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Long-time developer Totally Games has a reputation for their ability to breathe gaming life into science fiction franchises. Throughout the 1990s they were the architects of the beloved X-Wing / TIE Fighter series, and in 2002 the company crafted one of Star Trek’s greatest and most immersive experiences in Star Trek: Bridge Commander. Totally Games now has brought their sci-fi prowess to bear on reviving an old IP from the coin-op arcade era, and while their passion is evident, a variety of factors conspire to make this game a poorer offering than it should have been. visuals Throughout the first year of the Wii, developers have opted to code a game’s graphics on another system, such as the PS2 or PSP, and then spec up to the Wii. The result is usually the same -- a game that looks like something that could have been found during the early days of the GameCube. Sadly, it appears that Totally Games opted to do the same with Alien Syndrome, and as a result the game looks mediocre. Heroes and enemies alike look low-res, hallways and walkways look unremarkable, and for most of the game everything feels recycled. Weapons fire looks somewhat better, with some nice splash effects (the flamethrower looks particularly cool), but they are not necessarily better than other similar games out there. If nothing else, the game does run pretty smoothly even with a lot of monsters on screen; only once or twice did this reviewer encounter any noticeable slowdown. Matters regarding graphics aren’t helped much by the generally less-than-stellar art direction in the game. The game’s official site had all the indications of some great art design, but that inspiration only infrequently shows up in the game. The majority of the game levels, particularly the first half of the campaign, are drab and devoid of color. Enemies also feel pedestrian, with far too many of them -- including several of the game’s bosses -- little more than a palette swap from enemies of earlier levels. The game’s cutscenes are somewhat better, employing a still-shot style that is simple but effective. audio Although the great tracks from the game’s preview trailers would suggest otherwise, Alien Syndrome’s music proves to be forgettable. A game of this type would seemingly favor a strident military cadence (as Totally Games achieved brilliantly in Bridge Commander), but instead we are treated mostly to an ill-fitting collection of ethereal tunes. The music selection also feels a little small, as the same track seemed to show up far too often during the first several hours of gameplay. The music improves somewhat during the late game, but by then most gamers will probably have tuned out. Sound effects fare better, as each of the weapons have a unique and appropriate sound (especially the flame weapons) and the enemies grunt and death rattle quite nicely. The game does feature some voicework, notably from the game’s protagonist and few supporting faces. The voice acting is adequate, but it also seems like it is miscast. The main protagonist, Aileen, lacks the sort of gruffness (i.e. Kate Mulgrew, Sigourney Weaver) that such a role would seem to command; her curses sound out of place and her anger sounds feigned. The Captain in the adventure, likewise, has a hard time passing for a hard-boiled military commander and lacks any real intimidation in his tone. gameplay The one thing this game doesn’t skimp on is length. Alien Syndrome is played out across 40 different levels -- far more than the 15 listed on the game’s website -- with many of the levels taking 30 to 45 minutes; expect to invest a robust 25-30 hours in the adventure before the curtain closes. On top of that, beating the game unlocks two more difficulty levels, and with so many different weapons and items available, a player will need a second go-around to experience it all. Those looking for a deep plot or complex mission objectives aren’t going to find them here. The first half is a barren wasteland for both, with most levels simply instructing you to go from point A to point B with little reason why, other than to kill aliens. Later on the game throws a few rescue missions and puzzle elements for the player to solve, which does make a decent change of pace from the run and gun style. The plot gets a little better in the second half of the game, but the story always feels a little disjointed, and as a result, the endgame is not nearly as compelling as it could have been. At the outset, a player has a choice of player classes, including a sniper class, a demolitions expert and a defensive-minded SEAL. Each of these classes has a unique set of starting attributes, although they are not always intuitive. For example, the tank class -- which focuses on melee -- starts out with a high strength value (integral to melee combat) and a low endurance value (which translates to low hit points). Fortunately, the game allows for a lot of customization. Alien Syndrome has a reasonably deep system in place for those who want to use it. The game has four stat categories -- strength, dexterity, accuracy and endurance -- all of which are directly tied into various abilities. For example, upping strength increases how much weight a character can carry, while upping endurance increases a player’s hit points. The game also has a variety of skill categories that range from weapon proficiency to increased resistance to the elements. The game employs a standard experience system where leveling up earns points that can be spent to improve both stats and skills. Statistical fiends will enjoy the depth, while those who would prefer just shoot things can have the game auto-manage instead. Gameplay depth is further enhanced by the large selection of weapons and items. There are five different weapon classes, each with five different weapon types and literally dozens of different makes and models of each type. There are several different armor types, each of which have a multitude of different helmets, gloves, chest plates, leggings and boots. There are neural adapters that can enhance your player’s attributes. There are healing packs and recharge packs. Some of these things are dropped in the field, but others can be crafted by way of SCARAB. SCARAB is a flying robot that serves as a companion as well as a portable shop. In the field, the SCARAB will shadow the player and fire off laser shots at enemies in the vicinity. In the game’s menu, the SCARAB offers a changing assortment of equipment and ammo that can be purchased using resource points extracted from enemies or recycled equipment. The controls make nice use of the Wii’s interface. Shooting is as simple as aiming the IR reticule at a target and pushing a button, allowing for running in one direction while shooting in any other direction. Melee can be accomplished either through buttons or through swipes, stabs and downward thrusts. For ranged weapons, both the A and B buttons can be mapped to different guns, allowing for some switching on the fly. The nunchuck stick is used for movement, while the nunchuck is tilted to effect camera changes. Most of the controls work quite well and are superior to dual-analog controls, although the camera control feels unwieldy. multiplayer The multiplayer component is bit of a letdown. Co-op is normally the saving grace of even the most mundane of action RPGs (as in Gauntlet: Dark Legacy), but in Alien Syndrome the mode falters due to an inflexible camera. The action is so zoomed in, even at the most distant camera setting, that it is hard to get any space between players. Consequently, things get jumbled up onscreen, with a mass of enemies, explosions, reticules and far-too-over-sized character markers. Overhead fixtures frequently obscured the action as well, leading to several instances of needless deaths. This reviewer play-tested with a second gamer, and the resulting chaos made the game borderline unplayable; this cannot portend well for those desiring four player co-op. overall Totally Games deserves props for resurrecting and completely revamping an old IP like this; such a project is without a doubt a work of the heart. The developers clearly put some thought into the game, as the RPG elements are nicely fleshed out, and the game has a huge array of weapons and items that give some replay value. The controls are nicely-realized, especially with respect to the IR functionality. In short, this is a game that should have had home run written all over it. Unfortunately, Alien Syndrome comes up short in far too many key areas. Repetitive enemy design, archaic graphics, underwhelming art direction, mundane level objectives and a generally mediocre soundtrack all conspire to sabotage the experience. Worse still, the camera problems that haunt the multiplayer component -- the one place where otherwise-repetitive action-RPGs often redeem themselves -- really hurts the overall value of the game. Nevertheless, this game retains the arcade shoot-em-up feel of its coin-op predecessor, and those who enjoyed gunning down waves of enemies and doing thousands of points of damage in classics like NARC or Smash TV may find some enjoyment out of this one. Fans of dungeon crawlers such as Gauntlet: Dark Legacy and Baldur’s Gate: Dark Alliance may also find this game worth a look. Those looking for a serious RPG effort or a robust multiplayer, however, should hold onto their $50 for now.
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