Alien Syndrome
Totally Games
Sega
Action-Adventure, Role Player
07-24-2007
Local Wi-Fi
PSP

Other Platforms
WII

Alien Syndrome re-emerges from the fog of ancient history, sporting a new look and new gameplay. Does it retain the charm of the original or does Alien Syndrome deviate from its roots?

• Slick interface

• Solid audio

• A shooter with a little depth

• Controls are frustrating

• Too convoluted for its own good

• Gets redundant quick

Crates/Barrels Crates/Barrels
Unfinished Unfinished
Key Cards Key Cards

Written by: Chris Jensen
Posted 07/31/07

Alien Syndrome was one of my favorite co-op games from the 80s, though it got more play on my Amiga than it did in arcades. For its time, Alien Syndrome was pretty slick, featuring cool top-down graphics and relentless action that was similar to Gauntlet, though with a far more non-linear feel. So when it was announced that a remake was in the works, I was looking forward to the results and the potential rebirth of an old classic.

 

On paper, Alien Syndrome appears to have all of the elements of the source material. Top-down perspective, lots of shooting and endless hordes of enemies that come after you. Totally Games tried to go the extra mile by incorporating some new additions like an inventory system, subtle RPG elements, crafting and character classes in an attempt to make the game more deep, but the end result is basically a mess. While the idea may have seemed like a good one during the design phase, this new version of Alien Syndrome deviates from the simple-minded fun of the original and burdens it with uncomfortable controls and an inventory interface that redefines “annoying”.

 

From the outset you get to select from one of several classes with the only real difference being a preferred weapon. You can opt for a sharpshooter, firebug, demolitions, seal or tank and throughout the course of the game you can improve your main weapon or sink points into secondary proficiencies, but there isn't really much point in branching out, as no other weapon will ever be more effective than your standard issue, rendering all of this point allocation...pointless.

 

Problems are many with this game and it starts with the controls. Alien Syndrome is the type of game that begs for the ability to move in one direction while firing in another, but the PSP's lack of a second analog stick makes this impossible. As a way around this, the designers allow you to hold the fire button, which locks you in a strafe that isn't particularly fun or effective. It simply reduces the game to something like Space Invaders where you're stuck firing in a single direction and moving left or right while wiping out enemies. Other problems include a massive over-reliance of the same monsters, which means you'll see the same big worms over and over and over with the only difference being that they change colors from level to level, though use the exact same attack moves. All of the aliens tend to move very slow, something that depletes the relentless pace Alien Syndrome is known for and ultimately makes the game far too easy.

 

Graphically, Alien Syndrome just barely passes muster. There's nothing special on offer here, no pushing of the hardware and the overall design just runs out of ideas after the first few levels, giving Alien Syndrome the feel of a broken record that keeps throwing the same thing at you over and over and over. Multiplayer may have been a saving grace, but you won't find any infrastructure play on offer, meaning you'll have to find up to three other people within local WiFi range if you want to get your game on. The original Alien Syndrome was all about co-op alien killing, but the ball has been fumbled in this remake. This is Alien Syndrome in name only.


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