurried, lumbering sort who solves all his problems with his fists and the aliens are dumber than a sack of rocks, far from their portrayals in the movies.


An example: the Predator is perfectly safe here, knowing full well that xenomorphs cannot possibly squeeze into narrow spaces like air ducts or access tunnels. This alien is going to die because a Predator punched it in the shins repeatedly, and as it is inexorably linked to the hivemind all the other aliens are going to know about it. How embarrassing.


There are another five full stages (and a boss fight against you-know-who) after the first, and the gameplay is essentially the same in each of them. Find your items, (including all your weapons, which you have to re-collect in each stage,) find the key, find the exit. The backgrounds change every couple of levels, but the enemies do not. The only changes you need to adapt to are figuring out the few quirks that you need to be familiar with in order to progress.


For instance, there are these brick walls that must be blown up with bombs. Be very careful with these bombs - not because they pose any threat to you, but because they're in limited supply and you can't collect any more of them. In the final full stage, you're given the exact number of bombs you need to progress and not one more, so if you're like me and you made the simple mistake of forgetting to switch back to another weapon between demolition jobs you might accidentally waste a bomb, making the level impossible to complete. I had to go find an alien and then stand still while it killed me, a process which took much longer than necessary thanks to the Predator's generous amount of hit points and the aliens' previously-mentioned lack of mental acuity.


Not that I think the predators are any more cerebral. I fully subscribe to the backstory that casts Predators as meat-headed space oafs who only have access to space travel and high-tech weaponry because they stole it from another species. Honestly, can you imagine a Predator sitting down to invent the fusion reactor or cloaking technology? They're a whole race of amped-up high-school jocks, travelling the galaxy on the look-out for races to subject to the intergalactic equivalent of a swirlie. If they do exist, life must be tough for Predator scientists. "Mur'khat the Poindexter has discovered a cure for Space Measles, but where is the honour in this? I say if you're a baby who cannot fight off a Space Measles infection then you do not deserve to live. Medicine is without honour! Also sanitation, farming, transport and your mother, these things are all without honour."


I was going to complain that these secret walls - walls that look identical to ordinary walls, but you can walk right through them - are definitely without honour, but then I realised that you can tell there isn't really a wall there by looking at your map. It's a good job too, because traversing these secret walls is required to complete the game. I'd have to say their inclusion is a success, because it makes the map much more useful than it otherwise would be, forcing you to play the game at speed so you can find an energy pick-up before your map disappears.


A gameplay mechanic that didn't pan out so well is the bomb-jumping. Some ledges are just too high for a Predator to reach through leg power alone, so you have to place a bomb at your feet and jump just before it explodes. The extra push gives you a little more height, as well as providing more evidence in favour of my "Predators are thick" theory, as though accidentally spawning too many aliens and getting themselves killed wasn't enough. Apparently this technique is mentioned in the instruction manual, and it had better be, because nothing in the game suggests that bomb-assisted jumps are even possible. The explosions don't push you sideways or anything, so why would they push you up?


Once you know about these techniques, AvP:TLoHC is revealed to be a surprisingly easy videogame. While you might not feel much like you're controlling a Predator, you're definitely controlling something tough, with a substantial amount of health and powerful weapons. The shoulder cannon is limited to twenty shots, but what does that matter when you don't encounter twenty enemies in any given stage? Your foes are, and I'm sorry to keep harping on about this, monumentally thick, and they're really only likely to harm you in one very specific situation.


That situation is when they hang around at the bottom of ladders and you haven't collected the shoulder cannon yet. They'll just stand at the bottom of the ladder, forcing you to take a hit or two because there's no other way past them. You can see them on the map and everything, so it's not as though they've laid a sneaky ambush, they just won't shift from the one path you need to take and the Predator's inability to attack while jumping is never more aggravating than at these moments.


I also took damage from dripping liquids a few times. Normally I'd be annoyed about this, but as it's is a game featuring xenomorphs I'll let the developers off because it's probably some kind of acid.


After six stages of key-gathering and brick-bombing, the Predator reaches the Alien Queen, and because there were no weapons to collect in the short preceding area I shall be punching her to death. At the start of the fight the Queen's only move is to disinterestedly flail one of her arms at you. It doesn't sound like much, but don't forget it was enough to kill all the rest of your clan. Getting close is the problem, and trading hits with the Queen is not recommended. Fortunately, the Predator has one last trick up his scaly sleeve.


He can turn invisible! Yes, the Predator's most famous hunting tool - the light-bending cloaking system that renders him almost invisible - can be activated at any time, because becoming invisible is the most honourable thing you can do. In the game, however, activating your cloak actually makes you invincible for a while, (until your energy is drained, in fact,) allowing you to stand right in front of the Queen and punch her arm off without any repercussions.


With one arm missing, the Queen changes tack and starts spitting balls of acid at you. I'm not sure if the Queen in the movie Aliens was particularly energetic or if this Queen is extremely lazy, but she won't attempt to move or anything; she just sits there, gobbing corrosive goo at you and creating an easily-exploitable pattern. Punch her twice, move back, jump over the acid, repeat. It's a very easy strategy to master, so it's a shame the game makes you go through it about fifty times before the Queen decides she's had enough and keels over.


Man, imagine how many Predator Honour Points you get for stabbing an Alien Queen to death with nothing but your wrist blades. He's going to be dining out on this for the rest of his life. "Would you mind doing the dishes, Predator?" "I will not, because I killed an Alien Queen with nothing but my wrist blades. Did I ever tell you about the time I killed an Alien Queen with nothing but my wrist blades? Why are you sighing? The Alien Queen sighed when I killed her with nothing but my wrist blades, you know." He's going to be insufferable. The rest of his clan are lucky they were killed so they don't have to put up with him.


Having great honour does not get you a fancy ending sequence, it seems, because this is it. This is the whole ending. I'm definitely glad I bothered.


Am I really glad I bothered playing through Alien vs. Predator: The Last of His Clan? I'm not entirely sure. It all works okay, I'll give it that, but the simplicity of the game and the lack of any real Alien vs. Predator ambience means that it's just not that interesting. With more varied locations, better implementation of the Predator's hunting skills and deeper gameplay it could have been a an enjoyable little adventure, but as it stands this is something of a non-entity of a game. I would recommend playing it if you're terrified of xenomorphs, mind you. AvP: The Last of His Clan sucks the terror right out of them, the waddling idiots.

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