Movie Night [Alien Day]: Alien³: The Assembly Cut


Audiences were first introduced to the horrific, biomechanical Xenomorphs in the classic science-fiction horror film Alien (Scott, 1979), in which an unsuspecting cargo crew investigates a beacon on the barren world of LV-426. Thus, the 26th of April is widely celebrated as “Alien Day”, a day to celebrate one of the greatest sci-fi/horror franchises ever created.


The Assembly Cut

Released: 2 December 2003
Originally Released: 22 May 1992
Director: David Fincher
Distributor: 20th Century Fox
Budget: $50 to 60 million
Stars: Sigourney Weaver, Tom Woodruff Jr., Charles S. Dutton, Charles Dance, Ralph Brown, Danny Webb, and Lance Henriksen

The Plot:
After facing her fears and escaping a planet full of hostile aliens, Lieutenant Ellen Ripley (Weaver) finds herself marooned on Fiorina “Fury” 161, a prison colony inhabited solely by violent male inmates who have found God. Ripley’s heartbreak at the loss of her adopted family soon turns to a desperate battle of survival when a bipedal Xenomorph (Woodruff Jr.) forces Ripley into a final confrontation.

The Background:
In 1979, Dan O’Bannon and Ronald Shusett’s “Jaws (Spielberg, 1975) in space” concept was given life by director John Carpenter as Alien, an unexpected commercial success that is now widely regarded as one of the greatest movies of all time. Although the film was a financial success, it took seven years for a sequel to emerge; helmed by James Cameron, Aliens (ibid, 1986) weathered a troubled shoot to become an even greater critical and commercial success and perhaps the most influential entry in the franchise. Naturally, the studio was eager to capitalise with a third film but the franchise producers were so eager to avoid being repetitive that Alien³ became one of the most troubled productions in cinema history. They were so eager that the studio released a misleading teaser that implied Alien³ would be set on Earth, despite being unable to settle on a script; ideas involved another action-orientated adventure and a planet made entirely of wood and home to a group of monks. Star Sigourney Weaver also had her own ideas about the direction and execution of the film, which was eventually helmed by up-and-coming director David Fincher, who came onboard without a script and had his vision continuously undermined by the studio. Since Stan Winston wasn’t available, the film’s visual effects were handled by Tom Woodruff Jr.’s Amalgamated Dynamics; per Fincher’s instructions, the Xenomorph was redesigned into a bipedal creature brought to life using a traditional suit and a rod puppet that was optically composited into the film. Considering how chaotic production was, it’s amazing that Alien³ performed as well as it did; it made just shy of $170 million at the box office but was met with mixed reviews. Many franchise names, and even the director, disowned the film, though this Assembly Cut has been regarded more favourably and it has since gained a cult following. Despite her best attempts, Alien³ wouldn’t be the end for Weaver or the franchise; sequels and spin-offs inevitably followed and Alien³ was also accompanied by a few videogame tie-ins and later dramatically re-envisioned in a comic book series that explored the unproduced screenplay ideas.

The Review:
It was certainly a tough task to follow-up the claustrophobic, atmospheric horror of Alien; switching things up into an action-oriented approach was a fantastic idea, and Aliens was still able to retain the same gritty, gory horror while delivering a surprisingly cathartic experience for the unlucky Ripley. As if waking up to find that she’s missed out on fifty-seven years of her life wasn’t bad enough, Ripley also awoke to find that her daughter had died in the interim and the desolate planet LV-426 had been terraformed into the perfect breeding ground for the nightmarish Xenomorphs. It’s often difficult for me to pick a favourite between Alien and Aliens, though I tend to favour the latter as I find I can just put Aliens on anytime and be easily satisfied whereas I think Alien demands a little more of your attention. I can certainly understand the divisive nature of Alien³; in many ways, the franchise could’ve comfortably ended at Aliens for some time, or spun off to include a different set of characters, and I remember not really being the biggest fan of the third entry when I was a kid. It was slow, dull, a bit boring, and difficult to look at and lacked the punch of the second film, but I’ll admit that my opinion of Alien³ has changed as I’ve gotten older, to the point where I now consider it to be an under-rated entry in the franchise.

Having lost everything, Ripley faces a prison full of violent men and another Alien menace!

Alien³ opens shortly after the end of Aliens, with Ripley and her adopted family safe and sound in cryosleep. Well…not quite “safe” as it turns out that, somehow, a Facehugger or two slipped aboard the Sulaco (presumably the Xenomorph Queen found the time to lay a couple of eggs before being blown out of that airlock…) and…also somehow…their acidic blood caused an electrical fire. To safeguard the sleeping crew, the ship’s computer ejected them, but the escape pod doesn’t exactly have the smoothest ride and crash lands so badly that all but Ripley are killed on impact. In keeping with her never-ending nightmare, Ripley thus awakens to find herself alone once again; her substitute daughter, Rebecca “Newt” Jorden (Danielle Edmond) drowns in her cryotube, Corporal Dwayne Hicks (Michael Biehn) is torn apart on impact, and the already heavily damaged android Bishop (Henriksen) is left little more than scrap metal. Shaken, injured, and sick from the sudden awakening, Ripley is absolutely devastated by these losses, but also deeply concerned when she spots an unmistakable acid burn in the escape pod. To the annoyance of the prison warden, Superintendent Harold Andrews (Brian Glover), and the curiosity of resident disgraced former surgeon Jonathan Clemens (Dance), Ripley insists on performing an autopsy to determine the cause of Newt’s death and tossing the bodies into the furnace to ensure her fears of Xenomorph infection are allayed. From there, Ripley’s left to pick up the pieces of her fractured life; she shaves her head to avoid lice and finds herself as the only woman in a facility inhabited entirely by unstable, God-fearing inmates. Thankfully, her battles against the Xenomorph have hardened Ripley to the point where she wanders the prison without fear and is more than capable of holding her own; having lost everything she loves, there’s also a sense that Ripley has all-but given up on caring for her own safety, but when her fears are realised and a new Xenomorph stalks the dark, dank corridors, she immediately reassumes her role as the driving force behind ending its threat.

The prison staff are next to useless, meaning Ripley must rely on volatile inmates for aid.

Once she learns of the Xenomorph’s presence, Ripley is frustrated to find little to no help from the facility’s staff; Andrews, already aggravated by her presence, angrily dismisses her claims of an alien’s existence and his right-hand man, the intellectually stunted Francis Aaron (Brown), lacks the authority, confidence, and intelligence to properly handle the threat once Andrews is killed in spectacular fashion. As the inmates are far outside normal jurisdiction and left to their own devices, without the distractions and temptation of a woman, Ripley naturally turns a few heads; Leonard Dillon (Dutton), the deeply religious figurehead of the inmates, is offended by the upset Ripley threatens within their carefully-maintained ecosystem, and yet doesn’t hesitate to defend her when some of his “brothers” attempt to attack and rape her despite him openly admitting to be a “murderer and rapist of women”. Left there to rot, the inmates turned to religion and have been anxiously awaiting salvation and judgement from their God; they take their religion very seriously, though Andrews maintains that they are still dangerous despite the fragile peace that exists there. Clemens is an exception among the inmates; formally a surgeon, he was incarcerated after becoming addicted to morphine and causing the deaths of several patients. When the others decided to stay, he also remained, believing he still had a penance to pay and having grown attached to the facility and its reprobates. He’s ordered by Andrews to keep an eye on Ripley and is constantly frustrated at her stubborn refusal to divulge the truth about the Xenomorph; while she may not trust him with her history, Ripley trusts his medical expertise and grows close enough to him to forego any messing about and share a bed with him, though he unfortunately falls victim to the Xenomorph the next morning and before he can learn the truth about her.

With her surrogate family dead, Ripley’s new allies are interchangeable, dangerous inmates.

Although we never learn the exact nature of many of their crimes, Fury 161 is said to be home to some truly reprehensible inmates. Unfortunately, due to poor lighting and them all having shaved heads and wearing similar attire, it can be difficult to tell the characters apart, especially once they start frantically blundering around in the prison’s dark corridors to lure the Xenomorph into a series of traps. One inmate who stands out, particularly in this version of the film, is Walter Golic (Paul McGann), a half-crazed mass-murderer who becomes obsessed with the Alien after encountering it in the tunnels. Believing it to be a divine dragon that speaks God’s will to him, Golic is driven to murder his fellow inmates in order to release the Xenomorph after they risk their lives to trap it, only to be unsurprisingly killed by the creature for his efforts. Another prominent inmate is Robert Morse (Webb), a selfish and cynical individual best known for his explosive reaction to Andrews’ death and for suddenly becoming a main character right at the end of the film when, with Dillon having become dinner for the Alien, he’s the only one left to help Ripley dispatch of the Xenomorph. While the inmates may be largely interchangeable and forgettable, their greasy, oily, disgusting appearances, leering glances, and volatile nature create a foreboding atmosphere, especially for Ripley, who can barely trust the few tentative allies she has let alone a bunch of desperate, unpredictable criminals. Thankfully, the remains of a friendly face are about to offer Ripley some answers and solace; she manages to get Bishop back online long enough to learn of the Alien’s presence on the Sulaco and that Weyland-Yutani are well aware of the creature, though this reunion is bittersweet as she forced to literally pull the plug to put her friend out of his misery.

It’s a shame the rod puppet looks so terrible as the Alien actually holds up quite well otherwise.

As Fury 161 is so rundown and the planet’s surface is so dangerous, there’s no hope of escape and little chance of survival since the facility is full of dark, maze-like corridors, rusted ventilation systems, and lacks any weaponry for the inmates to use, meaning Ripley has to fight just to mount any kind of offense against the Alien. Unlike its predecessors, this Xenomorph is smaller and more bipedal since it’s born from a dog (or ox, in this version of the film). It scuttles across walls and ceilings, spits acid, and attacks from the shadows like a wraith, lending credibility to it as a divine beast there to judge the convicts. Since the computer and surveillance systems are shot, Ripley has no way to track the creature; her experience with the species means she can take a wild guess at where it can be found and allows her to direct the terrified and ill-equipped inmates in luring the creature into a trap using torches, but their efforts to permanently entrap or dispose of it are constantly thwarted by either their fundamental lack of resources or the foolishness of inmates like Golic. This time around, however, Ripley is functionally immune to the Xenomorph threat since it turns out she was the one who was impregnated with a Chestburster while in cryosleep; and not just any Chestburster, but a Queen Chestburster, meaning the Alien refuses to attack her and largely ignores her. Unfortunately, this is nothing less than a living nightmare for Ripley; having fought the Xenomorphs for as long as she can remember, she’s now doomed to give birth to their next matriarch and is so rocked by this revelation that she practically begs Dillon to kill her to spare her the agony of the Alien’s birth. Despite the atrocities he’s no doubt perpetrated in the past, Dillion is a survivalist by nature and spares Ripley to utilise her expertise and immunity to increase their chances against the Xenomorph, though he promises to grant her a quick painless death once the “dragon” has been destroyed.

The Nitty-Gritty:
If there’s a word to describe Alien³ it’s definitely “bleak”. Three of the four characters we became invested with throughout Aliens are unceremoniously killed off right at the start, Ripley’s left bald and in constant danger, and the environment is so depressing and visually ugly that it’s easy to be put off by Alien³. It’s certainly a severe right-turn after the bombastic action/horror of the last film and the lived-in claustrophobia of the first, but that doesn’t mean it’s bad. I actually like that every time Ripley wakes up, she’s lost a little bit more and gotten further from home and is forced to adapt to a new situation to combat the never-ending nightmare of the Xenomorphs. This time, she’s clearly exhausted from the entire ordeal; she’s numb to conventional threats like tumultuous weather and dangerous inmates and seemingly ready to lay down and die even before she learns of the parasite she’s carrying. Although she only just adopted the role of a bad-ass warrior and mastered the art of handling the standard-issue Pulse Rifle, Ripley is frustrated by the lack of resources on Fury 161, which are barely capable of producing fire let alone offering them any kind of hope against the ravenous creature. Even worse, Ripley’s attempts to keep Weyland-Yutani from coming to the facility and finally getting their hands on a live Xenomorph are met with failure when Aaron refuses to warn them off in hopes of finally escaping the drudgery of his duties.

The Assembly Cut places added emphasis on the film’s bleak, dreary, claustrophobic atmosphere.

Fury 161’s desolate and worn-down appearance really lends a sense of desperation to the film; it’s technically not that different from the enclosed corridors and oppressive locations in the last two films, but I can understand how it might lack the same visual variety since so much of it has this rusty, industrial look that makes trying to tell one corridor from the other as difficult as figuring out the differences between the inmates. This version of Alien³ differs in a few ways from the theatrical version, mainly in the depiction of the Xenomorph’s birth, an extended sequences where the inmates manage to briefly capture it before Golic goes nuts, and a slightly revised ending, but the bulk of the content remains the same as what was shown in the cinema. For me, this is the superior version of the film as it feels meatier and hits a bit harder thanks to the extra scenes. Unfortunately, neither version of Alien³ can make up for the God-awful special effects used to bring the Alien to life; a lot of the time, it’s the traditional man in a suit but, more often than not, it’s an awful digital composite of a rod puppet shot against a blue screen. As a result, the Alien often seems to be poorly-dated CGI and sticks out like a sore thumb; its lighting is all wrong and it just looks far too cartoony to be scary and these effects really downgrade the film’s overall appeal. Thankfully, the filmmakers utilised a fisheye lens for many shots seen from the Xenomorph’s perspective so we’re spared this effect, but I find a first-person shot to be a pretty cheap compromise. It’s a shame, as there are some impressive effects on offer here; Bishop is brought to life using a highly detailed animatronic, there’s a particularly devastating explosion effect that thins out many of the inmates, and the Alien suit looks great, especially when it comes face-to-face with Sigourney Weaver, it’s just a shame that all these positives are undermined by some awful optical effects.

After killing the Alien, Ripley sacrifices herself to keep the creature out of the Company’s hands...

As sick as she was after recovering from the crash, Ripley’s condition only worsens as she pushes herself harder throughout the film; while the Xenomorph refuses to harm her, the Chestburster causes her constant pain and fatigue, and even her tentative immunity puts her at risk when the Alien is backed into a corner. With Weyland-Yutani breaching the prison with a containment team to take ownership of Ripley, the embryo inside her, and the ravenous Xenomorph, Ripley, Dillon, and Morse frantically lure the creature into the moulding facility so they can drown it in molten hot lead. Thanks to Dillon’s sacrifice, this plan actually works; the creature is drenched in lead and, after being exposed to water from the overhead sprinklers, explodes from thermal shock, finally ending its threat. Unfortunately, there’s no time for celebration as an exhausted Ripley is suddenly confronted by “Bishop II” (also Henriksen), who claims to be the designer of the Bishop android and attempts to talk Ripley into willingly surrendering to Weyland-Yutani in the hopes of safely extracting the Chestburster from her and the promise of a normal life. However, Ripley isn’t so easily swayed; convinced that the new Bishop is also an android and that the Company doesn’t have her best interests at heart, she rejects his offer and has Morse position her over the prison furnace. Although Bishop II appears to be human, Ripley isn’t convinced, even when Aaron is gunned down after finally finding his backbone, and willing submits herself to the fire. Unfortunately, this version of the film omits the Chestburster’s appearance and Ripley embracing it as she’s consumed by the flames but the emotional impact of the moment remains as poignant as ever. In her last moments Ripley chooses defiance and to meet her end on her own terms, denying the Company their goal and taking her hated enemy to the grave with her…for about two-hundred years, at least.

The Summary:
I completely understand the hate and vitriol aimed at Alien³; those who were hoping to see Ripley, Newt, Hicks, and Bishop working as a surrogate family against a new Alien threat, or being left alone to live a relatively happy life offscreen, would be understandably disappointed with this bleak, depressing tale of grief, loss, and desperation. As a kid, I also struggled with Alien³; it lacked the action-packed machismo and bombastic punch of the second film and the nerve-wracking horror of the first and was an ugly, desolate, mean-spirited piece of cinema that seemed to be going out of its way to twist the knife into long-time franchise fans. However, my opinion has changed over the years, especially after learning about how much trouble went on behind the scenes, and now I rate Alien³ quite highly. It’s still beneath the first two, and probably at the bottom end of the original four films, but I’ve come to really appreciate the grim tone and sense of despair that permeates this moody little slice of sci-fi horror. There are few characters to root for, some terrible special effects, and there’s a definite sense of confusion regarding the tone and direction of the piece, but it’s surprising how well Alien³ holds up despite all of this. This may very well by Sigourney Weaver’s best, most emotional performance as the tormented Ripley and served as an unexpected, definitive end for (this version of) the character. I really enjoy the new dynamic between her and the Alien, and seeing her being completely unfazed by other more mundane threats, as well as some of the more colourful, if reprehensible, supporting characters. I definitely think Alien³ is with re-evaluating, especially this far superior Assembly Cut of the movie; it might not be on par with its predecessors, but there’s definitely a lot to like here if you take it for what it is and consider it the final, dark chapter in Ripley’s long nightmare.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of Alien³? Which version of the film do you think is better and how do you think it holds up against the other entries in the franchise? Were you annoyed that Newt and Hicks were unceremoniously killed off? What did you think to the vile all-male population of Fury 161; were you able to tell the inmates apart? Did you enjoy the bleak tone and Ripley’s final battle against the Xenomorph? What did you think to the effects and the tone of the movie? Were you a fan of Ripley’s final sacrifice? Which of the Alien movies is your favourite and why, and how are you celebrating Alien Day this year? Whatever your thoughts, feel free to leave them below or drop a comment on my social media.

Mini Game Corner: Alien³: The Gun (Arcade)

Released: 1993
Developer: SEGA

A Brief Background:
The Alien franchise (Various, 1979 to present) has certainly had a long and complicated history with videogame adaptations that includes real-time strategies, crossover titles, survival/horror experiences, and a fair number of first-person shooters. Similar to how director James Cameron more than met the challenge of delivering a sequel to Ridley Scott’s commercial and highly influential Alien (ibid, 1976), Konami produced a popular arcade port of Aliens (Cameron, 1984) that came to be regarded as one of the best games in the franchise. However, Konami lost the rights to the Aliens license by the time the divisive third film was released; hampered by production woes, delays, and script problems, it took some time for Alien³ (Fincher, 1992) to become a cult favourite for many fans. It was, however, accompanied by two videogame adaptations, the first being a decent, if confusing, run-and-gun adventure, and the second being this arcade-exclusive rail shooter. In many ways a precursor to SEGA’s later success with the House of the Dead series (SEGA/Wow Entertainment, 1996 to 2022), Alien³: The Gun was lauded as one of the best light gun shooters around at the time, one that successfully merged the atmospheric horror elements of the film with the action-packed enjoyment of a rail shooter.

The Review:
I’m tackling my review of Alien³: The Gun a little differently to my other game reviews; it’s still going to be a shorter review because of how short the game is, but I did finish it so I want to go over my thoughts in a little more detail and give it a proper rating. The first thing I need to say is that the game’s title is pretty ridiculous; yes, Alien³: The Gun tells you everything you need to know but could they really not have come up with something a little more interesting and exciting for a subtitle than just The Gun? Secondly, I emulated this game and the ROM I played was a little buggy; elements like the heads-up display (HUD), aiming reticule, foreground, and background would often be invisible or appear corrupted, which was a bit of an issue but I was still able to power through the game thanks to the gift of unlimited credits. Finally, Alien³: The Gun is an Alien³ game only in the sense that it takes place on Fiorina “Fury” 161 and contains locations and Xenomorphs that mirror the film, but it’s actually more like a sequel to the movie and has far more in common with Aliens than the third movie. Rather than playing as Lieutenant Ellen Ripley, you and a friend take on the role of two United States Colonial Marines charged with investigating the Sulaco and cleaning up the rampant Xenomorph infestation on Fury 161, though movie stills are used at certain points to convey story beats like the Alien’s demise from the end of the film. Your standard issue pulse rifle has two basic fire modes; the first is a rapid-fire function tied to a firepower meter and the second sees you tossing out a limited supply of grenades (or “bombs”) to clear all onscreen enemies. If you simply hold down the trigger, you’ll run out of firepower and be left vulnerable as the game automatically moves you through the various corridors and locations; when you input a coin to continue, your bombs will clear a path for you and you acquire a flamethrower to mix things up or restore your health by shooting supplements.

You’ll gun down swarms of Aliens in a game whose action is closer to Aliens than Alien³.

Your main objective is to survive each stage of the game, wipe out any Xenomorphs, robots, or androids in your path, and take out the boss waiting at the end of the stage. There are five stages but, at various points, you’re asked to pick a floor or door or need to shoot through a door to reach a different area, which leads to different routes, thus adding a bit of replay value to the game. You start off on the Sulaco, which is now infested with Alien eggs; Facehuggers leap at the screen and Xenomorph warriors scuttle about on the floors, walls, and ceilings, slashing at you and being left a quivering mess of green goo as you blast off their limbs. Sentry turrets also take shots at you, dead bodies are everywhere, and you’ll be treated to the familiar squeals of defeated Aliens and a few voice samples as you progress. While the Sulaco is obviously based on the location seen in Aliens, right down to the cryo-sleep chamber, the rest of the game’s stages take place either on the storm-swept surface of Fury 161 or in the prison and refinery on the planet. You’ll blast through the mess hall, infirmary, tunnels, and furnace as you go but watch out for the prisoners; not only do you need to avoid shooting them, but you’ll also have to try and save them when Aliens grab them from the vents. Other memorable moments from Alien³ are also surprisingly recreated, such as the scene where the inmates use themselves as bait to trap the Alien in the corridors (they even explode like in the movie), you encountering a Xenomorph in the bowels of the prison, and a final confrontation with the Alien in the lead works. The amount of enemies or prisoners you killed and the damage you took is tallied up at the end of each stage; do well and you’ll gain a higher rank and score higher on the high score table, though this is mainly for bragging rights.

Alien variety is a bit lacking, and nowhere is this clearer than in the final, unimpressive boss.

Although Alien³: The Gun doesn’t feature any of the recognisable music from any of the films, the action comes thick and fast; since it’s a rail shooter, you’re given very little time to breathe and, unlike other light gun games, there’s no cover or reload options so you’re left ploughing ahead into the claws of swarms of Aliens. Weyland-Yutani androids and robots pad out the enemies you’ll encounter, and you’ll see other Alien variants, such as bipedal ones like in Alien³ and “warrior” Aliens like those from Aliens and even Chestbursters (with some even exploding out of the chests of the prisoners!) Each stage ends with a boss battle that basically amounts to you being guided around an enclosed space and blasting at a larger foe until their health bar is depleted; the first boss you’ll face is the “Super Face-Hugger”, a bigger variant that scuttles about, pops back up time and time again no matter how much it appears to be dead, and spits acid at you. After escaping the flaming wreckage of your shuttle and braving the harsh landscape of Fury 161, which is swarming with Aliens and salvage robots, you’ll battle a massive tank-like vehicle. Target its cannons and turrets and it’ll eventually detach and hover in the sky shooting missiles at you! After passing through a pitch-black area with your infrared goggles, you’ll fight a larger Alien drone at the prison entrance. This critter is pretty fast and agile for such a big bugger; it also slashes at you, whips you with its tail, and charges at you with a headbutt and basically sets the standard for the subsequent Alien boss fights. You’ll battle Alien³’s bipedal creature, the “Super Dogburster”, in the bowels of the prison; this one also charges at you and likes to hide behind the many pillars but has the added threat of spitting purple goop from afar to damage you and briefly obscure your vision. After surviving the tunnels, you fight another large Alien by the lead works; this time, you’re stuck in place but it’s pretty simple to stun-lock the Alien until it flees. You catch up to it at the blast furnace and must unload everything you have to force it into the lead works; though it appears defeated, it’ll claw its way back out and you’ll need to shoot the pipes overhead to rapidly cool it and finish it off. After that, you have one last challenge to beat and, thankfully, it’s not a Xenomorph Queen! Instead, you’re confronted by an “unidentified man” (who I assume is Bishop II from the movie) who unloads on you with a flamethrower after learning that you destroyed all the Aliens; simply shoot at him until he stops getting up and you’ll earn yourself a bit of text to wrap things up and a place on the high score table.

The Summary:
I love a good, action-packed light gun game; they’re mindless fun but, sometimes, that’s exactly what you want and Alien³: The Gun certain delivers in this regard. Unfortunately, like its home console cousin, Alien³: The Gun is a little restricted by being associated with the Alien³ movie. It’s pretty obvious that this is an Aliens game dressed up to resemble Alien³; you have all the same weapons, sound effects, and even a few locations from Aliens featuring prominently against the background of Fury 161 to bolster Alien³’s far more subdued and bleak narrative. I can understand that, as it’s hardly exciting to make an action-shooter based on a movie with only one Alien in it, but it begs the question of why anyone thought a videogame adaptation of the slower, more contemplative Alien³ was a good idea. Still, that aside, this is a really fun game; it’s painfully short and light on additional weapons and such, but there’s some great attention to detail sprinkled throughout. You can blast off Alien limbs, destroy many parts of the environment (both for fun and to damage foes), and it’s interesting that the developers added in a limited branching path system; it doesn’t change the game that much, but it adds replay value, if nothing else. The Aliens are fun to blast into smithereens, the weather effects on the planet’s surface add a bit of atmosphere, and I enjoyed how aspects of the film were recreated, especially in the mess hall and candle-lit corridors. The bosses could’ve had a little more variety, for sure; as much as I applaud the game for not wheeling out an Alien Queen, it feels like Alien³: The Gun has less Alien variety than other Alien videogames from around this time and plays things a little too safe by just offering bigger, scarier versions of the Xenomorph. In the end, there are obviously better rail shooters out there, but you could do a lot worse than giving Alien³: The Gun a shot; of all the Alien³ videogame adaptations, it’s the best (though not the most faithful) simply for its brevity and the fast-paced, explosive action it offers.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Alien³: The Gun? If so, how do you think it compares to the home console adaptation of Alien³? Were you disappointed to see the bleak, atmospheric Alien³ adapted into an all-action shooter? Which of the branching paths did you take and what did you think to the boss variety on offer here? Are you a fan of Alien³? While Alien videogame is your favourite and how are you celebrating Alien Day this year? Whatever you think about Alien³: The Gun, or Alien³ in general, share your thoughts below or drop a comment on my social media, and go check out my other Alien reviews across the site.

Mini Game Corner: Alien³ (Mega Drive)

Released: October 1992
Developer: Probe Software
Also Available For: Amiga, Commodore 64, Game Boy, Game Gear, Master System, Nintendo Entertainment System (NES), Sega Genesis, Super Nintendo Entertainment System (SNES)

A Brief Background:
Over the years, the Alien franchise (Various, 1979 to present) has had a long and complicated history with videogame adaptations; from pixelated garbage to first-person shooters, real-time strategies and crossover titles, to survival/horror experiences. Just as director James Cameron more than met the challenge of following up on Ridley Scott’s financially successful and highly influential Alien (ibid, 1976), so too did Konami produce a popular arcade port of Aliens (Cameron, 1984) that is widely regarded as one of the best games in the franchise. Unfortunately, Konami lost the Aliens license by the time the divisive third film hit cinemas; fraught with production issues, delays, and script troubles, Alien³ (Fincher, 1992) might not have been as critically or commercially successful as its predecessors, but in time it became a cult favourite for many fans and it spawned two videogame adaptations: this multi-platform run-and-gun adventure and an arcade-exclusive rail shooter the following year. Unlike its contentious source material, Alien³ was quite well received at the time; reviews praised the presentation and fidelity to the movie, as well as its arcade-style gameplay though some did struggle with the troublesome controls and music.

First Impressions:
At first glance, Alien³ seems to share many similarities with the Aliens (Konami, 1990) arcade game; the visuals, especially the sprites, onscreen text, and environments, are strikingly similar and Ripley even wields many of the weapons featured in that game. However, the moment you actually start playing the game, you realise that it’s an entirely different beast, one that has a bit of an identity crisis. For starters, as mentioned, Ripley is armed to the teeth; she’s got the iconic Aliens pulse rifle, a flamethrower, a grenade launcher, and regular grenades, making her decidedly more formidable than she was in the source material, where the entire point was that she and the inmates had to come up with out the box solutions to deal with the resident Xenomorph. Secondly, and most crucially, the game isn’t just a mindless run-and-gun; instead, you’re given a strict time limit to complete a specific objective in each stage and reach the exit, and the game’s locations take on a far less linear, much more labyrinthine structure that closely mirrors the panic and claustrophobia of the movie. Ripley is tasked with rescuing inmates and destroying the Xenomorph infestation, objectives that are somewhat aided by the onscreen Aliens-style motion tracker and the various vents and ladders that help her to get around each location.

Although heavily armed, Ripley’s greatest challenges are the timer and maze-like levels.

Alien³ utilises a simple control scheme, but one I had to shuffle about a bit; by default, A switches your weapon, B jumps, and C fires, but I swapped fire to A and switch to C as that was more comfortable for me. You can pick between one and nine continues, but these are actually how many lives you have, and whether you want to play on Easy, Normal, or Hard mode. I chose nine lives and the Easy difficulty and still found the game to be quite challenging; the timer is a constant headache, meaning you need a lot of trial and error to find the optimal route around each stage, something that is hampered by dead ends, hazards (such as fans and my pet hate, fall damage), and the Xenomorphs. Aliens will crawl out of the ground and along the ceilings and walls, dropping on you and charging at you, though you thankfully don’t have to worry about them constantly respawning or acid damage. Later, Facehuggers apparently also show up and you have to shake them off with the directional pad, though I never saw any in my playthrough. You’ll occasionally have to make some blind jumps to avoid slippery slopes or make use of moving platforms to reach new areas, as well as activating consoles to open doors (or simply blowing them open with a grenade). If you fail to rescue all of the prisoners in time, a gory scene plays out showing them, and Ripley, succumbing to their Chestbursters, and you’ll have to replay the entire stage from the start all over again, which is a real pain in the ass.

My Progression:
As I said, Alien³ has a bit of an identity crisis. Judging by Ripley’s weaponry and the way the Aliens are presented, it seems like the developers wanted to make something more akin to the action-orientated Aliens but were stuck adapting the most recent movie. The game impresses quite well with its arcade-style graphics; Fury 161 is recreated nicely, including a wasteland up top and different layers within, and Ripley has a basic alternative pose when left idle. Each stage is preceded by a drooling Alien face and the music is quite jaunty, which is at odds with the bleak source material but helps keep you engaged in the action. Sadly, the gameplay and steep difficulty curve are where Alien³ falls apart; the time limit is way too tight and health and ammo pickups are so scarce that it’s a chore just getting through even the first stage. I was just about able to tank my way through to the third stage, where the layout just became too confusing to continue and I was forced to quit.

Sadly, the game’s difficulty, stringent timer, and lack of passwords make progression a chore.

This wouldn’t be a problem if Alien³ incorporated a password system, but it doesn’t; there are cheats out there, but I couldn’t get any of them to work so I’m not sure if I’ll ever progress further into the game, especially as you can’t seem to earn extra lives or continues. Looking ahead, the game sees Ripley venturing into the blood-stained medical wing, a cargo area and butchery also feature, and the game even includes an Alien nest that is, again, visually ripped straight out of Aliens. Xenomorph eggs pop out Facehuggers, slime drools from above, and various ridge-headed versions of the Xenomorph act as “Level Guardians”, spitting acid, jumping about the place, making use of higher platforms, and players will need to fend off two at once in a large industrial area in order to get their final score tally and earn the extremely lacklustre text ending in with Ripley simply leaves the prison without any repercussions. I’m surprised that the developers resisted the urge to have Ripley fight an Alien Queen, as is often standard for Alien videogames, though these boss battles seem to increase in difficulty simply because the area you battle them in increases in size, giving them more places to hide and surprise you with some acid projectiles from behind the prominent foreground images.

Alien³ is a  strange entry in the franchise to adapt into a videogame, and it seems like the developers shared this philosophy; there’s a reason why the game has more in common, in terms of action and gameplay, with the Aliens arcade game than the actual movie on which it’s based and that’s the fact that Alien³  would work much better as a point-and-click adventure or a survival-horror style title, two genres that probably wouldn’t have been successful at the time or on the Mega Drive. It’s not a bad game, really, it’s just the difficulty curve is way too steep; either the game needed a password system or the timer needed to go, but without either it’s a real test of your skill and patience to get anywhere beyond the first few stages. I liked the level of detail, even though things were a bit stiff and janky at times (Ripley sometimes struggled to go down ladders), and the use of gore when you inevitably mess up. The lack of enemy variety was a bit of an issue, though; Alien games, especially  around this time, tended to go a bit bonkers with Alien variants but Alien³ plays things way too safe. In the end, it was a largely forgettable and disappointing experience for me, especially as it could’ve been so much more if the Aliens arcade game had simply been ported instead. Still, maybe I just suck; maybe you actually really enjoyed this game. Maybe you had no issue rescuing all the prisoners and navigating the maze-like levels. Or, maybe, you prefer a different Alien³  videogame, or a different Alien game entirely. Whatever your thoughts and feedback, feel free to drop a comment below or on my social media and be sure to check out my other Alien content on the site.

Movie Night [Alien Day]: Aliens: Special Edition


Audiences were first introduced to the horrific, biomechanical Xenomorphs in this classic science-fiction horror film in which an unsuspecting cargo crew investigates a beacon on the barren world of LV-426 and, as a result, the 26th of April is widely celebrated as “Alien Day”, a day to celebrate one of the greatest sci-fi/horror franchises ever created.


Released: 1 June 1991
Originally Released: 18 July 1986
Director: James Cameron
Distributor:
20th Century Fox
Budget:
$18.5 million
Stars:
Sigourney Weaver, Michael Biehn, Paul Reiser, Carrie Henn, Bill Paxton, Jenette Goldstein, William Hope, and Lance Henriksen

The Plot:
Having survived an attack by a vicious alien creature (Bolaji Badejo), Lieutenant Ellen Ripley (Weaver) is awakened from stasis only to find fifty-seven years have passed her pay, and the desolate world where her doomed crewmates discovered the Xenomorph has been terraformed and colonised by the shady Weyland-Yutani Corporation. However, when the colony stumbles across the derelict alien craft and its gruesome cargo, Ripley is forced to join a crack team of Colonial Marines and confront her worst nightmares by returning to the planet to face the alien menace once more.

The Background:
In 1979, writers Dan O’Bannon and Ronald Shusett’s concept ofJaws (Spielberg, 1975) in space” was brought to life by director John Carpenter as Alien; the idea of “truckers in space” was injected with the unsettling visuals of Swiss artist H. R. Giger, and the film became a surprise commercial success. Though it was met with mixed reviews at the time, Alien is now widely regarded as one of the greatest movies of all time, and the film’s financial success meant that the studio was eager to produce a sequel, but it would take seven years for the follow-up to come to fruition due to financial concerns and the viability of replicating Alien’s success. After settling a questionable lawsuit, production finally began to pick up steam when James Cameron, hot off the success of The Terminator (ibid, 1984), pitched a potential treatment for the sequel; although others warned him off trying to follow in Carpenter’s footsteps, Cameron pushed onwards and convinced the studio to invest in his idea for a bigger, more action-packed sequel. Though initially reluctant to return to her role as Ripley, star Weaver had to be convinced the sequel wasn’t simply a cheap cash-grab and negotiated an unprecedented $1 million salary to join the production; she was initially set to star alongside James Remar, but was paired up with Cameron’s Terminator star Michael Biehn after Remar was arrested for drug possession. The seventy-five day shoot was made stressful for Cameron as many of the crew were dismissive of him due to his lack of directorial experience; however, he stayed the course and used his familiarity with smaller special-effects studios to secure the services of the legendary Stan Winston. Giger was reportedly unhappy to be left out of the production, but Winston was able to convincingly create the illusion that hoards of Xenomorphs were onscreen despite only twelve practical suits being made, and film’s most impressive effect, the Xenomorph Queen, was realised through a combination of visual effects, puppetry, and complex animatronics. Although the exact figures vary, Aliens proved to be even more successful than its predecessor; it made between $131 and 183 million at the box office, far exceeding Alien’s financial return, and was also received far more favourably upon release. Critics praised the set-pieces and presentation, its intensity and horror, and it was generally regarded as being the most shockingly intense film in years. Thanks to its action scenes, themes of motherhood and the atrocities of war, Aliens has stood the test of time; regarded as one of the greatest films ever made, Aliens forever influenced the cultural and multimedia impact of the franchise, with many of its characters, designs, locations, and themes being evoked in Alien comic books, videogames, and spin-off for decades to come.

The Review:
Aliens is another of those classic sci-fi/horror films that I grew up watching, and one of a number of sequels that are arguably better than the original; certainly, I struggle sometimes with which of the two I prefer. Aliens, for me, is definitely more watchable in a casual sense; I feel I have to get into a certain mind frame to watch Alien, one where it can’t just mindlessly be on in the background or else I don’t get to experience the full immersion. With Aliens, I could honestly put it on whenever and wherever and know that I’ll be in for a good time regardless of how much attention I pay, but just as Alien wasn’t merely some shlock horror film with a big space monster, so too is Aliens so much more than just a mindless action film. There are some impressively complex themes at work in this movie and it definitely established many of the lore and tropes that would become so synonymous with, and endlessly emulated throughout, the franchise and its subsequent crossovers.

A traumatised Ripley awakens to find herself 57 years out of the loop.

Aliens begins seemingly right where the first film left off, with Ripley and Jones the Cat (Boris) drifting through space in the Nostromo’s shuttle craft, safely dreaming away in hypersleep. When the shuttle is breached by a deep space salvage crew and the two are revived on a Weyland-Yutani space station in Earth orbit, Ripley is at first confused by the station’s presence and then shocked to learn from Weyland-Yutani representative Carter Burke (Reiser) that fifty-seven years have passed! However, that’s the least of her troubles as she suddenly starts convulsing from a pain in her chest; she writhes and begs the doctors to kill her and is horrified to see a Chestburster emerging from her body! Luckily, for her, this is just the first of many recurring nightmares for her; her experiences with the Xenomorph have left her severely traumatised, to the point where sleep is impossible without such nightmares plaguing her. As distressing as her memories are, however, they’re nothing compared to the heartbreak she feels at learning that her daughter (Elizabeth Inglis) has died during her absence or the betrayal she feels when a Weyland-Yutani committee, led by Van Leuwen (Paul Maxwell), grill her on the destruction of the Nostromo. They force her to retell a truncated version of the events of Alien over and over, forcing her to relive her traumatic experiences and explode in a rage when they continue to imply that she sabotaged and destroy her ship and her crew “for reasons unknown”. They discount her description of the Xenomorph and account of events due to lack of physical evidence and suspend her pilot’s license, but she’s more concerned about the fact that LV-426 is no longer an inhospitable world thanks to the efforts of terraformers.

While Apone’s marines might be gung-ho for the action, they’re as in over their heads as Gorman.

While the review board doesn’t believe that the Xenomorphs exist since they haven’t discovered any evidence of such a creature on LV-426 or any of the three-hundred-plus worlds mankind has surveyed, Ripley knows better and, wouldn’t you know it, a group of colonists stumble upon the crashed Engineer ship while out on a scouting mission and, before long, Burke is knocking on Ripley’s door with Lieutenant Scott Gorman (Hope). Understandably, Ripley is a boiling pot of emotions when they ask her to accompany a troop of Colonial Marines to investigate LV-426; not only does she feel betrayed by Burke and the Company for framing her as a patsy, she is so traumatised by her experiences with the Xenomorph that she has absolutely no desire to face her fears and believes that she wouldn’t be any use even in an advisory role. However, after suffering another of her nightmares, she begrudgingly agrees to make the trip but only after Burke swears that the purpose isn’t to capture or study the creatures, but to annihilate them. This introduces her to rowdy Sergeant Apone’s (Al Matthews) ragtag group of soldiers: privates Hudson (Paxton), Vasquez (Goldstein), Drake (Mark Rolston), Frost (Ricco Ross), Spunkmeyer (Daniel Kash), Crowe (Tip Tipping), and Wierzbowski (Trevor Steedman); and corporals Dwayne Hicks (Biehn), Dietrich (Cynthia Dale Scott), and Ferro (Colette Hiller). Although many of his troops are loudmouthed cynics or rowdy meatheads, Apone runs a tight ship and doesn’t stand for any nonsense; a proud man who is fully committed to the corps, he demands nothing but absolute focus from his team and for them to follow orders, even ones that don’t make sense to them. The marines are heavily armed and well experienced in a number of combat drops and scenarios, which mean they’re less than impressed with Gorman’s comparative lack of field experience and Ripley’s refusal to sit with “the rest of [the] grunts” in the canteen. However, while they exhibit a lack of distrust and respect for the Company and its representatives, they are a well-oiled team out in the field, sharing a level of trust and banter than brings levity without compromising their integrity.

Vasquez and Hudson standout from the pack with their memorable temperaments and characteristics.

Obviously, many of these marines are just there to add to the body count once the Xenomorphs start literally emerging from the walls and shadows but, of all the marines, there are three obvious standouts: Vasquez, Hudson, and Hicks. Vasquez is a tough-as-nails soldier who shows nothing but contempt towards Ripley and the orders to holster their weapons to avoid rupturing the colony with their gunfire. Her and Drake have a very close partnership and she is devastated when he is killed during the first skirmish with the aliens. Blaming his death directly on Gorman, she lashes out at the injured lieutenant and remains a hot-headed, explosive member of the survivors; ultimately, she’s forced to rely on Gorman to avoid being impregnated by the aliens, which sadly means them taking their own lives to be spared this fate. While all of the marines provide a measure of comic relief with their biting wit and overly macho behaviour, Hudson takes this to the extreme and beyond; he’s so confidant in his abilities and the superior firepower of his team that he’s aloof and arrogant as a result. Of the all, he’s the one who is most vocal of their bad-assery and the first to succumb to despair when they’re wiped out after being ambushed by the Xenomorphs. With limited resources and manpower and no hope of backup, Hudson’s bravado and resolve don’t just crack, they cave in to hopelessness and Ripley is forced to order him to compartmentalise his issues and get his shit together to help fortify their defences and strengthen their campaign against the aliens. Ultimately, his trigger-happy countenance and desire to strike back against his enemy lead to his downfall, as he’s pulled to his death during a particularly harrowing firefight, but the late, great Pill Paxton definitely stole the show with his performance here.

No mere grunt, Hicks is smart enough to keep his head, take charge, and utilise Ripley’s expertise.

And then, of course, there’s the calm and composed Corporal Hicks played by the massively under-rated Michael Biehn. Unlike many of his peers, Hicks is a level-headed and respectful soldier; he follows his orders without talking back to his superiors, is prepared enough to be carrying a non-explosive shotgun for “close encounters”, and, while he clearly has no love for corporate interference or figureheads like Burke, he is smart enough to know when to keep his mouth shut. With Apone lost during the initial encounter with the aliens, Hicks assumes command of the mission and, having witnessed first-hand that Ripley’s tall tales of biomechanical monsters with acid for blood make this more than the standard “bug hunt”, is fully prepared to take her expertise onboard and make preparations to destroy Hadley’s Hope despite Burke’s protests. There’s a bit of a romantic subplot between Ripley and Hicks, one that grows out of this mutual respect and admiration for each other’s ability, intelligence, and resolve; they never really get beyond the flirting stage, and their flirting is done while Hicks teaches Ripley how to handle the marines’ standard-issue Pulse Rifle, but the ease at which he steps into a position of command and supports her really helps to make his leadership qualities shine. Although clearly terrified and feeling the pressure of the situation, Hicks never gives in to despair or allows himself to become unfocused from the primary objective of survival and escape; when he’s injured by the aliens’ acid, he’s forced to take a backseat and cannot help Ripley in the film’s finale beyond ensuring that the dropship is waiting for her when she gets back, meaning that he never oversteps his boundaries to take away from Ripley’s agency as the primary protagonist and is, instead, and incredibly dependable soldier.

While Burke’s true nature is soon revealed, Bishop proves to be a trustworthy ally to the end.

Ripley’s relationship with science officer Bishop (Henriksen) is far more antagonistic; immediately revealed to be an “artificial human”, Ripley meets Bishop with a distrust that steps right into hostility based on her experience with a similar android in the first film. Throughout the movie, Ripley either ignores or irritably brushes Bishop off, convinced that he’s either a tool of the Company or a risk to herself and others just like Ash (Ian Holm), but Bishop remains nothing but polite and courteous throughout the entire movie. Having said that, though, he does seem to be as enamoured by the Facehugger and the Xenomorph species as his predecessor, and there are several moments where his intentions are cast into doubt, not least when Ripley finds the dropship missing at the finale and assumes the Bishop has left her to die. In the end, though, Bishop proves to be a trustworthy and reliable ally and earns Ripley’s respect by coming through in the end, which is more than can be said or Burke. It’s not long into the mission to Hadley’s Hope that Burke’s true nature as a corporate pen pusher comes to light; despite his assurances that they’re there to eradicate the Xenomorphs, he’s soon arguing against destroying the colony and trying to sell the survivors on the greater financial and military glory offered by the species. He even goes so far as to try and impregnate Ripley and Rebecca Jorden/Newt (Henn) with a Facehugger in order to get a specimen safely through quarantine and back to Earth, and is only spared being executed by the marines for his betrayal by an alien attack, which sees him get his just desserts.

Ripley connects with Newt, and soon takes a proactive role in fighting the alien threat to protect her.

Speaking of Newt, this resourceful and adorable little girl captures Ripley’s attention, heart, and respect for having not only witnessed the alien’s infestation first-hand but having the wherewithal to use the colony vents to stay safe and undetected. Initially a traumatised, almost animalistic girl traumatised by the horrors she’s seen, Newt proves a valuable resource to the remaining marines thanks to her knowledge of Hadley’s Hope, and Ripley does everything she possibly can to give her a sense of security and normalcy. When Newt is abducted by an alien warrior, Ripley immediately takes up arms to venture into the Xenomorph nest to rescue her before she can be impregnated, and through her finds a sense of redemption and hope thanks to the surrogate family they form alongside Hicks. As for the Xenomorphs themselves, Aliens greatly expands upon their nature, society, and screen time. It still takes about an hour for the first of many Xenomorph drones to appear onscreen, which builds a sense of dread and anticipation, and their appearances are always accompanied by ominous shadows or flashing lights to help keep them horrific creatures. Having overrun Hadley’s Hope, the aliens have not only impregnated and killed many of the colonists but also overtaken the environment with a biomechanical infestation that hides their numbers and allows them to strike undetected. Lacking the smooth, phallic skull of the original creature, and these creatures have a rigid, fearsome headpiece and are seen to be far more aggressive thanks to their superior numbers. The aliens scramble across walls and ceilings, hide in the shadows, and exhibit a great deal of intelligence by literally throwing themselves against the marines’ turrets to exhaust their ammo and getting the drop on the marines by using the vents and narrow passageways to get about. Of course, the most memorable and iconic addition to their species is the presence of a massive Xenomorph Queen; this horrific, disgusting matriarch is revealed to be the source of the eggs seen in the Engineer ship and fundamentally alters the Xenomorph’s nature from a self-sustaining biomechanical lifeform to something more akin to ants.

The Nitty-Gritty:
Although Aliens is a very different movie compared to its predecessor, director James Cameron does a masterful job of maintaining a lot of the same horror elements and atmosphere through his incredibly detailed sets, fantastic use of lighting and shadows, and James Horner’s orchestral score. Both melancholy and rallying, depending on the situation, the score really goes a long way to bolstering both the tension felt when the marines are investigating the aftermath of Hadley’s Hope’s last stand against the aliens and when they’re engaging with their violent enemy with all guns blazing. Additionally, this is the film where the aliens gain their signature death squeal which, like the camaraderie between the marines, would become a staple of the franchise and its spin-offs. The marines are clearly a tight-knit group and have been through a lot together, which means they’re not ashamed to bust each other’s balls or through some shade at each other. Even Apone gets in on the action and has a very close, ground-level relationship with his troops; he easily assumes a position of command when required, and is clearly well respected by his marines, but is also clearly seen to be one of them as he sits and eats with them and is just as incredulous to Gorman’s nonsensical orders and inexperience. Many of the marines echo the anti-authority sentiment of some of the Nostromo’s crewmen; Gorman has little combat experience and is left completely overwhelmed when the aliens first attack as it goes against his by-the-book preparations, and the marines are only too happy to go against the Company’s orders (and Burke’s insistences) in order to better ensure their own survival rather than worrying about financial gain.

The additional scenes work in tandem with the practical effects to expand on the aliens’ nature.

Even now, coming up to forty years later, Aliens continues to impress thanks to its impressive sets and practical special effects; a number of tried-and-tested camera and filmmaking techniques and tricks are used to give Hadley’s Hope and the colony a sense of scale beyond what they were actually capable of. Model shots, composite shots, miniatures, and incredibly detailed practical suits are the order of the day here and help give the impression that there are hundreds of aliens scuttling through the colony at once. This is masterfully done during the first skirmish with the aliens, which is a frantic and terrifying experience told mostly through the marines’ head cameras and quick, violent cuts to the marines being picked off one by one by aliens or taken out by their own gunfire. Far more animalistic than their bipedal predecessor, the Xenomorphs are now scrambling, skeletal, hive-like creatures that seek only to cocoon and impregnate others to increase their numbers and to protect their queen. One of the biggest additional scenes added back into the film shows us life on Hadley’s Hope before the aliens infest the colony; here, we get to meet a few new characters, such as colony administrator Al Simpson (Mac McDonald) and Newt’s family, mother Anne (Holly de Jong), father Russ (Jay Benedict), and brother Timmy (Christopher Henn). While there’s a case to be made that the addition of these scenes escalates the timeline of the film somewhat (it’s not entirely clear how long passes between the alien ship being discovered and Ripley being drafted into the marines, but it seems like mere hours), I think it’s great to actually see the colonists alive and well and working away completely oblivious to the danger not far from their little outpost. This also gives Cameron the perfect excuse to recreate the Engineer ship from the first movie, and evoke the feeling of dread its crescent shape inspires in the knowing audience; furthermore, we see that Newt’s family were the ones who not only discovered the ship but also brought the infestation to Hadley’s Hope after her father was attacked by a Facehugger. Perhaps most damning of all is the explicit implication that Simpson was ordered to send the Jorden’s out there by the Company, presumably after hearing Ripley’s testimony during her emotional debriefing, thus framing the subsequent alien infestation as less of an inevitability due to the creatures being on the planet and more of a calculated plot by the Company to breed viable subjects for their bio-weapons division.

Everyone underestimates the aliens but Ripley, who knows only too well of the danger they pose.

Rather than focusing on themes of isolation, dread, and mounting horror, Aliens is the story of one traumatised woman facing her nightmares head on and a disregarded threat proving to be a formidable force. I read somewhere once (I forget exactly where) that someone thought it was amusing and ironic that so many Aliens videogames choose to place players in the role of a Colonial Marine considering that they’re kind of depicted as overconfident, unprepared buffoons who are almost completely wiped out by a superior, far more aggressive force. Some have noted that Aliens is an allegory for the  Vietnam War, where a heavily armed and superior force was caught off-guard by a technically inferior native army, and the depiction of the marines definitely lends itself to this reading; all of them, to one degree or extreme, are absolutely confident to the point of arrogance that they have the skills, resources, and firepower to overcome any foe based on their training and previous success in the field. Most of them don’t take Ripley’s account of the alien seriously, which is their first mistake, but they’re left virtually defenceless (or, you could say, impotent) when they’re forced to turn in their grenades and explosive rounds, which means they’re easy prey for the aliens. There’s an argument to be made that Aliens reduced the Xenomorph threat somewhat; it went from being the “perfect organism” that “can’t” be killed to a swarm of insectile-like monsters that can be blasted apart with sustained gunfire, but I’d argue that their threat has never been greater than in this film! Yes, the marines have the weapons to gun down countless numbers of the Xenomorphs, but those weapons are finite, for a start, and continuously shown to do more harm than good thanks to the aliens’ acid blood. In the end, while Ripley may have more weapons and options available to her this time around, the sheer number and aggressiveness of the Xenomorphs makes them a force to be reckoned with and all the bravado and macho bullshit in the world means nothing when one of those ugly bastards is baring down to strike. As before, Ripley is extremely adaptable once backed into a corner; she ends up one of the few survivors thanks to her knowledge and level-headedness despite clearly being traumatised, and all the machoism in the world is nothing compared to her inner strength.

In the end, Ripley faces hear fears, saves her “daughter”, and puts her nightmares to rest…for now…

One of the most crucial scenes added to the Special Edition is the revelation that Ripley was a mother this whole time, which adds new layers to her connection with Newt; in the theatrical cut, this is famed as simply a maternal instinct kicking in and it works incredibly well just in that reading but, here, it’s so much more than that. It might have simply been easier for the effects team (and spared Weaver’s modesty) to have her nightmare Chestburster come from her abdomen but it actually ties into these themes of motherhood very well in this context. Ripley’s transformation into a bad-ass action hero is her most basic character arc in the film; faced with the slaughter of the marines and Gorman’s inability to act, Ripley has no choice but to take charge and be proactive and her expertise and survival instinct make her a valuable voice of authority once the survivors are forced to build fortifications against the aliens. Alongside this, she builds a surrogate family with Hicks and Newt, and these arcs converge for the finale; for much of the film, the survivors are concerned with holding out long enough for rescue to arrive but, when Newt is abducted, Ripley’s forced to strap together a flamethrower and a Pulse Rifle to delve into the Alien’s nest and rescue her. This turns Ripley’s final journey into the depths of LV-426 not just into a quest to retrieve her surrogate daughter from the monstrous creatures that have ruined her life, but also into a story of redemption; although she couldn’t have predicted that she’d be stuck in space for nearly sixty years thanks to a biomechanical alpha predator, Ripley is wracked with guilt over having missed out on Amanda’s entire life and determined to atone for this by rescuing Newt. Thus, she comes face-to-face not just with the ultimate manifestation of her trauma and horror but also her thematic parallel: the incredibly impressive and grotesque Xenomorph Queen. Like Ripley, the queen is incredibly protective of her young and seems to understand the threat Ripley poses to her eggs, but she explodes into a rage when Ripley turns her weapons on the eggs, gunning down drones and blasting open the revolting egg sack in a trigger happy fury that would make John Rambo (Sylvester Stallone) proud. With the colony on the verge of exploding, Ripley is picked up by Bishop at literally the last second but, just like in the first film, the threat isn’t quite over yet. The queen stows onboard the dropship and makes a dramatic reappearance to rip Bishop in two and hunt down Newt, forcing Ripley to take the controls of a power loader and engage with her foe in one-on-one combat. This is a cathartic moment for Ripley, who was so crippled by her experiences that she had no intention to ever return to LV-426 and is forced to tackle her nightmares head first to overpower and force the queen into an airlock and blast her out into space to finally put her bad dreams to rest…or so it would seem

The Summary:
For me, Aliens is a similar quandary to the first two Terminator films (Cameron, 1984; 1991) in that it’s hard for me to pick which I prefer out of this one and the first one; both are very different films, with the first focusing more on atmospheric dread and mounting horror and the second being far more action-orientated, but they’re both magnificent sci-fi/horror masterpieces in their own right. If you were to put a gun to my head, though, and make me choose, I would pick Aliens every time; I think Aliens is probably my favourite in the entire franchise as well, even though I have a love of love for many of the films and remain a big fan of the franchise to this day despite the most recent efforts. The action-orientated approach definitely helps with that, especially when I first watched it as a kid; it really helped me to overcome the terror I felt watching the original film to see the Xenomorphs being blasted to shreds and in a more vulnerable light, but the film never positions them as an inferior force and they remain an aggressive and horrifying threat through their sheer tenacity, ferocity, and surprising intelligence. As I got older and more experienced, and turned my focus towards academic studies, my love and appreciate for Aliens only grew; now, the themes of motherhood and family and a technically superior force being overwhelmed because of their ill-preparedness and arrogance make the film just as engaging and impactful as its incredible practical effects. More me, Aliens is a quintessential example of just how powerful and realistic animatronics and suits can be to a film and the techniques on display here have more than stood the test of time to make it just as impressive now as it was back then. Moreover, Aliens forever changed the lore and focus of the franchise; not only would Lance Henricksen be forever associated with the franchise but from this point on, subsequent films, spin-offs, and media would continuously return to the idea of a group of well-armed marines combatting the aliens or utilise the Xenomorph Queen as the final threat and I think, even now, Aliens is probably the main reason why the franchise has had such a long life since it was able to capture a wider audience with its greater focus on action horror.

My Rating:

Rating: 5 out of 5.

Fantastic

Are you a fan of Aliens? What did you think to the additional scenes added to the Special Edition? Which of the marines was your favourite and why? What did you think to the addition of the Xenomorph Queen to the lore? Were you a fan of Ripley’s story arc here, her transformation into an action hero and surrogate mother? What did you think to the greater malevolence placed upon the Company? Which of the Alien movies is your favourite and why, and how are you celebrating Alien Day this year? Whatever your thoughts, feel free to sign up and leave them below or drop a comment on my social media. Stay frosty!

Movie Night [Crossover Crisis]: AVPR: Aliens vs. Predator – Requiem


In April of 1985, the first issue of the ground-breaking, twelve issue Crisis on Infinite Earths (Wolfman, et al, 1986) was published. This event, which was easily the biggest in DC Comics at that point (and for many years), saw the destruction of the “Multiverse”, an infinite number of parallel worlds, and the awkward establishing of one unified DC canon. Over the years, DC have returned to this concept again and again, retconning it, expanding upon it, and milking it to the point of excess but that doesn’t change how influential this massive crossover was. To celebrate this momentous event, I’m looking at multiversal crossovers every Tuesday in April in an event I call “Crossover Crisis”.


Released: 25 December 2007
Director: The Brothers Strause
Distributor:
20th Century Fox
Budget: $40 million
Stars:
Steven Pasquale, Ian Whyte, Johnny Lewis, Reiko Aylesworth, Kristen Hager, and Tom Woodruff Jr.

The Plot:
Following the last clash between Xenomorph and Predator, a “Predalien” (Woodruff Jr.) hybrid begins a bloody rampage in a small Colorado town. While former convict Dallas Howard (Rasquale), his troublesome younger brother Ricky (Lewis), and soldier Kelly O’Brien (Aylesworth) desperately try to survive as their town is overrun with viscous alien drones, a lone Predator, “Wolf” (Whyte), is dispatched to remove all traces of the creatures from the town by any means necessary.

The Background:
Starting life in the pages of Dark Horse Comics with a three-issue short story courtesy of writer Chris Warner, the Aliens vs. Predator concept quickly expanded into multiple follow-up stories, an expansive toy line, and videogames. After a lengthy stint in Development Hell in which notable figureheads from the Alien franchise (Various, 1977 to present) openly criticised a crossover between the two horror icons, Paul W. S. Anderson won over the studio with his pitch and turned a tidy profit with AVP: Alien vs. Predator (ibid, 2004). Though the film was subjected to largely negative reviews, brothers Colin and Greg Strause were brought in to helm a follow-up, having previously unsuccessfully pitched a similar crossover and making a mark in Hollywood with their work as visual effects supervisors. Excited at the prospect on working on such a film, the two insisted that the bulk of the film’s effects were achieved practically, with CGI being used sparingly to render alien spacecraft, the more elaborate sets, and to bolster the practical effects wherever possible. Amalgamated Dynamics, Inc. created the monstrous Predalien suit, which incorporated visually recognisable aspects of both species and was brought to life using an animatronic head and practical suit. Despite the brothers’ attention to detail and clear love of both franchises, and making a respectable $130.2 million worldwide gross, Aliens vs. Predator: Requiem failed to impress critics: many have cited it as one of the worst films in either franchise and critics dismissed the film as a mindless, violent mess akin to a videogame that suffered from dull human characters and poor lighting. While some were impressed by the film, especially compared to the first one, plans for another movie was indefinitely suspended and fans would have to settle for the 2010 videogame as a quasi-third entry as both franchises have continued on separately on the silver screen.

The Review:
As a big fan of both the Alien and Predator franchises, and of their crossover comic books and videogames, I was left pretty disappointed with the first AVP film. While I believe that the premise of pitting these two iconic extraterrestrial monsters against each other has a lot of potential, and should be a license to print money, the execution of their long-awaited clash fell flat thanks to a by-the-numbers, toothless effort on behalf of all involved. Despite some decent practical effects and an interesting expansion of the Predator lore, the film just played things far too safe and couldn’t live up to either the standards of its predecessors or the expectations set by other meetings between the two. Unfortunately, AVP: R had a bit of a mountain to climb in that regard as many audiences went into it with low expectations after the last film and because it picks up immediately where AVP left off, meaning the entire film beyond the opening sequence is set on then-modern-day Earth. And in the suburbs, no less! While I’ll never agree with the decision to set the conflict between the two creatures on Earth in the mid-2000s rather than in the far future and on another world, at least AVP: R doesn’t shy away from the gore and immediately delivers something new by quickly accelerating the birth of Scar’s (Whyte) progeny and bringing to life a truly gruesome Alien/Predator hybrid, the Predalien.

Sadly, AVP: R falters with its human characters, who are far too generic to make an impression.

After slaughtering the Predator’s on their shuttle and causing it to crash-land in the forests of Gunnison, Colorado, the Predalien immediately sets about establishing a nest for itself in the sewers under the town, while the ship’s payload of Facehuggers gets to work impregnating the unsuspecting townsfolk…including a little boy, showing that AVP: R really isn’t pulling any punches compared to the last film. One of the things I criticised about the first film was the strength and quality of its cast; however, at least AVP had Colin Salmon and Lance Henricksen to add some gravitas to the proceedings. AVP: R is completely robbed of this benefit, giving us a cast of no-name television actors who struggle to offer any kind of dimension or intrigue to the largely expendable human characters. The film ties to focus itself around Ricky, a normal, everyday high schooler who works a shitty job, is the target of farcical jock-like bullies, and pines after the unreasonably attractive Jesse Salinger (Hager). I guess we’re supposed to like and connect with Ricky because he’s just a regular kid, but he’s basically just every semi-rebellious, resentful teenager you’ve ever seen. While he’s not very appealing by himself, I ironically didn’t mind the relationship between him and his older, far more interesting brother, Dallas. A former convict with a no-nonsense attitude who’s trying to turn his life around, Dallas might be burdened by desperate attempts to make him appealing (he’s a rugged ex-con, he shares his name with Tom Skerritt’s Alien character, he shares an awkward flirtation with Kelly, and he even gets the iconic “Get to the chopper!” line) but at least he demonstrates a brief glimmer of character through his practical, if blunt, solutions to the escalating horror. Kelly is shoehorned into the mandatory “tough female protagonist” role made synonymous with the Alien films by Lieutenant Ellen Ripley (Sigourney Weaver); sadly, like Lex Woods (Sanaa Lathan) before her, Kelly struggles in this role; she’s not nearly dynamic or captivating enough to be a strong female protagonist, despite her being given a layer of vulnerability and maternal appeal in her strained relationship with her young daughter, Molly (Gade). Kelly is barely seen processing the death of her husband, Tim (Sam Trammell), before she’s flirting with ex-cons and blasting shotguns and Xenomorphs and it seems she’s primarily there in a half-hearted attempt to call-back to the far ore memorable Ripley and to have someone in the group who can pilot them to safety in the finale.

Gunnison is caught not just between the Aliens and Predator but the rampage of the monstrous hybrid.

Gunnison is naturally a central focus of the film; the Xenomorphs nest and rampage through the town and its inhabitants are picked off and impregnated by them for the first half of the film, with the town’s homeless and gung-ho hunters particularly suffering in the early going. Law and order is maintained in the town by Sheriff Eddie Morales (John Ortiz), a childhood friend of Dallas’s and former problem child himself who makes efforts to help him get his life back on track but who’s soon overwhelmed by the sudden invasion of bloodthirsty biomechanical monstrosities. Completely out of his depth, Morales calls in the National Guard (who are promptly slaughtered) and desperately radios for military aid; however, he refuses to heed Dallas and Kelly’s advice that Colonel Stevens (Robert Joy) is misleading them with the promise of an air evacuation and therefore dooms himself and his posse, who are so terrified that they’re focused only on escaping rather than using rational thought. Gunnison is also home to some disreputable characters; bullies Dale Collins (David Paetkau), Mark (Matt Ward), and Nick (Michal Suchánek) give Ricky more than his fair share of grief, with Dale beating him in the street for giving him backchat and eyeing up his girl, Jesse. Despite their differences, they’re forced to band together when they’re attack by a Xenomorph in the school pool and hunted through the school corridors, with the bullies soon paying for their misguided machismo. For all the focus AVP: R puts on the mutual attraction between Ricky and Jesse, it’s absolutely brutal when she is unceremoniously cut in half by Wolf’s shuriken-like Smart Disc; her death is so spontaneous that it’s both shocking and amusing and indicates just how much more ruthless AVP: R is compared to its predecessor. However, nowhere is this more evident when the Predalien stalks through a maternity ward at the local hospital, where it uses its proboscis to lay a bunch of Chestbursters into the bellies of the pregnant women in there! While this kind of cruelty may understandable frowned upon by some, I’m actually a big fan of shock value and AVP: R certainly delivers in that regard thanks to being unapologetically gory and violent.

Wolf comes to clean up the Alien infestation and proves to be the film’s most interesting character.

Similar to the last film, and true to the nature of the concept, the Predator takes an active role as an anti-hero throughout the film’s events, however I’d argue that Wolf is such a presence here that he’s almost portrayed as the film’s primary character. After the Predator shuttle crashes and the Facehuggers and Predalien escape into the wild, Wolf picks up the signal (giving us our first live-action glimpse of the Predator home world) and immediately sets out to contain the outbreak. An accomplished hunter and veteran, Wolf is far more capable and experienced compared to the rookies seen in the last film; carrying the acid scars on his face and missing a mandible, Wolf is portrayed as something of a “cleaner” and damage control for unwanted or unsanctioned Xenomorph infestations, but comes across more like a detective in his investigation of the crash site, which sees him arm himself with two shoulder cannons, and his meticulous destruction of all traces of either species using a corrosive blue goop. Though largely surreptitious and focused on this mission, Wolf does stray to partake in a little hunting, recreating scenes from Predator when interrupted by the Gunnison search party in the  forest (actually skinning his victims rather than just stringing them up as in the last film) and bringing undue attention to himself by causing a blackout when picking off Xenomorph’s at the town power plant. However, humans are of little interest to this Predator, meaning we’re thankfully spared any awkward and cheesy team ups between Wolf and Dallas; indeed, Wolf is largely nonplussed when the townsfolk get caught in the crossfire between him and his prey and he’s perfectly happy to blast their heads off if it means containing the outbreak. Sporting all the tried-and-true weapons and tactics associated with the alien hunter, Wolfe is given the tactical and technological edge that the humans sorely lack; he can view multiple spectrums and review recorded footage from his fallen comrades using his helmet, has all the tools and toys of his predecessors (but with two shoulder cannons), and is far more adept at dealing with Xenomorphs than any other Predator we’ve seen before.

Led by the grotesque Predalien, the Xenomorphs swarm through the sleepy, unassuming town.

As before, the Xenomorphs are portrayed as being more stereotypically and recognisably “bad” compared to Wolf, who’s firmly entrenched as a bad-ass anti-hero. Alien acid severs limbs and melts faces, and Facehuggers and scurrying to the sewers to set up a nest. The fully-grown Xenomorphs seem largely unfazed at their urban settings, easily skulking through town in the dead of night to pick off victims and being framed in a suffocating, near constant darkness that really helps to add to their terror (when you can actually see them, that is). In a nice change of pace, AVP: R doesn’t rely on the cliché of a Xenomorph Queen and instead has the creatures directed by a far more mobile and altogether more versatile and horrifying alpha, the Predalien. A hulking, drooling nightmarish mish-mash of Alien and Predator biology, the Predalien is framed very much like the original Xenomorph drone (Bolaji Badejo) and a figure of disgusting, uncomfortable sexually-charged horror rather than some disposable, squealing drone. Although I often think of the Predalien as being a masculine counterpart to the Alien Queen, it’s actually an asexual creature, able to impregnate multiple Chestbursters directly into a host using its proboscis. Not only does the Predalien sport the mandibles and dreadlocks of a Predator but it also rips the spines out of its prey much like the alien hunter; seen as an abomination by Wolf, the two have a deep-rooted instinctual hatred of one another and their inevitable conflict is so brutal that it would be a fight to the death even without the impending threat of nuclear destruction.

The Nitty-Gritty:
AVP: R tends to get a bad name primarily because of its poor lighting; when I went to see it in the cinema, I don’t remember it being that dark or difficult to make out what’s happening but it’s hard to deny that sections of the film are all-but impossible to see since they’re bathed in a pitch-black darkness. On the one hand, I don’t actually mind this; it recalls the dark atmospheric horror of the first Alien film and returns these creatures to their roots as frightening monsters rather than lessening their threat through over exposure, however I think the Brothers Strause went a little too far into the dark, perhaps in an attempt to keep the film from upsetting the censors by adding unnecessary monster horror to its gore, swearing, and violence. Fiddling with your TV settings and the lighting in your home can improve things, for sure, but it’s a shame that so much of the film, suits, and brutality is lost to this impenetrable blackness. Unlike the last film, AVP: R is unapologetically R-rated; characters swear throughout the film and blood and gore are far more prevalent, bringing the film more in line with the standards set by previous entries in the series. As alluded to, this also can be taken as a detriment as the Brothers Strause go super dark by having Chestbursters burst out of children and pregnant women, but these films have always had some uncomfortable gory scenes and I’m certainly not going to complain about this considering how toothless the first AVP film was. I also have to commend the Brothers Strause for their clear affection for the source material; this is evident right from the start, where the film’s credits are a mixture of both franchise’s fonts and the ambient sound is a mash-up of the classic motion tracker beeping and the Predator’s thermal vision, and the amalgamation of the franchises continues to be felt throughout the film in Brian Tyler’s score.

The increased focus on gore and recreating both franchise’s atmospheres is very much appreciated.

As ever, the main appeal of the film are the practical effects used to bring both species to life; again, this is why the low lighting is such a drawback as the Aliens finally include their most memorable design (the rigged skull variant from the second film) and we never really get a decent look at the Predalien thanks to the all-encompassing darkness and wash of rain throughout the movie. Still, the suits, puppets, and animatronics are as good as they’ve ever been and sometimes benefit from the darkness; Wolf sticks very closely to the classic Predator look defined in the first two films, though with a more visually interesting helmet and sporting the battle scars of his many hunts. The cloaking effect is much improved this time around, as are the CGI blasts used to represent his shoulder cannon projectiles, both of which harken back to the first two films and Wolf even uses the trajectory tracking system seen in the first Predator. Best of all, his face more resembles the classic Stan Winston design rather than the butt-ugly travesty we saw in AVP, and we get an all-too-brief glimpse of the Predator home world, a searing hot planet of ancient pyramids and structures that just cries out to be revisited in more detail some time, and the additional toys Wolf gets to play with. Wolf has the spear and the gauntlets but also has little mapping devices that double as laser traps he to cover his back and cut down any Xenomorphs, he can charge up his gauntlet to burst through solid concrete, has a slick razor-sharp whip, and he’s also easily powerful and adept enough to hold multiple Xenomorphs off at once. The Aliens not only have their signature squeal, but we also get to see them feeding on human brains; they’re also slimier and more grotesque than ever, though none more so than the Predalien. This thing is absolutely abhorrent to look at, drooling and stomping about with a real weight. In many ways, it reminds me of the Newborn (Tom Woodruff Jr./Joan La Barbara/Archie Hahn) in that it’s an even more monstrous variant of one of cinema’s classic creatures, though the Predalien enforces its will far more aggressively than the Queen, striking Xenomorphs when they try to eat or act before it and slashing at its victims with its huge claw-like hands and prehensile tail.

Sadly, the brawl is interrupted by a nuke that kills the town and puts an end to the alien threat.

Many of the human survivors are whittled down in their efforts to arm themselves thanks to Wolf using them as bait and picking them off simply for being armed; the National Guard and absolutely massacred by the Xenomorphs as well, and the remaining survivors split up after disagreeing about Colonel Steven’s evacuation plan. Colonel Stevens directs the survivors to the centre of town on the pretence of an evacuation but it’s actually to ensure that the Aliens all congregate on ground zero of his tactical nuclear strike, which obliterates the entire town and all traces of the alien infestation save for Wolf’s shoulder blaster. Before the town is destroyed, however, Dallas, Kelly, Molly, and a wounded Ricky fight their way to the roof of the town hospital (which has been partially converted into a horrific Alien nest) to get to the helicopter and escape the incoming blast in tense scenes awash in darkness and flickering lights that recall Ripley’s desperate last-minute escapes as much as Kelly’s drive through the wrecked streets calls back to Ripley’s rescue of the Colonial Marines in their armoured transports. Barely able to fend off the skulking Xenomorphs with their weapons, Dallas covers their escape by wielding Wolf’s repurposed shoulder cannon, but ultimately it comes down to a one-on-one, hand-to-hand slugfest between Wolf and the Predalien. This takes place on the rooftop of the hospital, in the dead of night, and amidst a torrential downpour with their destruction an inarguable guarantee since we know Stevens has a missile inbound. And yet, as in the last film, actually seeing the Predator go at it with the Aliens and that horrific hybrid are the highlight of the film despite the low lighting; overpowered by the Predalien and ready to fight to the death, Wolf discards his weapons and battles his rival in a test of strength that sees him rip out its inner mouth, stab it through the head, and be left impaling on its spear-like tail. Unfortunately, Wolf is incinerated along with his foe and the entire town by Stevens’ missile; although our human protagonists escape, the shockwave causes their helicopter to crash and they’re apprehended by military police shortly afterwards. In the aftermath, Colonel Stevens recovers Wolf’s damage cannon from Dallas and presents it to Ms. Yutani (Françoise Yip) of the Yutani Corporation, awkwardly implying that they were somehow able to reverse-engineer enough technology from this one weapon to eventually become a universe-spanning colonising force alongside the Weyland Industries some two-hundred years in the future.

The Summary:
I’m a firm believer that AVPR: Aliens vs. Predator – Requiem isn’t as bad as people make it out to be, but also that it still has plenty of undeniable flaws that keep it from being classified as under-rated and which also make me hesitate to rate it much higher. I’ve always enjoyed that the film veers back to the horror atmosphere that popularised each franchise; the swearing, blood, gore, and shocking violence all make quite an impact and make this film the extreme other end of the spectrum compared to the first AVP movie. I also enjoy Wolf’s character and presence throughout the film; in many ways, I almost wish that we’d followed him more as he’s far more interesting a character than any of the disposable humans, but I would be surprised if we ever saw something like that in a live-action movie. I also really enjoyed the Prealien; as much as I love the Xenomorph Queen, she’s very played out and it’s nice when the franchise uses a similar concept but in a different, uniquely grotesque way and the Predalien is such a striking character design and vicious concept that it really helps to up the ante in a more visceral way. In these regards, AVP: R is worlds better than its predecessor; the tone, presentation, and atmosphere are far more in line with what I expect from each franchise and I would choose to watch this one out of the two on any day of the week…but sadly it’s still a mess of a movie. The film’s just way too dark, there’s no denying it; some scenes are just a blank screen of darkness with the vaguest hint of movement and the sounds of gnashing, slobbering teeth, and the impressive practical effects are almost entirely lost in this death shroud. Furthermore, the characters and setting are just awful; an urban environment might be something different from the franchise but a present-day setting just doesn’t work for this concept and the lack of any strong, recognisable faces and human protagonists means it’s almost impossible to give a damn when they’re in danger or die. Overall, this was a step in the right direction in many ways but the execution again fell short of the mark; it’s a shame that we probably won’t see a proper Aliens versus Predator film set in space and in the future and that we’re left with these two largely disappointing live-action adaptations as the premise has so much potential but the studio clearly didn’t have faith to put the money and effort behind it so we’re left with these sub-par efforts that really could’ve, and should’ve, been much better.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of AVPR: Aliens vs. Predator – Requiem? How do you think it compares to the first film and other films in each franchise? Were you disappointed that it continued the modern-day setting? Did the poor lighting and shock value of the gore and horror bother you? Which of the humans was your favourite? What did you think to Wolf and his mission to erase all traces of the Aliens? Were you a fan of the Prealien or do you find it to be a little too unrealistic? Which of the Aliens vs. Predator stories or adaptations was your favourite? Would you like to see the two cross paths again in some form or another? Whatever you think about Alien vs. Predator, leave a comment down below or share your thoughts on my social media.

Mini Game Corner: Aliens: Fireteam Elite (Xbox Series X)

Released: 24 August 2021
Developer: Cold Iron Studios
Also Available For: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

A Brief Background:
Over the years, the Alien franchise (Various, 1979 to present) has had a long and complex history with videogame adaptations that range from primitive pixelated messes to real-time strategies, crossover titles, survival/horror experiences, and first-person shooters. This latter genre has been one of the most revisited, especially after James Cameron was tasked with following up on Ridley Scott’s financially successful and highly influential Alien (ibid, 1976) with an incredibly profitable and well-regarded 1986 sequel that proved to be perfectly transferrable into the FPS genre. Although Alien: Isolation (Creative Assembly, 2014) proved to be a hit with gamers and critics alike, SEGA were disappointed by the sales and eventually lost the license after Disney acquired 20th Century Fox and the development of a new Alien game fell into the laps of Cold Iron Studios. Built from the ground up and specifically designed to focus on co-operative, online play, the developers drew from the vast array of Alien lore to craft the story and aesthetic of Aliens: Fireteam Elite. However, the game has been met by mixed to average reviews; while the action-heavy focus and chaotic shooting was praised, the lack of mission variety and AI was criticised. Still, Aliens: Fireteam Elite was the best-selling retail game in the UK in its week of release and it was soon followed by a bunch of downloadable content (DLC) that included new missions, weapons, and enemies from Alien: Covenant (Scott, 2017).

First Impressions:
Aliens: Fireteam Elite is a third-person, squad-based shooter in which you can customise and equip an avatar from one of seven character classes (Gunner (my choice), Demolisher, Technician, Doc, Phalanx, Lancer, and Recon) and then take on four story-based campaigns alongside two other online players or two A.I.-controlled ‘bots if you don’t feel like playing online. Sadly, and strangely, couch co-op is not an option and you cannot pause the game if you need to take a piss or stop for a second; compounding matters is the fact that, if you stand idle for too long, enemies seem to spawn in to push you onwards, all of which can make for some tense gameplay that borders on frustration. If you’ve ever played a third-person shooter before than the game’s default controls won’t be anything new to you: you fire your current weapon with the Right Trigger, aim down your sights with the Left Trigger, reload and interact with consoles and such with X, snap to cover with A, perform a dodge roll with B, press in the right stick for a melee attack, swap to you side arm or secondary weapon with Y. You can also use the directional pad to heal yourself if you have a first aid kit on hand, access your consumables menu, and communicate with or revive downed teammates. Each weapon and character class comes with a “Kit” and “Role” ability, which you can activate with the Left or Right Bumper, respectively; as you play and unlock “Perks” and other modifiers, you’ll be able to temporarily improve your damage output, accuracy, increase your rate of fire, swap weapons out for more powerful variants (like incendiary shots), drop turrets, unleash a missile barrage, and so forth.

Customise and equip your avatar and then get cracking on the latest bug hunt.

At the start of the game, you’re tasked with customising your avatar; these options are initially quite limited, though you can choose our gender, and you’ll unlock additional headgear and paint and such for your avatar and their weapons. You can only carry two weapons at a time, alongside your side arm, but these are instantly recognisable from the source material; you’ve got the Smart Gun, and the Pulse Rifle, and a familiar looking shotgun, amongst other similarly styled weapons. As you play, you’ll gain access to additional weapons, each with a bevvy of different perks and abilities, and acquire or purchase decals and add-ons for each’ these will increase your ammo capacity, damage output, and so forth but are few and far between without some serious grinding. Each mission can be played on one of three difficulties (with the two hardest modes being initially locked) and you’ll earn more experience points (XP), rewards, and credits for playing on higher difficulties. The sheer number of menus and onscreen text can be extremely daunting; navigating the menus is also a chore since you must use the aiming reticule like it’s a Nintendo Wii game, which can be disorientating. You can earn, buy, and equip special “Challenge Cards” before each mission to give additional perks and buffs (such as increasing XP gain and access to special weapons or turrets) and the game will offer daily “Tactical Opportunities” to award you additional bonuses for completing certain timed criteria. Gameplay wise, your generally tasked with patching into computer consoles, cutting through doors, downloading data, acquiring cranks and intel files, and rescuing or protecting key personnel all while fending off seemingly endless waves of Xenomorphs. You have the classic Aliens motion tracker on hand to alert you to the presence of enemies, who scramble out of vents and often just blink into existence right in your path. Some will also pounce on you, forcing you to complete a quick-time event (QTE) if no one’s on hand to save your ass.

Hold off against endless Xenomorph attacks or complete simple puzzles to progress.

It’s pretty easy to burn through your ammo, and to see your health whittled down to nothing from surprise attacks; Xenomorphs come in a number of varieties, from exploding aliens to acid spitters, to the larger drones who act as bosses and mini bosses. If that wasn’t bad enough, you’ll also have to contend with synthetic enemies who use cover tactics and weaponry similar to yours, forcing you to find ways to shoot around their armoured variants and take cover from their grenades, though the androids and the aliens will attack each other, which can be useful. Graphically and aesthetically, Aliens: Fireteam Elite very much evokes the atmosphere and presentation of Aliens; everything from the Marine’s hokey dialogue, the dark and dingey interiors and corridors, and the presence of recognisable weapons and technology are all pulled straight out of James Cameron’s movie but the game doesn’t stop there. You’ll eventually take a trip down to LV-895, a barren alien world where large, stone-like spaceships and environments are being plundered by Weyland-Yutani; these sections recall the Engineer architecture of Ridley Scott’s Alien films, as is a staple for most Alien videogames, and the game generally looks and sounds pretty good. That is, of course, if you ignore the cutscenes, dialogue, and character models; these are noticeably poor quality and remind me more of an Xbox 360-era videogame, but actually worse as there’s no lip synching and the amount of pop up, A.I.. tomfoolery, and graphical glitches (even when playing offline) make gameplay an awkward and unstable experience. The game tries to offer dialogue trees at certain points as characters drone on and on in a desperate attempt to give some context, but you can skip all of this as it basically means nothing; if you have an objective beyond shooting everything in sight, the game usually tells you, but it’s not always clear where you have to actually go to activate certain consoles so you can end up stuck in a never-ending shootout if you’re not paying attention.

My Progression:
To begin with, I started on the “Standard” difficulty and played online as it seemed as though there was no other option available to me. after struggling a bit with the controls and navigating the many dark, dishevelled corridors and areas, all of which look the same so it’s easy to get turned around, I managed to limp my way through the first couple of missions and even pull my weight in fending off Xenomorph attacks thanks to clever deployment of turrets and making use to the ammo refill stations. Scattered around the environment, you’ll also find other temporary power-ups that turn your shots into incendiary or electroshock rounds, all of which is great to thinning out the alien hordes, and you’ll occasionally find special hidden crates containing new weapons and gear. Eventually, though, the difficulty really starts to ramp up; larger and far more aggressive Xenomorphs soon become the norm, with jumping red variants and massive drones charging across the environment and sporting  hefty life bar. In these situations, you’re often trapped in a room or forced to activate a take-off sequence using various consoles while swarms of aliens spew in from all over and it can be pretty difficult fending them all off, especially when the game sometimes decides not to open doors for you to progress once all enemies are clear, thus forcing you to abandon the mission.

Numerous firefights, repetitive objectives, and graphical glitches make for a lacklustre experience.

After worrying about letting down my clearly superior human partners, I switched to private matchmaking and played with a couple of ‘bots. Unfortunately, you can’t seem to change their character classes; they simply mirror your current loadout, which is a bit annoying as it probably would’ve been helpful to have a Demolisher and Doc on hand). After tearing my hair out trying to overcome the endless gaggle of Aliens and drones set on keeping me from taking off, I lowered the difficulty to “Casual” and managed to clear the first campaign, ending up on LV-895 and hissing with frustration at the inclusion of more tactically capable android enemies. Thankfully, you can fight through the Engineer ruins and make it to a bridge where, after a short countdown, you’ll get some much-needed air support. This won’t help you as you press deeper into the temple, though, where the “Working Joes” come to “life” and attack en masse, flamethrower-wielding Synth Incinerators dog you at every turn, and you’re forced to not just download data from androids but also to recover a number of Synth Cores from destroyed androids. Annoyingly, you can only carry one of these at a time, forcing you to run back and forth in a near constant firefight, and this is about where my patience with the game ran out. Presumably, you stand a better chance at success if you take the time to grind up your levels, acquire/buy and equip better Perks, gear, and weapons, and play alongside human players who can offer more immediate assistance but the game seems to be tailormade for repetition. A lack of in-mission checkpoints means you only every get one shot to clear each mission, making it incredibly frustrating when you fail to crawl your way to a teammate for revival, and the sheer number of janky, overly aggressive enemies can make what is occasionally a fun-filled, if near mindless, shooter an unfair chore to sit through.

I clearly wasn’t paying attention to the marketing for Aliens: Fireteam Elite; either that or I saw that it was a team-based, online shooter and simply assumed that it would have a solo campaign as well. Thus, I was very disappointed when I loaded it up and found that it was geared towards online play only, and it took me some time to find an offline option so I wouldn’t be lumbered with strangers to look foolish alongside. Similarly, I was immediately overwhelmed by the sheer number of menus, text, options, and blinking notifications; it seems like every single little thing you can do or use has a little text box assigned to it and I found this very unintuitive and daunting. I just wanted to gear up and get into the action, but it felt as though I was forced to stop and consider every single thing, only to find I wasn’t at the right level to even use or get half the stuff on offer. Once you actually get into the game, the action is fast and frantic; you’re generally not asked to do much more than press, hold, or tap X to activate consoles and complete objectives, meaning the bulk of the game’s focus is on the firefights. Explosive barrels and the different character classes can make these fun and offer some variety, but you’re constantly forced to hold out against swarms of aliens, which gets a bit old quite fast and it seems like you’re never given a chance to catch your breath as there’s always another drone waiting to slash at you to get you moving. This frustration, alongside the sheer number of graphical glitches and janky A.I., to say nothing of the repetitive nature of the game, all add up to a budget title more akin to a pay-to-win mobile title and a Triple-A release, but maybe you had a different experience? Maybe you played online with friends using a variety of loadouts and had more fun? Maybe you didn’t and you prefer a different Alien game? Whatever the case, I’d love to hear about it so leave your thoughts below or on my social media.

Movie Night [Crossover Crisis]: AVP: Alien vs. Predator: Extreme Edition


In April of 1985, the first issue of the ground-breaking, twelve issue Crisis on Infinite Earths (Wolfman, et al, 1986) was published. This event, which was easily the biggest in DC Comics at that point (and for many years), saw the destruction of the “Multiverse”, an infinite number of parallel worlds, and the awkward establishing of one unified DC canon. Over the years, DC have returned to this concept again and again, retconning it, expanding upon it, and milking it to the point of excess but that doesn’t change how influential this massive crossover was. To celebrate this momentous event, I’m looking at multiversal crossovers every Tuesday in April in an event I call “Crossover Crisis”.


Released: 7 March 2005
Originally Released: 12 August 2004
Director: Paul W. S. Anderson
Distributor:
20th Century Fox
Budget: $60 to 70 million
Stars:
Sanaa Lathan, Raoul Bova, Colin Salmon, Ewen Bremner, Ian Whyte, Tom Woodruff Jr., and Lance Henriksen

The Plot:
When sickly, wealthy industrialist Charles Weyland (Henriksen) discovers a pyramid buried off the coast of Antarctica, he coerces experienced guide Alexa “Lex” Woods (Lathan) to lead a team of scientists, mercenaries, and archaeologists in an expedition to investigate. However, they soon find themselves caught in the middle of a war between two viscous alien races as three Predators (Whyte) come looking to prove their worthy in battle against the ultimate prey, the ferocious Xenomorphs (Woodruff Jr.), whom they breed within the ancient structure.

The Background:
The concept of Aliens vs. Predator originated in the pages of Dark Horse Comics; founded in 1980 by Mike Richardson, Dark Horse Comics stood out from its competition by by primarily publishing creator-owned titles and achieved mainstream success with its licensed adaptations of horror and science-fiction films, such as the original meeting of these two icons in a three-issue short story, courtesy of writer Chris Warner, which was then followed by multiple follow-ups, action figures, and videogames. Although it appears that plans for a live-action adaptation can be traced back to the late-nineties, these were paused to focus on Alien Resurrection (Jeunet, 1997) and, despite director James Cameron and actor Sigourney Weaver openly criticising the idea of diluting both creatures with a crossover, with director Paul W. S. Anderson spearheading the production after pursuing the project for eight years and winning over the studio with his pitch. While the comic books were set in the future like the Alien films (Various, 1977 to present), AVP was set in the then-modern day, but Anderson strived to maintain continuity by setting the film in the wilderness of Antarctica. Anderson’s focus on continuity and paying homage to the existing franchise compelled him to bring star Lance Henriksen back to play an ancestor of the Bishop seen in previous films, though star Arnold Schwarzenegger was unable to make an appearance. Amalgamated Dynamics Incorporated (ADI), who had worked on the last two Alien films, created AVP’s special effects, which focused on practical suits as often as possible, which led to ADI re-using many of the suits and animatronics from the previous movies. Although Alien vs. Predator eventually grossed over $177 million at the box office, it was met with overwhelmingly negative reviews; while some found it to be an enjoyably dumb action/horror flick, others saw it as a boring film filled with one-dimensional characters and lacking in either franchise’s trademark gore. The box office was clearly enough to convince the studio to push forward with a sequel, however, and, prior to that film’s release, this “Extreme Edition” of AVP was released on home video and contained a few extended scenes for home audiences.

The Review:
In all honesty, AVP was off to a bad start in my book right away with its rating; while it’s possible to have violent, gory, and sweary 15-rated films, scary monsters and subject matter need to be factored into the equation, meaning AVP lacks not only the iconic soundtracks from its forefathers but also completely wastes its one f-bomb and denies us the signature “Ugly motherfucker” line. This method of playing things way too safe extends to the film’s setting, which, unlike the comic books and videogames, takes place on then-present-day Earth, a decision that works for the Predator narrative but somewhat conflicted with the Alien timeline as we know it back then. It tries to get around this by having the bulk of the plot take place in secluded Antarctica, but it just doesn’t work for me. I feel like the simplest solution would’ve been to set it in the future, perhaps between the second and third Alien film, and have it take place on a remote ice world; you replace Weyland’s mercenaries with renegade Colonial Marines, splice in a bit more of the malevolent designs of his corporation, and maybe throw in an android (Maxwell Stafford (Salmon) would be my pick) and you’d already be on a better path than shoehorning Xenomorphs onto Earth long before their existence was discovered. Instead, we get the briefest tease of a space-based film before a Weyland satellite picks up an unexplained heat flare at a whaling station way down South and then we’re meeting Weyland’s recruits for an expedition to investigate. Just when you feel you can accept the setting presented, AVP immediately throws a few idiotic decisions at you within the first five minutes; Lex is supposed to be this experienced Arctic explorer and yet she’s climbing up a mountain without any face coverings and she somehow failed to hear Stafford’s helicopter land above her. Later, she even rushes out in the dark, bitterly cold temperatures of the whaling station in little more than a body suit, surely inviting hypothermia despite the scattered fires, but these are the least of AVP’s problems.

Lex and Sebastian are stuck between an age-old conflict between two alien races.

Lex is the best at what she does; she’s climbed everything and is highly recommended, so naturally Weyland seeks her out the lead his expedition. A hardened veteran of numerous climbs, Lex believes in being prepared; she’s far from intimidated or impressed by Weyland’s wealth or Stafford’s guns and balks at the idea of heading to the site without proper training or preparation. In fact, she chooses to abandon the expedition entirely when the two ignore her warnings and is only convinced to stay when archaeologist Professor Sebastian De Rosa (Bova) and chemical engineer Doctor Graeme Miller (Bremner) point out that they spend a better chance of surviving with her there and without her and, once they reach the site, she’s quick to enforce her rules to ensure their survival no mater how much it irks Stafford. There’s a subtle romantic tension between Lex and Sebastian, but thankfully it’s not dwelled upon all that much; a down on his luck digger who’s just about ran out of money for his excavations, he jumps at the chance to be a part of Weyland’s team and his expertise is invaluable first in recognising that the pyramid contains elements of Cambodian, Egyptian, and Aztec structures and, later, in translating the hieroglyphics contained within, though his warnings go unheeded by Weyland’s gung-ho mercenaries. Against his better judgement, Sebastian is left with no choice but to go along with Lex’s plan to side (or, at least, appease) the Predators since their true targets are the Xenomorphs infesting the pyramid; her entire character is built around survival, by any means necessary, while he’s more inclined towards braving the odds to find a way out. While I never for a second believed they had any chemistry, it was still a sad moment when Lex was forced to mercy kill him rather than let him suffer the agony of a Chestburster, but I can’t help but feel like this would’ve landed better if there’d been less disposable mercenaries and more time spent on developing their characters and interactions (and a better script…and a couple of better actors to boot…) Miller is primarily part of the group to be the somewhat awkward, likeable everyman who we will feel sorry for when he inevitably falls victim to the extraterrestrial menaces within the pyramid; you know he’s destined for a bad ending the moment he whips out pictures of his kids and, while he lasts a fair amount of time, this eventually comes to pass when he’s cocooned up for a Facehugger buffet.

Stafford and Weyland just about manage to stand out against a bunch of forgettable characters.

Still, at least he shows a bit of character, however cliché, which is a bit more than can be said about most of Weyland’s team; Adele Rousseau (Agathe de La Boulaye) seems like she’s channelling a bit of Private First Class Jenette Vasquez (Jenette Goldstein) in her snarky, non-nonsense attitude but she never even gets the chance to put up a fight and is the first of the team to be imploded from within by a disappointingly bloodless Chestburster. Mark Verheiden (Tommy Flanagan) cuts an intimidating figure with his facial scar and surly demeanour and for a second it seems like him and Miller are going to be to odd couple pairing of the group but then he’s unceremoniously offed in a scene that apes the fate of Captain Dallas (Tom Skerritt). Thankfully, Colin Salmon is on hand to lend some gravitas and presence to the proceedings; Stafford comes across as an arrogant, conceited mercenary who always believes that he’s right and that his weapons and training are more valuable than expert knowledge, but he’s sadly wasted here. It’s fun seeing his icy demeanour crack as the pyramid constantly shifts and changes around him; I also liked that he ends up giving Weyland some backchat after his obsession costs so many lives and that he met a suitably gruesome end, but I can always do with more Colin Salmon in my films and he was criminally underutilised here. That just leaves Charles Bishop Weyland himself; it’s always a blast seeing Lance Henriksen and he really lends a legitimacy to this farce of a film. Although incredibly wealthy, and powerful and influential enough to do almost anything, Weyland can see the end of his life coming and knows that his legacy will only be remembered as a businessman rather than anything tangible. Having witnessed her father die from his obsession with climbing and exploration, she recognises the condition in the deathly ill Weyland and cautions him about pursuing his fixation when he’s physically incapable of taking the strain; however, just as she earns his respect through her expertise, so too does he manage to convince her that he needs to explore the strange pyramid to feel like his life was actually worth something. His need to show that he’s not out of the fight just yet comes to bite him, however, when he angrily confronts the lead Predator (known as “Scar”) and ends up skewered after forcing the alien hunter to recognise him as a threat, thereby becoming one of only two actors to be killed by a Xenomorph, Predator, and a T-800.

With his comrades easily offed, Scar is left to achieve glory in the great hunt.

More than ever, the Predator is naturally a key character in the film; a novice hunter compared to the Predators we’ve seen before, Scar and his comrades – “Chopper” and “Celtic” (both also played by Whyte) – make landfall hoping to prove their mettle by hunting the ultimate prey. The pyramid is thousands of years old and the film very blatantly shows that the Predators were instrumental in the development of the human race; worshipped as Gods and using ancient humanity as slave workers and sacrificial victims to the Xenomorphs, the Predators are recast as being the inspiration for, at the very least, the Egyptian deities of lore. Scar and his comrades might be much bigger and sport shinier armaments but, without the ritual scar that one earns from a Xenomorph kill, they’re far less experienced than their predecessors. Indeed, these rookies don’t even come equipped with their signature shoulder blasters; these weapons are hidden within the pyramid and act as the trigger to set off the automated process that sees their captive Xenomorph Queen literally thawed out and laying eggs ready for the hunt. Still, that’s not to say that they’re completely useless; they sport all the same weaponry and technology as the “City Hunter” (Kevin Peter Hall), meaning they can bend light to appear invisible, have wrist-mounted blades, an extendable lance, an alternative version of the Smart Disc that appears more like a shuriken, and their razor-sharp net. As ever, they’re also afforded the benefits of their helmets, which allows them to see in a variety of spectrums and stalk their prey, but they’re woefully ineffectual against even a single Xenomorph; only Scar proves capable enough to earn his mark and even then he’s impregnated by a Facehugger with a ridiculous amount of ease and essentially a dead Predator walking for the rest of the film.

Lex and Scar team up against a hoard of Aliens led by their enraged Queen.

With all of her comrades dead, Lex is left no choice but to force a team up with Scar, something he’s understandably disinterested in. not only is there an obvious language barrier between the two, there’s also a cultural one; the Predator clearly sees her (and all humans) as little more than cannon fodder and he’s ready to kill her before she impresses him by killing a Xenomorph. Thus, in easily one of the cheesiest scenes in the film, franchise, and all of cinema, Scar cobbles together a weapon and shield for her and the two literally run off into the pyramid to fight their way out. As is often the case in these types of movies, one of the two monsters are cast as being more recognisably “evil” and, in this case, it’s the Xenomorphs. Vicious, brutal, and animalistic in nature, the Xenomorphs are little more than a swarm of near-mindless locusts intent only on killing, feeding, and defending their Queen. Since the Predators are more recognisably humanoid, and obviously have a twisted code of honour of sorts, it makes sense for them to be the more heroic of the two, but Scar is more of an anti-hero and his partnership with Lex is one of convenience more than anything. Also, it can’t be forgotten that the film makes it very explicitly clear that the Predators bred the Xenomorphs using humans and that the film’s entire events happen because they returned to embark on their great hunt, meaning that they’re just as destructive and dangerous as the more voracious Xenomorphs. Although largely interchangeable and disposable, one Xenomorph manages to stay out from the pack after being scarred by the Predator’s net; “Grid” crops up as a recurring threat throughout the film, but is naturally supplanted by the fearsome Alien Queen once she breaks free from her shackles and goes on a rampage for the film’s bombastic finale.

The Nitty-Gritty:
I’m not really sure that this “Extreme Edition” really makes the best use of its rare second chance to improve upon the theatrical release; this version of the film adds a very brief opening sequence showing a cloaked Predator chasing down some poor fool at the whaling station in 1904 but that really doesn’t add a whole hell of a lot to the film. We know the whaling station’s been abandoned, it’s said in the script, and the fact that a fuckin’ Predator pyramid is hidden beneath it kind of heavily implies that the creatures slaughtered whoever was there a hundred-plus years ago so it basically adds nothing except the short thrill of hearing that iconic Predator gurgle within the first two minutes. There’s a little bit ore time spent with some of the characters at the start of the film, none of which really amounts to all that much; we already know Sebastian is struggling for financing and that Verheiden is an asshole, though I did like the clarification that Sebastian was planning to decline and return to his dig with Weyland’s money). The main addition beyond the useless opening is some extra gore courtesy of some CGI blood; it’s not enough to salvage the film or bring it on par with its predecessors, but it helps to add a bit of colour to the proceedings and at least pretend to be an Alien/Predator film. The issue is, however, that there are fundamental missteps with the entire film from a script and concept level; AVP betrays its gory roots in favour of trying to capture a wider audience, reducing both franchises to a mindless action/monster film full of one-dimensional and forgettable characters. Try as she might, Lex is no Lieutenant Ellen Ripley (Sigourney Weaver) and Sanaa Lathan fails to impress as a tough leading lady. Of course, it doesn’t help that characters are constantly just saying the obvious simply to spell out what’s happening and to have something to say; subtlety was never Paul W.S. Anderson’s strong suit but he abandons it entirely for endless diatribes about the nature of the pyramid and its monstrous inhabitants just in case the kids watching can’t keep track of what’s happening.

When the two monsters actually go at it, it’s a pretty impressive and brutal physical affair.

AVP is a strange contradiction; on the one hand, the film is awash with CGI and green screen, shots, with the Predators’ cloaking effects and shoulder cannon being the most egregious, but, on the other hand, it employs traditional practical effects and composite shots. The result is that, for much of the film, the two creatures are brought to life using men in suits; specifically, the Xenomorphs recall (or are perhaps ripped straight from) Alien Resurrection and the Xenomorph Queen is a bigger and more complex animatronic than the original, though I can’t say that I’m a fan of the woeful redesign of the Predator’s face, which somehow looks even worse than the 1987 original thanks to a misguided attempt to make Scar appear more sympathetic. Other missteps can be found when the Predators slaughter the drilling team on the surface; this scene plays out like a rushed and toothless rendition of its predecessors, made all the more obvious by the bodies being strewn up but not skinned. When the two monsters do finally do battle, however, the film largely delivers; the scuffles we do see are primarily suit-on-suit or suit-on-animatronic action, though some odd creative licenses were made regarding the length of the Xenomorph’s tails and the Predators are disappointingly neutered in these conflicts. Chopper is impaled through the back like a loser and, despite Celtic absolutely dominating Grid during their destructive brawl, he ends up being pounced up and having his brains blasted out. Although Scar dispatches of a Xenomorph with a deft skill and earns his mark, even he’s unable to keep himself from being impregnated, though he is able to use his self-destruct device to destroy the pyramid and contain the Xenomorph outbreak in keeping with the traditions of his people. While I’m unimpressed with the digital coat of paint given to the Predator’s technology, it’s the impotent portrayal of the Xenomorphs that really lets this film down; the incubation time of the Chestbursters has been shortened from days or hours to mere minutes and they pop out with barely a splash of blood, and the only time we really see them splattering gore is when they’re spilling the vivid neon green blood of the Predators.

Although Lex earns the clan’s respect, Scar doesn’t make it and gives birth to an even greater threat…

Eventually, of course, Lex is the only human left standing; armed with the gutted skull of a Xenomorph and a modified spear, she accompanies her newfound partner to the exit of the pyramid, with Scar destroying the entire structure but getting injured following a surprise attack by a Xenomorph. Still, the two manage to escape to the surface, burying all evidence behind them and, in a moment of respect, Scar brands Lex with the sacred mark in recognition of her Xenomorph kill (despite the fact that she got lucky, something I’m pretty sure the Predators would’ve acknowledged). However, the Xenomorph Queen somehow escaped the blast to menace them in the film’s finale; here, the Queen is a combination of a massive animatronic, puppetry, and CGI and the result isn’t actually half bad, making for a pretty impressive last few minutes as Scar and Lex desperately try to fight it off with their weaponry. With Scar having lost his shoulder cannon during the escape, the two have to improvise somewhat; Lex takes cover in a frozen bone yard and the remains of the whaling station, which only riles the Queen up more, but Scar is able to impale her through the head with his lance. Unfortunately for the young hunter, Scar is run through from behind just like Weyland’s android counterpart while helping Lex to tangle the Queen up in a water tower; it’s thus Lex who not only delivers the coup de grâce to the rampaging matriarch, sending her plunging to the frigid depths of the ocean, but who is honoured by the Predator Elder (Whyte). Just like in Predator 2 (Hopkins, 1990), a group of Predators decloak before her and grant her a gift for her bravery before departing with Scar’s body, which I have to give props to as any film that actually acknowledges the under-rated Predator 2 gets a nod from me. While Lex’s fate is unknown (there’s a snowmobile nearby so presumably she uses that to get back to civilisation), Scar is taken back aboard the Predator ship and left on a ceremonial alter in reverence to his accomplishments (such as they are)…only for a disgusting little Alien/Predator hybrid Chestburster to emerge from his chest to set up for the sequel…

The Summary:
As a fan of both franchises, and the concept of Aliens Versus Predator, I was pretty disappointed by AVP: Alien vs. Predator. Everything that made the two franchises great has been stripped away and replaced by a by-the-number monster/action flickthat has none of the nuance of the Alien series or the machismo of the Predator films. It comes to something when the comic books are gorier than the movies and I think AVP really let itself and its honestly impressive practical effects down by toning back the violence and blood and slipping in some unnecessary CGI. Although it massively contradicted the mythology we’d seen in the films up until that point; I enjoyed the flashback to the conflict between the Predators and Aliens; I’ve always liked the idea of the Xenomorphs being the ultimate prey and even the idea that the Predators were frequent visitors to Earth has sone legs, I just find it questionable depicted the Aliens being on Earth in 2004. Still, there are still quite a few elements from the Dark Horse Comics here, most notably the Predator using a strung-up Xenomorph Queen to breed their prey and depositing them across the galaxy. Aesthetically, there’s a few noteworthy elements too; I like that the film’s set in the frozen wilderness as I think it’s important to place the Predators in new environments and the dark, claustrophobic corridors of the ever-shifting pyramid recall the atmospheric, oppressive nature of the first and third Alien film. Scar is a notable highlight of the film, for sure, and I did enjoy his brutal throwdown with the Xenomorph Queen and the inclusion of Lance Henricksen, but the overall toothless nature of the film really stops it from being everything it could’ve been. There’s enough here to like if you’re just looking for a mindless monster romp but, as both franchises are capable of so much more, I can’t help but remain disappointed by the end product, especially as it would’ve been so easy to bring it more in line with the standards set by its predecessors.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the live-action version of Alien vs. Predator? Were you disappointed by the lack of gore, the modern-day setting, and the toothless execution of its titular monsters? Which of the humans was your favourite and what did you think to Lex and her alliance with Scar? What did you think to the alternations made to the Predator lore and the relationship/conflict between the two species? Which of the Aliens vs. Predator stories or adaptations was your favourite? Would you like to see the two battle again in some form or another? Whatever your thoughts on Alien vs. Predator, drop a comment down below or share your thoughts on my social media.

Game Corner: Aliens (Arcade)

Released: January 1990
Developer: Konami

The Background:
The Alien franchise (Various, 1979 to present) has a long and complicated history with videogame adaptations; from pixelated garbage to first-person shooters, real-time strategies and crossover titles, to survival/horror experiences, the decade-spanning sci-fi/horror franchise has seemingly done it all, including its fair share of arcade titles. In 1986, director James Cameron took on the unenviable task of following up on Ridley Scott’s financially successful and highly influential Alien (ibid, 1976) and more than met the challenge, producing an incredibly profitable and well-regarded follow-up that served as ample inspiration for both Alien videogames other videogame franchises as well. Naturally, considering how popular the arcade scene was at the time, Aliens made the jump from the silver screen to the familiar trappings of a sidescrolling run-and-gun courtesy of Konami, one of the most prominent developers in the industry at the time. Although it never received a home port, Aliens was an extremely popular arcade title when it released; its visuals and action were highly praised and, decades later, it is still regarded as one of the best games in the franchise.

The Plot:
Vicious, parasitic alien lifeforms have overrun Weyland-Yutani’s colony on the desolate world of LV-426 and only Lieutenant Ellen Ripley and Corporal Dwayne Hicks are left to battle through the hordes of acid-blooded Xenomorphs and confront the ghastly Xenomorph Queen!

Gameplay:
Aliens is a 2D, sidescrolling run-and-gun title in which players take on the iconic roles of either Ripley or Hicks to blast through a number of environments ripped straight from the blockbuster sci-fi/horror classic. The game allows for simultaneously two-player co-op, but players are locked into a specific character: player one is always Ripley, and player two is always Hicks. Additionally, there is absolutely no different between the two characters except for a different sprite and a different name above the life bar; both characters can move in any direction across each stage and fire while standing and walking or while ducking and crouching walking to blast at smaller enemies. There is no jump button to worry about, no health-draining special attack, and no time limit but Aliens will spawn in and swarm over you if you stand still for too long.

Blast your way through Aliens and their many variants to wipe out their infestation of LV-426.

Players are armed with the awesome M56 Smartgun, which has unlimited ammo and allows for continuous fire if you simply hold down the fire button. This default weapon has a high rate of fire and will shred the game’s basic enemies in just a few shots, though you can’t fire in any direction except straight ahead of the direction you’re facing from either a standing or a crouching position. There are instances where you can climb up or down ladders, however, in order to take a higher or lower path and, when playing in co-op, this is highly advised in order to better clear out the enemies in your path. Quite often, you’ll also be forced to crawl into an air vent to progress and have to watch out for blasts of steam, Facehuggers, and some of the game’s new Xenomorph variants.

Crawl through vents, mow Aliens down from the APC, or don the Power Loader to even the odds.

Aliens is the very definition of a coin-muncher; enemies will run at you and explode, taking a chunk off your health bar, and you get a couple of lives per credit. If you run out of credits, you can simply input some more and continue from where you left off, which is great news when you’re emulating the game as you can just plough ahead until you reach the ending. Its not all mindless sidescrolling shooting, however; the game always switches to a vertical shooter for some bosses and there’s a couple of bonus stages where you need to mow down Xenomorphs from the M577 Armoured Personnel Carrier (APC) in a desperate attempt to rack up points and rescue Rebecca “Newt” Jorden. Other tried-and-tested sidescrolling mechanics are here to help mix things up as well, including acid hazards dropping from above, sudden drops to sewers, explosive barrels, and, of course, a moving elevator stage where you need to fend off waves of enemies while travelling further down into the bowels of LV-426.

Graphics and Sound:
If you’ve seen the movie on which Aliens is based, the environments will be immediately familiar to you; you begin the game in the living quarters of the LV-426 colony, and blast your way through the metallic hallways, dingy sewers, and enflamed landing pad shredding any enemies that you come across and grabbing power-ups. The game does a fantastic job of rendering the movie’s locations in a high level of detailed sprite work and locations, and even includes the motion tracker when you’re in the air vents; while the player sprites aren’t incredibly detailed and are lacking in animations, you do get to see them from different perspectives when the game switches to the vents or a vertical perspective, and all of the enemy sprites are quite varied and detailed (though the purple colouring of the Xenomorph drones is a little odd; I suppose it helps them stand out from the environment, though).

Environments and enemies are extremely detailed and perfectly recreate the movie’s aesthetic.

There’s a decent amount of attention to detail placed into the game, despite how short a lot of its stages are; Facehuggers are held in glass capsules in the backgrounds, Xenomorphs crawl over the walls, up from the floor, and drop down across the screen, and you’ll spot a number of colonists left helpless victims to the Facehuggers. Seeing Chestbursters explode out of their chests in a bloody burst and the Alien’s biomechanical gunk corrupt the environment really helps add to the atmosphere and the fidelity to the source material, and the game is punctuated by some limited voice acting (mostly grunts and cries), though the memorable Alien squeal is sadly absent. The game’s story is related through some out on context pixelated recreations of shots from the film, onscreen text, and using some limited sprite animation; the most impressive of these is saved for the finale, where you can force the Xenomorph Queen out of an airlock and be treated to a sprite-based recreation of her being flush out into space. Although James Horner’s iconic score is absent, the game’s action is punctuated by some rocking beats that incorporate a siren effect, and a blaring alarm in the finale stage helps to add to the tension created from the blazing sky and flaming walkways.

Enemies and Bosses:
If you remember Kenner’s awesome toy line from back in the day, you’ll know that the Xenomorphs had some pretty funky variants outside of the movies. The most basic Alien drone will amble over to you, trying to swipe at you and exploding on contact, and you’ll need to crouch down to destroy the Alien eggs before they can spit out Facehuggers or to take out the titchy Chestbusters and spider-like Xenomorphs that scuttle around in the sewers. You’ll also encounter bat- and snake-like Xenomorph variants that flutter or slink about, Xenomorphs that ooze out of the floor or leap up from the foreground, and variants that spit acid at you from a distance. Easily the weirdest Xenomorph is a red, frog-like variant than hops around the screen and grows bigger as you shoot at it, but the most intriguing inclusion are the zombies. It seems in this version of the story that those infected by Chestbursters become gloopy, shambling ghouls that toss grenades, take shots at you, crawl their legless bodies across the floor, and spit out Chestbursters.

Aliens come in all colourful, disgusting shapes and sizes in this action-packed title.

Each stage is finished by a boss battle against a particularly gruesome Xenomorph variant; the first of these is a quadrupedal monstrosity with a snapping mouth at the end of a long, elasticated neck. Joined by a cadre of Facehuggers and spitting projectiles at you when its head has been blasted off, this Alien isn’t too great a threat as you can easily dodge its vicious jaws and even destroy its attacks with your gun fire. While trying to track down Newt, you’ll be attacked by a large Alien that is impenetrable whilst curled into a ball; you’ll have to avoid its rolling attacks until it uncurls and then unload in it to bring it down, but this is merely a sub-boss before you battle an Alien that’s been partially absorbed into the environment. Though it remains completely stationary, it rains Alien eggs into the arena and stretches its limbs out at you while. You must keep moving left to right, blasting and destroying the limbs and hitting the head when it pops up, though beware as you’ll be literally bombard by eggs when it’s near death, which can whittle your health down in no time at all.

After wading through countless Aliens, you’ll go head-to-head with the Queen Bitch herself!

There’s also a particularly gruesome spider-like Xenomorph that you’ll have to contend with twice throughout the game; this brain-like monstrosity scuttles about the place surrounded by orb-like Alien embryos which it uses as a shield and throws out to hit you. After the first encounter, you’ll then battle two Xenomorph bosses at once; these two nasty critters channel the lightning bolts that rain down across the level and fire them at you as bolts of electricity, and when there’s only one left it will surround itself with and shoot out glowing spirals of electricity in a desperate bid to protect itself. After fighting your way through the Alien nest, you’ll encounter the Xenomorph Queen; at first, she’s unable to attack beyond spitting acid at you and summoning her drones to protect her, so you simply need to fend them off and destroy her egg sack a piece at a time. However, when her egg sack is destroyed, she’ll detach and go on a rampage; the final confrontation takes place aboard the Sulaco and sees her clawing, biting, and charging at you and swiping with her spear-like tail. Thankfully, there’s a Power Loader on hand to help smack her about and, after you’ve damaged her enough, you can either pour on the firepower to blow her to pieces or force her into the airlock by rapidly tapping the attack button to activate the Power Loader’s flame torch.

Power-Ups and Bonuses:
As you wade through the parasitic alien scum that have overrun LV-426, you’ll occasionally find food that will replenish your health, but these are few and far between and usually placed right before a swarm of Xenomorphs and hazards. You’ll also find crates that will bestow you with another weapon that you’ll keep until you lose a life; these can be either a homing missile launcher, a three-way shot, a rocket launcher that fires three in the direction you’re facing, and a flamethrower that fires in bursts. You can’t just hold down the fire button with any of these additional weapons, sadly, but you can pick up bombs to toss into groups of enemies or a super smart bomb to clear out all onscreen enemies. There are also rare occasions, most notably the final boss, where you can hop into the Power Loader and use its big, pincer-like arms to splatter Aliens into acidic goo, destroy walls, and even the odds against the Xenomorph Queen.

Additional Features:
There’s really not anything else on offer in Aliens except for about thirty minutes of frantic run-and-gun action. You can play with a friend, of course, to mix things up and this probably adds both player characters to the sprite-based cutscenes, and you can compete to get a higher score as well, but there aren’t any alternate paths or anything to that you won’t see on the first playthrough. You’ll notice some differences in the Japanese version of the game; stages now have titles beforehand, the colourings of the Aliens is closer to the movies, enemy placement is a little mixed up, and both Newt and the APC stages are missing.

The Summary:
I’ve played a lot of the Alien videogames, and my fair share of arcade titles, over the years and I have to say that adapting the property into a fun, action-packed, mindless shooter is generally one of the most tried-and-tested tactics for the franchise. If you can’t recreate the horror of the source material due to hardware restrictions or mass appeal, then why not lean into the action-orientated elements that James Cameron introduced so well in the sequel? Often, this is hit and miss, but I’m usually quite pleased with the results as I love a good run-and-gun arcade title and Aliens is certainly a lot of fun to blast through. The attention to detail is admirable, recreating the environments and bloody horror of Aliens to an astounding degree for the time, and I really enjoyed all the new Xenomorph variants peppered throughout the game. The game gets very cluttered with enemies at times, which limits the usefulness of the weapon power-ups, but it’s just the right length with some surprising variety with the vertical shooting and APC sections so it’s well worth setting aside a little bit of time to load this one up and give it a quick run through.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played the Aliens arcade game? If so, where would you rank it against other Aliens videogames and arcade titles of the time? Which character did you play as and what did you think to the new Xenomorphs featured in the game? Did you enjoy the game’s bosses and what did you think to the final battle with the Xenomorph Queen? Which of the Alien movies or videogames is your favourite and why? Whatever your thoughts on Aliens’ arcade venture, feel free to drop them below or leave a comment on my social media, and be sure to check out for my review of the film that inspired the game.

Back Issues [Crossover Crisis]: Dark Horse Presents #34-36


In April of 1985, the first issue of the ground-breaking, twelve issue Crisis on Infinite Earths (Wolfman, et al, 1986) was published. This event, which was easily the biggest in DC Comics at that point (and for many years), saw the destruction of the “Multiverse”, an infinite number of parallel worlds, and the awkward establishing of one unified DC canon. Over the years, DC have returned to this concept again and again, retconning it, expanding upon it, and milking it to the point of excess but that doesn’t change how influential this massive crossover was. To celebrate this momentous event, I’ve been looking at multiversal crossovers every Wednesday in April in an event I’ve dubbed “Crossover Crisis”.


Writer: Randy Stradley – Artist: Phill Norwood

Story Title: “Aliens vs Predator: Aliens”
Published: November 1989

Story Title: “Aliens vs Predator: Predator”
Published: December1989

Story Title: “Aliens vs Predator”
Published: February 1990

The Background:
Founded in 1980 by Mike Richardson, Dark Horse Comics separated itself from the heavy-hitters like DC Comics and Marvel Comics by primarily publishing creator-owned titles. In 1988, the company achieved greater mainstream success by publishing licensed stories and adaptations of horror and science-fiction films and franchises, the most prominent of these being the merging of the Alien franchise (Various, 1977 to present) and the Predator films (Various, 1987 to present). About a year before a Xenomorph skull appeared as a trophy in Predator 2 (Hopkins, 1990), the two alien species clashed in this three-issue short story that was the brainchild of writer Chris Warner. This story served as the basis for a five-issue follow-up that greatly expanded upon the premise, which soon exploded into a slew of additional publications, action figures, videogames, and (eventually) live-action movies that pitted the two creatures against each other.

The Review:
Our story begins “some time in the future” where the commercial transport vessel Lecter is making its way to the ranching outpost of Prosperity Wells on the planet Ryishi. Pilots Scott and Tom provide the entirety of the story’s narration, and are deeply engaged in a debate about the ethics and morals of mining other worlds for their resources, especially after humanity used up Earth’s in such a short space of time. Tom believes that it’s irresponsible to strip other worlds of their resources as it could stunt or even prevent the evolution of entire species, while Scott believes that it’s absolutely necessary to ensure the long-term survival of the human race.

Against the backdrop of a philosophical debate, Predators forcibly harvest Xenomorph eggs.

Their debate is briefly interrupted by what they assume is a meteor but is actually a Predator spacecraft darting through the cosmos. Scott and Tom’s discussion about the morals of harvesting unintelligent species for food and such are paralleled by the Predator’s harvesting on Xenomorph eggs aboard their ship; as Scott delivers a lecture about survival of the fittest and the strong overpowering the weak, the eggs and their Facehugger contents are scanned and processed and placed into pods to be seeded on other worlds. The eggs are all being forcibly harvested from a captive Xenomorph Queen, here an allegory for the “bitch” that is Mother Nature, who has no choice but to pump out egg after egg and watch as they are summarily processed and shot into space in a clean and efficient system.

Broken Tusk fends off a challenge by the upstart Top-Knot.

As Scott and Tom move their philosophical debate on to the merits of technology versus man’s primal nature, the story introduces us to a Predator warrior known colloquially as “Broken Tusk”. As Broken Tusk arms himself with all the standard Predator weaponry we’ve come to know and love over the years, Scott and Tom endlessly comment on the difference between passive leaders and active combatants. Broken Tusk observes a bout of ritual combat between other Predators and we catch a glimpse of just how many worlds have been seeded with Xenomorphs by the creatures in order to give them something worthwhile to hunt. When upstart Predator “Top-Knot” wins the bout, he’s not content with just choosing which hunting ground he gets to visit and challenges Broken Tusk’s position, which results in the rookie being bested by his superior.

The Predators engage in a successful hunt and gain their ritual markings.

One of the Predator’s seeding pods touches down on a marsh-like alien world; the automated, tank-like vehicle drives around the environment dropping off Xenomorph eggs in its wake before finally exploding, ensuring that many of the native creatures become impregnated by the Facehuggers. As Scott and Tom move their discussion to safari hunts and the like, Top-Knot and his hunting party make landing to begin their hunt, quickly and efficiently moving through the foliage and tracking their Xenomorph prey by following the exploded dead bodies. Soon, the Predators are attacked by the full-grown Xenomorphs; despite the Aliens’ greater numbers, the Predators have the benefit of their advanced weapons and their absolute devotion to the thrill of the hunt. They emerge victorious, having suffered only one casualty, and Top-Knot brands one of his subordinates with the Xenomorph’s acid blood for successfully executing his first kill.

The Summary:
The original, three-issue run of Aliens vs. Predator is basically just a prelude to greater things to come in the subsequent Aliens vs. Predator (Stradley, et al, 1990) comics series. Consequently, it’s quite the brief and tantalising glimpse into this shared universe of the two popular, sci-fi/horror franchises, but establishes a lot of the themes for how these franchises would crossover going forward. Rather than being set in the present day or on Earth, like the Predator films tend to be, Aliens vs. Predator takes place in the future like the Aliens films; it also heavily borrows from the aesthetics of Alien (Scott, 1977), especially in the depiction of the Lecter, which is essentially the same kind of vessel as the Nostromo. Similarly, the Predator’s spaceship and appearances are heavily inspired by what we see in the first two films, but the comic greatly expands upon their society and depiction even while utilising a philosophical debate between two humans for the entirety of its dialogue.

The story provides a glimpse into the Predator’s society and lore.

Aliens vs. Predator took the idea of the Xenomorphs being this biomechanical infestation, a swarm of vicious insect-like creatures, and really ran with it; because they lack the higher levels of intelligence seen in the Predators, they are reduced to being forcibly bred specifically for young Predators to test their mettle. The visual of the Xenomorph Queen being strung up and held captive is a powerful one, and one that subsequent comics, and movie and videogame adaptations would heavily borrow from, and is a humbling visual considering how formidable the Alien Queen was depicted in Aliens (Cameron, 1986). The implication is clear: The Predators, with their greater intelligence and superior technology and weapons, were easily able to overpower and capture a Xenomorph Queen and make a regular routine of harvesting her eggs for their own ends. They’re so efficient at it that the entire process is completely automated, with the eggs being forcibly removed, processed, and seeded without any manual intervention on the Predators’ part. Predator society is expanded upon greatly here; we see the hierarchy and feudal nature of the species, with ritual combat being the norm and the younger, less experienced hunters having to fight against their peers for recognition and the chance to hunt. Like lions and other members of the animal kingdom, it’s common for the young upstarts to challenge their betters in an attempt to claim the top position. While this doesn’t go well for Top-Knot, as he’s easily bested by Broken Tusk, he’s still dispatched to lead a hunting party, so it seems as though making the challenge isn’t necessarily a sign of disrespect. During the hunt, even the inexperienced Predators are formidable and capable warriors; while we don’t get to see much of their traditional strategies (there’s no cloaking, no need to modulate their prey’s voices, and very little use of the plasma cannon), we do get to see them working in a co-ordinated effort to eradicate their prey. Although the Aliens are fast and strong and have the numbers advantage, the Predators are keen hunters and superior warriors, meaning they are victorious with minimal effort, and the honour that comes from killing a Xenomorph is of high standing in their society (which, again, would be a crucial plot point in later stories).

A decent story, but clearly just a taste of greater things to come for this crossover.

However, it has to be said that the concept of bringing together the Aliens and Predator franchises probably sounded better on paper than it worked in execution. I have read the subsequent comic series, and it’s definitely a lot better and more in-depth, but I didn’t want to get into that without first tackling the three-issue arc that kick-started this entire sub-franchise and Aliens vs. Predator, while a novelty, is really just an appetiser for the main course. Dark Horse Comics teased readers by framed the first two stories as Aliens and Predator tales, so the actual Aliens on Predator action doesn’t kick in until right at the end, and it’s very brief when it does happen. I applaud the creative use of Scott and Tom’s philosophical debate as a parallel to the events of the story, but I found myself tuning the text boxes out and focusing more on the visuals. While the art does tell us a lot about what the Predators and even the Xenomorph Queen are thinking and feeling, I am not a massive fan of the art on show here. It’s both messy and yet simple, oddly coloured (I get that we hadn’t seen much of the Predator society or their ships but there’s a lot of odd purples and yellows and blues here), and it’s not that easy to tell the Predators apart. Obviously, this is in keeping with the aliens as depicted in the movies, which had very subtle differences, but I think for a comic you need a little more than just a barely distinguishable broken tusk or hair being styled differently. It’s also a little disappointing that we don’t get more variations of the Xenomorphs; considering they were all born from alien lifeforms, it’s a little odd that they are just carbon copies of the drones seen in Aliens, but again I can understand why this decision was made as it makes sense to focus on the familiar visual of a Predator we recognise from the movies fighting Aliens as they appear in the films. Overall, it’s a fun little novelty that’s worth checking out as long as you read it as a prelude to the longer, far more exciting and visually interesting follow-up.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever read the original, three-issue Aliens vs. Predator story? If so, what did you think to it? Do you own a copy of the original comics or did you pick up the collected edition as I did? Were you also disappointed by the brevity of the story and the artwork or did it get you excited to see subsequent clashes between the two aliens? Which of the two creatures, and franchises, was/is your preference? Which of the Aliens vs. Predator stories or adaptations was your favourite? Would you like to see the two battle again in some form or another? Whatever your thoughts on Aliens vs. Predator, and comic book crossovers of this kind, sign up to drop a comment down below or share your thoughts on my social media.

Movie Night [Alien Day]: Alien: The Director’s Cut


Audiences were first introduced to the horrific, biomechanical Xenomorphs in this classic science-fiction horror film in which an unsuspecting cargo crew investigates a beacon on the barren world of LV-426 and, as a result, the 26th of April is widely celebrated as “Alien Day”, a day to celebrate one of the greatest sci-fi/horror franchises ever created.


Released: 31 October 2003
Originally Released: 25 May 1979
Director: Ridley Scott
Distributor:
20th Century Fox
Budget:
$11 million
Stars:
Sigourney Weaver, Tom Skerritt, Ian Holm, Veronica Cartwright, Yaphett Kotto, Harry Dean Stanton, John Hurt, and Bolaji Badejo

The Plot:
When the crew of deep space haulage vehicle the Nostromo are awoken from stasis to investigate a possible distress signal, they find themselves terrorised by a biomechanical lifeform (Badejo) that gestates inside a human host and emerges as the perfect killing machine!

The Background:
Alien was the brainchild of writer Dan O’Bannon who, after working with director John Carpenter on the sci-fi/comedy Dark Star (Carpenter, 1974), desired to craft a more realistic and far more terrifying sci-fi horror that would be set entirely in space. O’Bannon’s work on Dark Star impressed fellow writer Ronald Shusett and the two collaborated on the project, which was initially titled Memory, then Starbeast, before Shusett suggested the simple and evocative title of Alien. Pitching the concept as “Jaws (Spielberg, 1975) in space”, the duo were inspired by the surreal and nightmarish work of Swiss artist H. R. Giger, who was later brought onboard to help design the Xenomorph’s various life cycles and the unsettling architecture of the alien spacecraft. Thanks to the success of Star Wars (Lucas, 1977), sci-fi was now a hot commodity in Hollywood and, eager to capitalise on that, 20th Century Fox greenlit the project and brought up-and-coming director Ridley Scott onboard (and even doubled the budget based on his storyboards alone). O’Bannon and Shusett left the genders of the film’s characters intentionally vague and malleable and Scott sought to expand upon the “lived-in” nature of Star Wars by presenting the crew as “truckers in space”. He often filmed the cast’s rehearsals and pushed them to develop both a natural chemistry and a believable animosity towards each other to make their interactions more authentic, which ended up augmenting one of the film’s most gruesome scenes. Upon release, Alien was a commercial success; it made over $11 million at the box office but received somewhat mixed reviews at the time. Since then, of course, the film has not only inspired an entire series and sub-series of sequels and spin-offs but is widely regarded as one of the greatest movies of all time. In 2003, to commemorate the film’s release on DVD, Scott returned to the film, restoring previously excised scenes and digitally remastering it for this Director’s Cut version of Alien that is, for me, the quintessential version of this classic sci-fi horror.

The Review:
Alien begins with the crew of the Nostromo being pulled out of stasis when their ship’s computer, Mother (Helen Horton), picks up a potential distress signal from a nearby planet, LV-426. Almost immediately, over something as simple as a meal, we’re introduced to the complex dynamic of the Nostromo’s crew, which is made up of a group of egos and conflicting personalities who are just about able to work together to keep things ticking along. We don’t really learn a huge amount about each of them beyond a few disparate pieces of dialogue but, through their individual and combined interactions, it’s immediately and abundantly clear that they’ve worked together for some time, certainly long enough for some friction to have developed between certain crewmembers. Captain Dallas (Skerritt) has very little actual authority on the ship; a jaded veteran of many long-haul trips, he begrudgingly goes along with any and all orders from the mysterious and shady “Company” even when they go against their standard protocol and what their ship is technically capable of.

From the banter and class-based tensions, it’s clear that this crew is very familiar with each other.

While navigation officer Lambert (Cartwright) is sceptical of their new orders, Brett (Stanton) and Parker (Kotto), the Nostromo’s engineers, are concerned with more practical considerations; namely, compensation for their efforts. Feeling undervalued and underappreciated compared to the other members of the crew (especially as they are largely responsible for keeping the ship running), they attempt to weasel their way out of landing on LV-426 and it falls not to Dallas but to the Nostromo’s science officer, Ash (Holm), to point out that they (and the entire crew) are contractually obligated to investigate any distress calls and the potential of extraterrestrial life or forfeit their entire earnings. This does little to improve their already dour mood and brings them into further conflict with Lieutenant Ellen Ripley (Weaver), a by-the-numbers officer who likes to do things by the book. She also butts heads with Ash, who not only keeps her from following Dallas, Lambert, and Kane to the derelict alien spacecraft after she determines the distress call to be a warning but also breaks quarantine procedures by allowing the away team back onto the ship even though Kane (Hurt) has an unidentified alien parasite attached to his face.

Kane brings an unexpected, and unwelcome, visitor back from the derelict spacecraft.

This “Facehugger” attacks Kane when he discovers a cargo hold, of sorts, on the derelict craft that is full of ominous-looking eggs. Allowing his curiosity to get the better of him, Kane is left in a comatose state and the crew are left unable to help him since the Facehugger threatens to choke him to death or dissolve the Nostromo with its acidic blood. Dallas is left practically impotent in his helplessness, Ash becomes consumed with researching and investigating the parasite’s capabilities, and Lambert is left enraged that Ripley was willing to sacrifice them just to maintain protocol. The tension amongst the crew is momentarily alleviated, however, when the Facehugger simply falls off and dies and Kane seemingly makes a full recovery, only for him to unexpectedly and viciously explode at the dinner table when a ferocious little “Chestburster” forces its way out of his body, killing him in the process and fleeing into the darkest recesses of the ship.

As if a seven-foot alien killer wasn’t bad enough, Ash turns out to be a Goddamn robot!

Despite the shock and terror of this sudden development, the crew scrambles to track down the Chestburster and are horrified to find that the creature has quickly gestated into a seven-foot alien killing machine! With no reliable means of tracking the Xenomorph, and being picked off one at a time, the crew struggles to unite against this common foe; tensions between Parker and Ripley escalate and things only become more complicated when Ash is revealed to be a life-like android placed on the ship by the Company to ensure the Xenomorph’s recovery. This revelation goes a long way to explaining Ash’s odd behaviour throughout the film; he willingly breaks protocol at every opportunity, which Ripley finds aggravating and suspicious since he is supposed to be the science officer, and seems morbidly obsessed with the alien life form in its various stages of life. When the Company’s true motivations are revealed, Ash drops all sense of subterfuge and attempts to kill Ripley; the ensuing melee reveals his true nature in a startlingly shocking scene that leaves him beheaded at Parker’s hands! He’s reactivated just long enough to deliver an ominous threat regarding the alien’s capabilities and to gleefully reveal that their lives are expandable compared to the alien’s acquisition, leaving the remaining survivors with no other choice than to try and evade the Xenomorph in order to set the Nostromo to self-destruct while they escape in the shuttle.

Some impressive practical effects and camera work add to the film’s timeless aura.

Undeniably, one aspect of Alien that remains intact and impressive to this day are the practical effects; model shots and miniatures do a wonderful job of conveying the weight and scale of the ships and space, and a fantastic use of lighting (particularly shadows), smoke, and flashgun lights help to increase the dread and allure of the titular alien. These are only further bolstered by the intricately-designed, heavily claustrophobic sets; clearly evoking a 2001: A Space Odyssey (Kubrick, 1969) aesthetic mixed with Star Wars’ more gritty set design, Alien definitely feels like a lived-in future where technology is as vaguely anachronistic and unreliable as it is advanced while also effectively coming across as a monster or slasher film in space thanks to the ship’s darker, grottier areas. Easily the most impressive set of the film, though, is the derelict spacecraft where Kane discovers the alien eggs; a combination of miniatures, model shots, and even children create a sense of awesome scale that is made only more foreboding by Giger’s disturbing set design and the presence of the half-fossilised “Space Jockey”.

The Nitty-Gritty:
One thing to note about Alien is that it was made at a very different time in cinema, a time when sci-fi and horror was a much more atmospheric affair and involved a lot of slow, ominous shots and tense, foreboding music all designed to build a sense of dread in the viewer. This is best evidenced in the movie’s overly long and slow-paced opening, which includes a full cast and credits and a deliberate tour of the Nostromo to help familiarise us with the ship’s aesthetic, narrow corridors, and the lived-in nature of the film’s sci-fi. Consequently, the film requires a certain mindset; rather than bombarding you with action, viscera, and loud explosions, it’s much more of a methodical exploration of the slow dissection of an already tumultuous group stuck at the mercy of a vicious creature.

Much of the Xenomorph’s origins and biology is left intentionally vague.

The whole first act of the film is specifically designed to introduce us to the idea of the unknown, the dangerous and terrifying prospect of what may be lurking in the furthest reaches of deep space. It’s made abundantly clear by Parker and Brett that the Nostromo is not built, or properly equipped, to be investigating strange signals, much less landing on alien worlds, which proves to be true when the shuttle suffers severe damage simply by landing on LV-426. Of course, their concerns are either ignored or outright overruled simply by Company protocol, which dictates that “all other priorities are rescinded” when compared to the Xenomorph. At this point, the Xenomorph itself is a mystery al its own; the derelict spacecraft is beyond any sense of human understanding, to say nothing of the gigantic skeleton of the Space Jockey that serves as an ominous warning to deter the crew. Where did the eggs come from? What purpose did they serve? How did the Space Jockey get infected with a Chestburster? These are all questions the film purposely leaves unanswered and which only add to the sense of mystery and terror as the alien’s true origins and purpose are unknown and, ultimately, inconsequential since, once its aboard the Nostromo, all that matters is trying to survive rather than working out who created it and why.

The Alien’s phallic design makes it as disturbing as it is terrifying.

The Xenomorph’s design, however, is no accident; consciously designed to evoke uncomfortable feelings of visceral terror, each stage of the creature’s life cycle resembles genitalia in some way and its threat is as sexual as it is physical. The Director’s Cut is notable for included a previously excised scene in which Dallas is revealed to not have been killed by the Xenomorph but, instead, is being transformed into one of the same eggs Kane discovered on the crashed ship. This would have suggested a complete, self-sustaining life cycle and only added to the mystery and horror of the alien; obviously, the sequel abandoned this in favour of an egg-laying Queen but I still feel like this concept works in the overall context as the extended Alien canon showed that the Xenomorphs were capable of undergoing further, life-sustaining transformations. Still, the Facehugger effectively rapes Kane, pouncing on him and impregnating him against his will and causing a phallic, carnivorous parasite to puncture its way from his chest. Even when fully grown, the Xenomorph remains disturbingly phallic in its design and the way it approaches and kills its prey; from its long, phallic head and tail to its dangerous retractable inner mouth, the creature stalks, overwhelms, and consumes its victims with a disturbingly serene grace that is punctuated by a sudden and brutal aggression.

The crew are undone by their own character flaws as much as the viscous alien threat.

In the Xenomorph, the crew are faced with the threat of the unknown in physical form; thanks to the network of air ducts, the abundance of shadows, and its sheer tremendous ferocity, the crew are effectively powerless against its will. It’s not even as though they can rely on any futuristic technology to assist them as the Nostromo has very little in the way of armaments; all they’re left with is a crude motion tracker and the one piece of technology they do have (Ash) ultimately proves to be just as dangerous as the Xenomorph itself. Thanks to the class-based tensions that already existed at the start of the film (particularly between Parker and Ripley) and the sheer terror of the situation (primarily embodied in Lambert), the survivors are unable to properly get their shit together fight the creature. The Xenomorph itself remains mostly hidden in shadows and tantalisingly kept off-screen for large portions of the film to only increase its shock value and horror when it does appear; appearing as little more than a living shadow of talons and teeth, when it is seen, it is an incredibly impressive piece of practical work that remains as terrifying now as it was back then.

Thanks to keeping her shit together, Ripley ultimately triumphs over her androgynous stalker.

What make Ripley such an effective protagonist is the way in which she embodies all of the traits of the different crew members and balances them out so that no one emotion or personality overwhelms her. She starts the film very much a semi-stuck-up stickler for the rules (though it must be said that she was right all along and Ash never should be broken the quarantine procedure); like Dallas, she is used to simply following orders but, while he boldly chooses to lead team to the crashed ship and venture into the ducts in some foolhardy attempt at heroics, she opts to follow protocols designed to keep them alive. Kane’s sense of curiosity is also present in Ripley, but it’s tempered with a caution that she is level-headed enough to keep from spilling over into aggression like Parker. As we see in the sequel, the entire experience scars her enough to leave her disillusioned with the Company, similar to Brett and, while Lambert is basically reduced to a quivering wreck when faced with the Xenomorph, Ripley (despite clearly being terrified out of her mind) is able to hold herself together enough (and be adaptable enough) to find ways to stave off and, ultimately, kill the creature. Consequently, Ripley encompasses the traits of each member in the perfect storm of survival, turning her into an independent and forthright heroine. Adaptable and desperate, she is not only able to naturally assume command of her more emotionally unstable crewmates but also temper her fear with a determination that makes her as relentless as the alien, meaning that she is fully capable of holding her own against the Xenomorph’s vaguely androgynous horror despite being more reactive than her more proactive characterisation in the sequels.

The Summary:
Alien is a thrilling and exhausting experience; thanks to a masterful, deliberate pace, the film masterfully builds a sense of dread and tension through some long, lingering shots and a fantastic use of lighting and ominous, understated music. The characters are all fantastically realised; speaking over each other and full of conflicting egos and personalities, there’s a sense of familiarity and tension that really helps to make the entire film believable and the characters immediately relatable even though we don’t learn a whole hell of a lot about them. Similar to the alien, what we learn of the characters is told throughout the film and the way they act, and interact, with each other and the escalating horror they find themselves facing. The vast expanse of the unknown is given tangible, disturbing form in the Xenomorph, which attacks and brutalises its prey through means as uncomfortable as they are ferocious and, in many ways, the entire film is an allegory of the dangers of the unknown and sexual assault. At its core, the film is about a group of working-class Joes forced into a nightmarish situation and their ability (or inability, in many cases) to adapt and react to this threat determines who lives and dies. Ripley, as the only one capable and adaptable enough to balance emotions and characteristics that otherwise overwhelm her crewmates, is left the sole survivor but the cost of her victory is high as it is only through the sacrifice of everything and everyone she knows that she is able to triumph. In many ways, Alien was incredibly ahead of its time; it’s easy to almost forget that it’s a science-fiction film since, fundamentally, Alien is a twist on the classic slasher or haunted house formula and technology plays a very small role in battling the Xenomorph. Thanks to the efforts of Ridley Scott, and his cast and crew, one of the most terrifying monsters in all of cinema was effectively realised and while subsequent sequels somewhat diminished the Xenomorph’s ominous threat and menace, that doesn’t take away from this more terrifying and deliberately-paced first film in the series, which has stood the test of time and remains, despite some outdated onscreen technology, a timeless classic.

My Rating:

Rating: 5 out of 5.

Fantastic

Are you a fan of Alien? What did you think to the additional scenes added to the Director’s Cut? Which member of the crew was your favourite and why? What did you think was the backstory of the Xenomorph and the Space Jockey at the time? Did you guess that Ash was an android? Did you expect Ripley to end up as the sole survivor and, if not, who did you think would make it out alive? Which of the Alien movies is your favourite and why and how are you celebrating Alien Day this year? Whatever your thoughts, stay frosty and drop a comment below!