Alien Breed 3D AGA (Amiga) - A Playguide and Review - by LemonAmiga.com
Alien Breed 3D is a first person shooter, developed by Team 17, and released by Ocean in 1995. It features textured walls and lots of enemies to kill, but due to a lack of ammo, I was really struggling to get into it. So this try is with unlimited ammo.
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Production Notes:
Captured: 17 December 2022 (using 040)
Narrated: 24 May 2023
Completed: 16 September 2023 (V3)
With this series focusing on open world 3D games, and having covered AB3D2 the last time, this game was always on the list to cover. I'd never played the game before, but after several warmup tries, I kept running out of ammo on level 1, even when I tried to be ultra conservative with it. This was very annoying, given the fact there are no melee weapons in the game, so the player just has to search for ammo or die. So I found a number of cheats on the latest WHDload, and switched on the unlimited ammo.
By level 5, I was already becoming weary of the endless walking around corridors, and became totally lost. Watching back the footage around 40:00, it looks like I found the way to exit the level, but forgot where I found it, and spent the next 10mins just wandering around in circles.
Editing was straight forward. The only addition was the sound effect of the wolf from An American Werewolf in London, which I played at normal speed around 39mins.
Danscore:
In 1995, Amiga users were still in shock from the sudden death of Commodore. John Romero was laughing from his PC, saying the Amiga can't do 3D, and a certain few games came out to try to prove him wrong. All of them needed some hefty horsepower, and they almost all suffered from having extremely blocky textures, and fairly low FPS gameplay. At the time, we got to compare this to Gloom, Breathless and Fears - although the screen area is tiny compared to those games, and even Nemac IV offered full screen 1:1 mode in later versions. This game feels more like a tech demo, with basic tokens for keys, and a non-moving heart in the middle of the rather pointless lower panel. Gameplay is painful on an A1200, and only just about smooth using an 040, although the character still chugs along rather clunkily compared to other games. Not being able to jump or move through enemies becomes a problem in certain places, especially when trying to descend from steps, only to find the way is blocked. Collision detection is also hit and miss, and sometimes ammo can be wasted simply by shooting a barrel what wont explode. The player never gets a feeling of being able to romp around all guns blazing, due to the few ammo pickups on each level, making even level 1 feel more difficult than it needed to be. So I was put off the game continually due to these things, and especially the small main window area. Gloom is fun in all of the right places, and Breathless has a high res environment, while Fears at least seems a bit easier. So where does this leave AB3D? Considering there were very few 040 users out there in 1995, and considering most players only got to play a choppy tech demo on their A1200, it seems lacking in most areas. Yet there is a good atmosphere in the game, and presentation is top notch. The jump-scares are more effective here than in most other games; and creeping around really feels appropriate. So a mixed bag. I'd give this 7 out of 10. There is a game in there if you have a screen big enough to see it, and a CPU powerful enough to play it. Music and SFX are great, but level design can feel more like a rat in a maze rather than an open world environment. This really needed a 1:1 full screen mode at the very least, and what we got was good, but this is still night Vs day compared to Doom.
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