Licensed games attract an audience based on the name on the
box. But is the game's name the only thing that reminds a player of the 'Alien
3' film?
Developed by Probe
Published by Acclaim
Released in 1992
For most gamers the term "film license” prompts a great
many thoughts and few of them are positive. With few exceptions video games
based on films or TV shows are at best mediocre. Purchasing a licence, also buys
a certain fan-base that comes with it. According to Sunsoft producer director
René Boutin, smaller companies depended on licensed games to keep afloat.
"Working with famous licensed material was pretty cool" he recalls.
"We were told that anything that was not tied to a license just did not
sell, which was true for the 16bit consoles around that time". With a big name on the box a mediocre game can still turn a profit. So
while expensive to acquire, licenses were
lucrative (even though they left little money for actual development). Worst
still the developer has less time to create or play test a game since a license
is only valuable when the source material is relevant. For example a game based
on a film must hit the shelves when the film is in the cinema or when its
released on physical media. While the different Mega Drive and Snes 'Aladdin'
games illustrate what can happen when two different developers secure the
rights to the same film on different formats this is unusual. Usually a
publisher secures an expense license to produce a game on all platforms and to
recoup this cost will endeavour to put something on every platform possible.
"It was a phase where it made business sense to get our
games on as many platforms as possible" recalls 16bit game designer Simon
Phipps.
Of course in an ideal world all consoles will have the same
game as it seemingly adds expense to develop a different experience for each
host machine. So a lead system is decided; typically the system that is the
most powerful or which offers the largest target audience. The development team
makes their game to this machine's specifications. This version of the game is
then used as a template, with the developer (or a third party) adapting the
code, graphics, sound and gameplay elements according to the restrictions of the
system to which it is being ported. For years it's been considered the most
cost effective way to get the largest return from an expensive license. As a
result many systems will have a version of the same game and the developers
have saved money by adapting rather than creating a unique game for each
console.
After its two critically and commercial successful prequels,
securing the license to produce games based on the latest 'Alien' film was a
fantastic result for developer Probe. “I loved
science fiction" artist Nick Bruty once admitted. "We were all big
fans of the 'Alien' movies". To maximise return from the license they set to
work releasing an 'Alien 3' game on as many platforms as possible, even though
some were on their last legs in 1993. In a short space of time versions of
'Alien 3' were released on the Mega Drive /Genesis, Amiga, Snes, NES, Commodore 64, Master System, Game Gear and Game Boy.
Even though the publishers differed depending on the system and the region, the
games were variations of the same template. That is with two exceptions; the
Super Nintendo and the Game Boy. While the latter is understandable given the
console's monochrome screen and low resolution, it has never really been
understood why 16 bit Nintendo players got a different, superior 'Alien 3'game. With comparable specs to the Amiga and the Mega Drive it would have been possible
to produce the same 'Alien3' game on the Snes; it certainly would have been
easier and cheaper for Probe to do this. It isn't that the production teams
were entirely different. Neil Young and Tony Beckwith (amongst others) are
credited as designers on both games.
On the surface the games appear to be cut from the same
cloth. Both show the film's main Character Ripley fighting enemies with a range
of weapons. The player and enemy sprites, while not identical, are similar. The
2D levels are set in comparable environments and in both games you rescue
hostages, typically by climbing ladders and scurrying through tight crawl
spaces. Frustratingly for Sega owners this is all you really do. The Mega drive
version of 'Alien 3' is much simpler with fast furious but repetitive stages.
The Snes version is much more complex, with a greater number of mission types
spread across its non-linear interconnected levels. Maybe Probe felt that the
audiences for the two 16 bit consoles preferred different styles of games and
accordingly produced two separate titles to please both. 'Alien 3' on the SuperNintendo was almost certainly inspired by the success of 'Super Metroid’. Meanwhile
the Mega Drive version offers a more arcade like game, not unsurprising given
that many gamers bought this console to enjoy the "arcade experience at
home". Comparing the two 'Alien3' games does no favours to the Mega Drive
version and it's hard to imagine many would think it superior.
The biggest short coming of the game is its difficulty.
Admittedly the Snes game was hardly easy to finish. However its less frantic
gameplay made it possible to be slightly tactical, at least initially. With
text briefings and maps, while Snes players may have had trouble completing
their objectives they always knew what they should be doing. Mega Drive players
are offered no such luxury. The instructions at least clarify that on every
mission; all you have to do save a set amount of trapped humanoids and then
escape using a specific door before clock at the top of the screen reaches
zero. Annoyingly you're never given this objective within the game however.
After a title screen followed by impressive screen showing a full screen alien
and level number, you're thrust straight into the action.
It’s hard to escape
the feeling that some of the design choices have been made purely for
masochists. It's an unfair imbalanced game where the onslaught of enemies is
relentless. To make things worse, while the first few levels have generous time
limits it doesn't take long before you're given little more the required
amount. Before long it gets to the point where missing a hostage means you may
as well give up since there isn't enough remaining time to find them and
then get to the exit. A map would of course help. Indeed a lot of time spent
playing the Snes game is spent looking at structural plans in order to
calculate the optimal route to complete an objective. However, on the Mega Drive Ripley only has a proximity sensor which typically shows you little more
than you can see on screen anyway. Being forewarned is of little benefit
though. Most aliens 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. This really is not a good thing when you’re up against the clock and have three more foes on screen to dispatch. The missile launcher, flame thrower and a machine gun must be used sparingly though. The occasional boss fight peppered through the game will quickly eat into your ammo reserves; especially when they act like bullet sponges while you can withstand little more than three hits.
Unlike the Super Nintendo's version of 'Alien3' which at
times feels very tense, this game feels relentless. This two differing
approaches to music across the two games proves just how different the two
games are. While there are dramatic tracks, Steve Collett the composer of for
the Snes game also explored the use of subtle drones and foreboding ticks. For
the Mega Drive, Matt Furniss has created music that isn't really chilling but
is certainly pulse pounding. His approach was "to use all of the [music]
channels all of the time". Evidently he would only leave one which would
allow for the games sound effects; something he also created for 'Alien
3'. However the end results are tracks that,
while good in their own right, are out of place in an 'Alien' game.
Ultimately this is reflective of the game as a whole; it's
not bad but it has very little to do with the film on which it is based. Of
course some artistic use of a license is fantastic if it improves the
experience for the player, but the Mega Drive's 'Alien3' lacks the film's
atmosphere and entire narrative. Unless you've seen the film or read the
instructions you’re left with no idea where you are, who you are or why you're
being hunted by aliens. The end of the game even changes the end of the film
showing Ripley escaping rather than sacrificing herself driven by her confusing
maternal feelings.
The 'Alien 3' license is essentially used on the box and nowhere
else. Yes the main character looks a bit like Ripley but it could just as
easily be a very skinny bald man. The aliens look like the film equivalent but
in the movie there was only one rather than thousands. It's certainly not a bad
game, but the Super Nintendo version is certainly closer to the source
material, less repetitive with fairer gameplay.
Anyone encouraged to buy the Mega Drive 'Alien3' came home
with a shooter game that's fun in short doses. However if the name on the box
was the motivation to buy they won't be getting "every scare and moment of
the movie" despite what the advertising claimed.
Where did I get this game?
Like so many of my Mega Drive games I got this in a bulk buy
a few years ago. Normally I only buy one copy of multi format games so would
have overlooked it, not realising quite how different it is to the Snes version. It's an enjoyable game but for a more authentic 'Alien' fix I'd
suggest seeking out the Nintendo based adaptation.
I'm sorry, but speaking as someone who owned the SNES version I can tell you that the Genesis version is superior. The best version of Alien 3 came out on the Master System, with its chunky graphics and farther out perspective its a far more playable and fun experience. Of the two 16 bit home console versions, the Genesis version wins in every respect with the exception of the music (SNES has a GREAT James Horner-esque score.)
ReplyDeleteI agree with this wholeheartedly! Personally I prefer the Genesis soundtrack, but the SNES version's is certainly no slouch! Also the Master System version is great and I love how Matt Furnis did his best to recreate the music on a much more limited soundchip and the end result was pretty darn good :)
Delete