Wikipedia:Featured picture candidates/Shiprock and Aliens Versus Predator (1999 video game): Difference between pages

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{{merge|List of Alien and Predator games|Talk:Aliens versus Predator (computer game)#Merger proposal|date=March 2008}}
===[[Wikipedia:Featured picture candidates/Shiprock|Shiprock]]===
{{unreferenced|date=May 2008}}
{{Infobox VG
|title = Aliens versus Predator
|image = [[Image:AvP1.jpg|256px|Windows cover]]
|developer = [[Rebellion Developments]]
|publisher = [[Sierra Entertainment]], [[Fox Interactive]]
|designer =
|engine =
|released = [[1999 in video gaming|1999]]
|version =
|genre = [[First-person shooter]]
|modes = [[Single player]], [[multiplayer game|multiplayer]]
|ratings = [[Entertainment Software Rating Board|ESRB]]: M (Mature)<br />[[Unterhaltungssoftware Selbstkontrolle|USK]]: Not free for minors<br />[[Office of Film and Literature Classification (Australia)|OFLC]]: MA15+
|platforms = [[Microsoft Windows]], [[Mac OS X]], [[Game Boy Advance]] (cancelled)[http://uk.gameboy.ign.com/objects/490/490719.html]
|media = 1 [[CD-ROM]] + 1 CD-Audio
|requirements = 200 [[Hertz|MHz]] [[Central processing unit|CPU]], 32 [[Megabyte|MB]] [[Random access memory|RAM]], [[DirectX]] 6.0, 64 MB available [[hard disk]] space, [[Windows 98]]
|input = [[Computer keyboard|Keyboard]], [[mouse (computing)|mouse]]
}}


'''Aliens versus Predator''' is a [[science fiction]] [[first-person]] [[computer game]] developed by [[Rebellion Developments|Rebellion]] and published by [[Sierra On-Line, Inc.|Sierra]]. It was officially released for [[IBM PC compatible|PC]] and [[Apple Macintosh|Mac]] in [[1999]], followed by an unofficial port to [[Linux]] in 2001, following Rebellion's public release of the game's [[source code]]. A sequel to ''Aliens vs Predator'', ''[[Aliens vs. Predator 2]]'', was developed by [[Monolith Productions]], and released by Sierra in 2001. It is often considered the successor of the [[Alien vs. Predator (Jaguar game)|1994 game]] for the [[Atari Jaguar]].
[[Image:Shiprock.snodgrass3.jpg|thumb|250px|'''Original''' - [[Shiprock]], a rock formation nearly 1,800 feet (550 m) tall in northwestern [[New Mexico]].]]
;Reason:Encyclopedic, attractive, some positive feedback on PPR
;Articles this image appears in:[[Shiprock]], [[U.S. Route 491]]
;Creator:bowiesnodgrass (Flickr)


== Overview==
* '''Support as nominator''' --[[User:Spikebrennan|Spikebrennan]] ([[User talk:Spikebrennan|talk]]) 20:19, 10 October 2008 (UTC)
The game is a [[first person shooter]] (FPS), but differs from most other FPS in that the player can choose the perspective to play from: Alien, Predator or Human (Colonial Marine). These different perspectives afford distinct capabilities and weapons.
*'''Support''' This seems to be the week for landscapes of the American Southwest. I may have to get out my camera and (gasp) shoot something, rather than just restore. <font face="Verdana">[[User:Durova|<span style="color:#009">Durova</span>]]</font><sup>''[[User talk:Durova|Charge!]]''</sup> 23:14, 10 October 2008 (UTC)
*'''Comment''' Is it just me or is this way off level? [[User:Noodle snacks|Noodle snacks]] ([[User talk:Noodle snacks|talk]]) 00:02, 11 October 2008 (UTC)
:Yes, judging by the scree at the base this is quite a bit tilted. [[User:Vladsinger | vlad<b>§</b>inger]] [[User talk:Vladsinger | <sup>tlk</sup> ]] 00:35, 11 October 2008 (UTC)
::Check the erosion patterns; they're consistent with a feature on rising ground. <font face="Verdana">[[User:Durova|<span style="color:#009">Durova</span>]]</font><sup>''[[User talk:Durova|Charge!]]''</sup> 06:41, 11 October 2008 (UTC)
*'''Conditional support''' Needs tilt correction.--[[User:HereToHelp|HereToHelp]] <sup>([[User talk:HereToHelp|''talk to me'']])</sup> 02:17, 11 October 2008 (UTC)
*'''Conditional Weak Support''' - Quite a bit of the sky is blown. Will support tilt corrected version [[User:Noodle snacks|Noodle snacks]] ([[User talk:Noodle snacks|talk]]) 03:24, 11 October 2008 (UTC)
*'''Oppose''' 1) Shiprock is much darker than this IRL 2) It'd be more enc if it showed the dike, 3) blown sky, 4) purple fringing, 5) tilt. [[User:Debivort|de]] [[User Talk:Debivort|Bivort]] 03:44, 11 October 2008 (UTC)
* '''Support''' - I don't believe it is tilted. The fracture lines are pretty much vertical, and if the ground is slightly sloped - which is, of course, entirely possible - we would see what we see here. [[User:Shoemaker&#39;s Holiday|Shoemaker&#39;s Holiday]] ([[User talk:Shoemaker&#39;s Holiday|talk]]) 06:44, 11 October 2008 (UTC)
<!-- additional votes go above this line -->
{{-}}


In the most conventional case, playing as a human is the most similar to other FPS, and the player is able to access a wide array of weaponry (mostly that from the films). As well as powerful weaponry, Marines wear armour for protection and have an [[image intensifier]] and [[flare (pyrotechnic)|flares]] to improve visibility in dark environments.


[[Image:AvP M02 AYool.jpg|thumb|left|A marine fighting a Predator]]


As a Predator, the player may make use of Predator weapons such as the Plasmacaster, Smartdisc and Wristblades. Predators are also somewhat more athletic than humans, are the most durable creature in the game by far (even surpassing the armor capacity of armored humans in terms of withstanding damage), can make use of a cloaking device to stalk prey, and have a range of different vision modes to aid them in hunting the other species; in addition, they are capable of falling from far greater heights than humans without fear of injury or death. In the game, default Predator vision is similar to that of humans, but an [[infrared]] vision mode is available for tracking humans (similar to that in the ''Predator'' films), while a vision mode sensitive to electrical systems allows Predators to track Aliens (and [[android]]s).
<noinclude>[[Category:Featured picture nominations]] [[Category:Featured picture nominations/October 2008]]</noinclude>

Playing as an Alien is the most significantly different perspective. Players are able to range freely over any surface regardless of its inclination. This allows wall-walking and completely novel means of attack. However, weaponry is restricted to claws, tail and jaws (for the infamous head-bite), though these themselves reward the player with a fairly unusual experience in FPS combat. By default, Aliens visually perceive the environment in a similar manner to humans, albeit distorted by a [[fisheye lens]] to increase [[field of view]]. Players can also switch to a "sonic resonance" or [[animal echolocation|echolocation]] mode to increase visibility in dark environments (as explained in ''Aliens Vs. Predator 2''). This is augmented by an ability to detect [[pheromone]]s and to discern human or Predator prey. The Aliens in this game can drop from any height without fear of injury or falling, and are the fastest of the three character species that the player can use.

In the single player mode, the game presents a conventional series of levels to progress through. However, because of the differing abilities of the three species, the levels themselves are not always conventional in structure - Alien levels, for instance, often involve climbing through convoluted buildings. The levels are loosely structured, with progression sometimes a little arbitrary (e.g. Predator players find themselves, for a single level only, on the prison planet Fiorina 161 from the film ''[[Alien³]]'').

== Plot summary==

During the game, the three single-player campaigns (Alien, Marine and Predator) are completely independent and never interconnect (unlike the three streams in ''Aliens vs. Predator 2'', which intersect at various points). However, the game includes bonus levels that allow each species access to portions of the missions of the other species. To allow the more three dimensional Alien levels to be played, Marine and Predator players are supplied respectively with a [[jet pack]] and [[grappling hook]] for these bonus missions.

==== Alien ====
In the opening cutscene, Marines are in the process of securing a stone temple of unknown origin. Several scenes are shown, including one in which the marines are fighting an alien. The cutscene ends at the top of the temple, zooming in on the player-controlled alien.

* '''Temple''': The Alien strand of the game begins in the upper levels of the temple mentioned above. Marines have secured the lower levels of this temple, including the colony's hive. The player must reach the hive, sealing off the strange energies that feed the temple and disrupting on-site research labs on the way.
* '''Escape''': The player must leave the hive and enter an adjacent human facility. As the Marines repeatedly fail to contain or kill the player, they issue a general evacuation order, after which the player must locate and hitch a ride on an evacuating spacecraft (which also carries Alien eggs).
* '''Ferarco''': The player begins aboard the ''Ferarco'', a space freighter with a (well-armed) crew complement of fifty. The ship's interior is loosely based on that of the [[Nostromo (spaceship)|Nostromo]] from the movie ''[[Alien (movie)|Alien]]''. The galley, hypersleep vault, landing-strut chamber, observation bubble on the lowest deck, and the computer interface room should all be familiar to fans of the ''Alien'' series. After the destruction of the interior of the computer interface room, the ship initiates a self-destruct procedure and the player must quickly reach the escape shuttle (a plot point once again taken from ''Alien'').
* '''Gateway''': The shuttle reaches Earth orbit and docks with the Gateway Station featured in ''[[Aliens (1986 film)|Aliens]]''. Sensors detect a contaminant, the player, who must act quickly to avoid being sucked into the vacuum of space as airlocks are opened. The player must then traverse the infrastructure of the station (mainly via ventilation ducts), causing a minor power failure along the way. Marines are here, and are more heavily armed than in earlier levels.
* '''Earthbound''': The level begins in Gateway's docking tower. Again primarily using the ventilation system, the player must reach a ship scheduled to depart for Earth. As on previous levels, heavily-armed opposition is encountered. Furthermore, near the end of the level, two Predators make an appearance on Gateway, and the player must kill them to proceed to Earth.

The end cutscene shows the Alien curled up inside a shuttlecraft with Earth, its destination, in view through a porthole.

==== Marine ====
The opening cutscene shows a [[facehugger]] attached to the player character's face. However, as the facility alarms go off, the player character sits bolt upright in bed and realizes that this was just a nightmare.

* '''Derelict:''' The Marine's game takes place ten years after the events of ''Aliens''. The [[Weyland-Yutani|Company]] has built a research facility around the derelict ship which was the source of the original alien infestation, and Marines like you are stationed there in case anything goes wrong. Everything goes wrong. You're the last person to evacuate, and you must leave your quarters and make your way through the research facility to the derelict ship itself. After taking a lift down to the pilot's chamber (another familiar area from ''Alien''), you reach the colony supporting the research facility.
* '''Colony:''' Once you take an elevator up to the surface, all that separates you from the comparative safety of a heavily-armored [[Armoured personnel carrier|APC]] is the main gate, which won't open. You've got to restore power, then hunt down an engineer's security card, which will allow you to escape. You find the card in a medlab reminiscent of the medlab in ''Aliens''; in fact, all the corridors and structures in this level are modeled in the same style as the colony buildings in ''Aliens''. You get what you came for, open the gate, and run across open terrain toward the APC with Aliens hounding you all the way.
* '''Invasion:''' The APC brings you to an atmosphere-processing facility (a place featured in ''Aliens'', although the interior in the game doesn't really resemble the movie sets). The Company won't let you leave unless you manually shut down five cooling valves to cause the facility's reactor to overheat (and, presumably, wipe out the Alien hive). You run around and turn the valves, then make your way to a dropship
* '''Orbital:''' The dropship brings you to Odobenus Station in geosynchronous orbit above the planet. Somehow, Aliens have gotten loose here too. To make matters worse, Predators have taken an interest in the station as well. They destroy the dropship which brought you to the station, then forcibly board. You kill or dodge them and the many aliens in your path, making your way through crew quarters and a hydroponic lab. Along the way, you must also contend with an experimental security system consisting of "xenoborgs", Alien drones which have been converted to slow-moving but nearly indestructible [[cyborg]]s equipped with powerful lasers. You reach an escape pod which brings you to the Tyrargo.
* '''Tyrargo:''' The Tyrargo is a "Costenoga"-class ship (possibly a typo; the Sulaco, from ''Aliens'', is said to be a "Conestoga"-class ship). Not surprisingly, it too has become infested with Aliens. You make your way through the very dimly-lit ship, passing familiar banks of cryotubes, hangars, and a mess hall (complete with a combat knife embedded in the table&mdash;a reference to [[Bishop (android)|Bishop]]'s "knife trick" in ''Aliens''). After you successfully kill an intruding Predator, the Company betrays you, informing you that you've been "most useful" and leaving you to die. However, after you kill a predalien [[Hybrid (biology)|hybrid]], your commanding officer opens a door for you for a short period of time, allowing you to escape. You encounter praetorians, the queen's royal guard caste. You take a service elevator down to the bowels of the ship, reaching the dropship hangar.
* '''Hangar:''' The dropship hangar is a large, open space, resembling a larger and better-lit version of the hangars you've seen in the previous level. Whatever weapons you had before are gone, leaving you with only a [[pulse rifle]]. Unfortunately, you face off against a queen alien in this room, and your rifle isn't going to do you a lot of good on its own. You must take advantage of the room itself to kill the queen, crawling under floor grating (like Newt in ''Aliens'') and ultimately blasting the queen out through a loading airlock (again, like in ''Aliens''). As the queen is sucked into space, you retreat into a sealed cubbyhole and watch.

In the ending cutscene, the Marine watches as the queen is sucked out of the ship ... but fails to notice the alien slime that is dripping behind him ...

==== Predator ====
The Predator's mission is not as coherent as the other species' missions, and takes the player through levels on three separate planets.

In the opening cutscene, an unwary Marine fails to notice the Predator's laser sight moving up his back, and is shot from behind with a bolt of plasma.

* '''Waterfall:''' The game begins with you stalking Marines outside a military facility with the designation "[[Area 52]]" (compare this to [[Area 51]]). A Predator ship has been recovered and its occupant captured; your goal is to retrieve them. To this end, you stalk through several security checkpoints outside the base, finally reaching the entrance just past a waterfall.
* '''Area 52:''' In the second level, you are inside Area 52 and must fight your way deeper inside. Along the way, you need to retrieve a keycard. At the end of the level, you find your ship.
* '''Vaults:''' You retrieve two new weapons from your ship&mdash;your smart disk (which appeared in ''Predator 2'') and a plasma pistol. You must destroy a series of computer banks to proceed further &mdash; but by destroying the computers banks, you accidentally release the Aliens being held in the facility. The human occupants are quickly overrun and, as you progress, you find the labs where aliens were being held, studied, and dissected. You also find evidence that your comrade was taken here. In the deepest part of the lab, you find that the humans have experimentally infected your fellow Predator with an Alien&mdash;creating a Predalien hybrid. Upon releasing and killing the Predalien, you unintentionally trigger the facility's self-destruct system, giving you only a minute to reach your ship and escape.
* '''Fury 161:''' You travel to Fiorina "Fury" 161, the prison world featured in ''[[Alien³]]''. For unspecified reasons, there's an alien infestation on the planet and the Marines are trying to clean it up. You pass through the lead-smelting facility and through some familiar scenes from the movie, including the morgue, the EEV crash-site, and the main hall. Finally, you reach the outside, and your ship arrives, allowing you to escape.
* '''Caverns:''' Your ship takes you to a Marine-controlled Alien habitat. You fight your way through the human defenses, including xenoborgs and sentry guns, until you reach the Alien hive. After you fight a pair of praetorians deep in the hive, a rock floor collapses beneath you.
* '''Battle:''' The last level is a single room&mdash;the queen's chamber. You have disabled your powered weapons "to preserve your honor", leaving you with only your wristblades and your speargun. Unlike the Marine's pulse rifle, your speargun is sufficient for this task, though you will expend most of your ammunition in the process.

In the ending cutscene, the Predator notices a lone facehugger sneaking up on it, blasts it with the shoulder cannon, and celebrates with a triumphant roar.

== Extra features ==
A number of features in the original game were "hidden" as unlockable extras for dedicated players. The game's difficulty level tended to make these extras somewhat difficult to attain, although the means of unlocking them are displayed as part of the end mission brief in each case. It is also possible to download and use custom game profiles which have all the extras already unlocked.

Notable unlockable extras include :
* '''Supergore mode''', over 10x the amount of blood (or acid) emitted from wounds
* '''Pigsticker mode''', the Predator's speargun fires 10x as many bolts per shot
* '''John Woo mode''', the game dynamically slows down depending how much activity is taking place
* '''Sniper munch mode''', giving the Alien the ability to perform the jaw attack from any distance.

== Gold Edition ==
[[Image:AvP gold edition.jpg|thumb|right|The Gold Edition packaging.]]
The ''Gold Edition'' of ''Aliens versus Predator'' was released approximately a year after the original game. It consists of more than 30 levels. This version includes 16 multiplayer maps, the Millennium Add-on Pack, and comes with ''Aliens Versus Predator: Prima's Official Strategy Guide''.

== See also ==
* [[Alien vs. Predator]] - The cross-media range of AvP titles
* [[Alien vs. Predator (movie)]] - The AvP movie, released 2004.
* [[Aliens vs. Predator (comic book)]] - The [[comic book]] series.
* [[Aliens vs. Predator (novels)]] - The sci-fi [[novel]] series.

{{alien}}

[[Category:1999 video games]]
[[Category:Alien vs. Predator games]]
[[Category:Cancelled PlayStation games]]
[[Category:Cancelled Sega Saturn games]]
[[Category:Commercial video games with freely available source code]]
[[Category:First-person shooters]]
[[Category:Game Boy Advance games]]
[[Category:Linux games]]
[[Category:Mac OS X games]]
[[Category:Rebellion Developments games]]
[[Category:Sierra games]]
[[Category:Windows games]]
[[Category:Video games developed in the United Kingdom]]

[[cs:Aliens versus Predator (série počítačových her)]]
[[de:Aliens versus Predator]]
[[nl:Aliens versus Predator]]
[[ru:Aliens vs Predator]]
[[fi:Aliens versus Predator (tietokonepeli)]]
[[sv:Aliens versus Predator (datorspel)]]

Revision as of 08:51, 11 October 2008

Aliens versus Predator
Windows cover
Developer(s)Rebellion Developments
Publisher(s)Sierra Entertainment, Fox Interactive
Platform(s)Microsoft Windows, Mac OS X, Game Boy Advance (cancelled)[1]
Release1999
Genre(s)First-person shooter
Mode(s)Single player, multiplayer

Aliens versus Predator is a science fiction first-person computer game developed by Rebellion and published by Sierra. It was officially released for PC and Mac in 1999, followed by an unofficial port to Linux in 2001, following Rebellion's public release of the game's source code. A sequel to Aliens vs Predator, Aliens vs. Predator 2, was developed by Monolith Productions, and released by Sierra in 2001. It is often considered the successor of the 1994 game for the Atari Jaguar.

Overview

The game is a first person shooter (FPS), but differs from most other FPS in that the player can choose the perspective to play from: Alien, Predator or Human (Colonial Marine). These different perspectives afford distinct capabilities and weapons.

In the most conventional case, playing as a human is the most similar to other FPS, and the player is able to access a wide array of weaponry (mostly that from the films). As well as powerful weaponry, Marines wear armour for protection and have an image intensifier and flares to improve visibility in dark environments.

File:AvP M02 AYool.jpg
A marine fighting a Predator

As a Predator, the player may make use of Predator weapons such as the Plasmacaster, Smartdisc and Wristblades. Predators are also somewhat more athletic than humans, are the most durable creature in the game by far (even surpassing the armor capacity of armored humans in terms of withstanding damage), can make use of a cloaking device to stalk prey, and have a range of different vision modes to aid them in hunting the other species; in addition, they are capable of falling from far greater heights than humans without fear of injury or death. In the game, default Predator vision is similar to that of humans, but an infrared vision mode is available for tracking humans (similar to that in the Predator films), while a vision mode sensitive to electrical systems allows Predators to track Aliens (and androids).

Playing as an Alien is the most significantly different perspective. Players are able to range freely over any surface regardless of its inclination. This allows wall-walking and completely novel means of attack. However, weaponry is restricted to claws, tail and jaws (for the infamous head-bite), though these themselves reward the player with a fairly unusual experience in FPS combat. By default, Aliens visually perceive the environment in a similar manner to humans, albeit distorted by a fisheye lens to increase field of view. Players can also switch to a "sonic resonance" or echolocation mode to increase visibility in dark environments (as explained in Aliens Vs. Predator 2). This is augmented by an ability to detect pheromones and to discern human or Predator prey. The Aliens in this game can drop from any height without fear of injury or falling, and are the fastest of the three character species that the player can use.

In the single player mode, the game presents a conventional series of levels to progress through. However, because of the differing abilities of the three species, the levels themselves are not always conventional in structure - Alien levels, for instance, often involve climbing through convoluted buildings. The levels are loosely structured, with progression sometimes a little arbitrary (e.g. Predator players find themselves, for a single level only, on the prison planet Fiorina 161 from the film Alien³).

Plot summary

During the game, the three single-player campaigns (Alien, Marine and Predator) are completely independent and never interconnect (unlike the three streams in Aliens vs. Predator 2, which intersect at various points). However, the game includes bonus levels that allow each species access to portions of the missions of the other species. To allow the more three dimensional Alien levels to be played, Marine and Predator players are supplied respectively with a jet pack and grappling hook for these bonus missions.

Alien

In the opening cutscene, Marines are in the process of securing a stone temple of unknown origin. Several scenes are shown, including one in which the marines are fighting an alien. The cutscene ends at the top of the temple, zooming in on the player-controlled alien.

  • Temple: The Alien strand of the game begins in the upper levels of the temple mentioned above. Marines have secured the lower levels of this temple, including the colony's hive. The player must reach the hive, sealing off the strange energies that feed the temple and disrupting on-site research labs on the way.
  • Escape: The player must leave the hive and enter an adjacent human facility. As the Marines repeatedly fail to contain or kill the player, they issue a general evacuation order, after which the player must locate and hitch a ride on an evacuating spacecraft (which also carries Alien eggs).
  • Ferarco: The player begins aboard the Ferarco, a space freighter with a (well-armed) crew complement of fifty. The ship's interior is loosely based on that of the Nostromo from the movie Alien. The galley, hypersleep vault, landing-strut chamber, observation bubble on the lowest deck, and the computer interface room should all be familiar to fans of the Alien series. After the destruction of the interior of the computer interface room, the ship initiates a self-destruct procedure and the player must quickly reach the escape shuttle (a plot point once again taken from Alien).
  • Gateway: The shuttle reaches Earth orbit and docks with the Gateway Station featured in Aliens. Sensors detect a contaminant, the player, who must act quickly to avoid being sucked into the vacuum of space as airlocks are opened. The player must then traverse the infrastructure of the station (mainly via ventilation ducts), causing a minor power failure along the way. Marines are here, and are more heavily armed than in earlier levels.
  • Earthbound: The level begins in Gateway's docking tower. Again primarily using the ventilation system, the player must reach a ship scheduled to depart for Earth. As on previous levels, heavily-armed opposition is encountered. Furthermore, near the end of the level, two Predators make an appearance on Gateway, and the player must kill them to proceed to Earth.

The end cutscene shows the Alien curled up inside a shuttlecraft with Earth, its destination, in view through a porthole.

Marine

The opening cutscene shows a facehugger attached to the player character's face. However, as the facility alarms go off, the player character sits bolt upright in bed and realizes that this was just a nightmare.

  • Derelict: The Marine's game takes place ten years after the events of Aliens. The Company has built a research facility around the derelict ship which was the source of the original alien infestation, and Marines like you are stationed there in case anything goes wrong. Everything goes wrong. You're the last person to evacuate, and you must leave your quarters and make your way through the research facility to the derelict ship itself. After taking a lift down to the pilot's chamber (another familiar area from Alien), you reach the colony supporting the research facility.
  • Colony: Once you take an elevator up to the surface, all that separates you from the comparative safety of a heavily-armored APC is the main gate, which won't open. You've got to restore power, then hunt down an engineer's security card, which will allow you to escape. You find the card in a medlab reminiscent of the medlab in Aliens; in fact, all the corridors and structures in this level are modeled in the same style as the colony buildings in Aliens. You get what you came for, open the gate, and run across open terrain toward the APC with Aliens hounding you all the way.
  • Invasion: The APC brings you to an atmosphere-processing facility (a place featured in Aliens, although the interior in the game doesn't really resemble the movie sets). The Company won't let you leave unless you manually shut down five cooling valves to cause the facility's reactor to overheat (and, presumably, wipe out the Alien hive). You run around and turn the valves, then make your way to a dropship
  • Orbital: The dropship brings you to Odobenus Station in geosynchronous orbit above the planet. Somehow, Aliens have gotten loose here too. To make matters worse, Predators have taken an interest in the station as well. They destroy the dropship which brought you to the station, then forcibly board. You kill or dodge them and the many aliens in your path, making your way through crew quarters and a hydroponic lab. Along the way, you must also contend with an experimental security system consisting of "xenoborgs", Alien drones which have been converted to slow-moving but nearly indestructible cyborgs equipped with powerful lasers. You reach an escape pod which brings you to the Tyrargo.
  • Tyrargo: The Tyrargo is a "Costenoga"-class ship (possibly a typo; the Sulaco, from Aliens, is said to be a "Conestoga"-class ship). Not surprisingly, it too has become infested with Aliens. You make your way through the very dimly-lit ship, passing familiar banks of cryotubes, hangars, and a mess hall (complete with a combat knife embedded in the table—a reference to Bishop's "knife trick" in Aliens). After you successfully kill an intruding Predator, the Company betrays you, informing you that you've been "most useful" and leaving you to die. However, after you kill a predalien hybrid, your commanding officer opens a door for you for a short period of time, allowing you to escape. You encounter praetorians, the queen's royal guard caste. You take a service elevator down to the bowels of the ship, reaching the dropship hangar.
  • Hangar: The dropship hangar is a large, open space, resembling a larger and better-lit version of the hangars you've seen in the previous level. Whatever weapons you had before are gone, leaving you with only a pulse rifle. Unfortunately, you face off against a queen alien in this room, and your rifle isn't going to do you a lot of good on its own. You must take advantage of the room itself to kill the queen, crawling under floor grating (like Newt in Aliens) and ultimately blasting the queen out through a loading airlock (again, like in Aliens). As the queen is sucked into space, you retreat into a sealed cubbyhole and watch.

In the ending cutscene, the Marine watches as the queen is sucked out of the ship ... but fails to notice the alien slime that is dripping behind him ...

Predator

The Predator's mission is not as coherent as the other species' missions, and takes the player through levels on three separate planets.

In the opening cutscene, an unwary Marine fails to notice the Predator's laser sight moving up his back, and is shot from behind with a bolt of plasma.

  • Waterfall: The game begins with you stalking Marines outside a military facility with the designation "Area 52" (compare this to Area 51). A Predator ship has been recovered and its occupant captured; your goal is to retrieve them. To this end, you stalk through several security checkpoints outside the base, finally reaching the entrance just past a waterfall.
  • Area 52: In the second level, you are inside Area 52 and must fight your way deeper inside. Along the way, you need to retrieve a keycard. At the end of the level, you find your ship.
  • Vaults: You retrieve two new weapons from your ship—your smart disk (which appeared in Predator 2) and a plasma pistol. You must destroy a series of computer banks to proceed further — but by destroying the computers banks, you accidentally release the Aliens being held in the facility. The human occupants are quickly overrun and, as you progress, you find the labs where aliens were being held, studied, and dissected. You also find evidence that your comrade was taken here. In the deepest part of the lab, you find that the humans have experimentally infected your fellow Predator with an Alien—creating a Predalien hybrid. Upon releasing and killing the Predalien, you unintentionally trigger the facility's self-destruct system, giving you only a minute to reach your ship and escape.
  • Fury 161: You travel to Fiorina "Fury" 161, the prison world featured in Alien³. For unspecified reasons, there's an alien infestation on the planet and the Marines are trying to clean it up. You pass through the lead-smelting facility and through some familiar scenes from the movie, including the morgue, the EEV crash-site, and the main hall. Finally, you reach the outside, and your ship arrives, allowing you to escape.
  • Caverns: Your ship takes you to a Marine-controlled Alien habitat. You fight your way through the human defenses, including xenoborgs and sentry guns, until you reach the Alien hive. After you fight a pair of praetorians deep in the hive, a rock floor collapses beneath you.
  • Battle: The last level is a single room—the queen's chamber. You have disabled your powered weapons "to preserve your honor", leaving you with only your wristblades and your speargun. Unlike the Marine's pulse rifle, your speargun is sufficient for this task, though you will expend most of your ammunition in the process.

In the ending cutscene, the Predator notices a lone facehugger sneaking up on it, blasts it with the shoulder cannon, and celebrates with a triumphant roar.

Extra features

A number of features in the original game were "hidden" as unlockable extras for dedicated players. The game's difficulty level tended to make these extras somewhat difficult to attain, although the means of unlocking them are displayed as part of the end mission brief in each case. It is also possible to download and use custom game profiles which have all the extras already unlocked.

Notable unlockable extras include :

  • Supergore mode, over 10x the amount of blood (or acid) emitted from wounds
  • Pigsticker mode, the Predator's speargun fires 10x as many bolts per shot
  • John Woo mode, the game dynamically slows down depending how much activity is taking place
  • Sniper munch mode, giving the Alien the ability to perform the jaw attack from any distance.

Gold Edition

File:AvP gold edition.jpg
The Gold Edition packaging.

The Gold Edition of Aliens versus Predator was released approximately a year after the original game. It consists of more than 30 levels. This version includes 16 multiplayer maps, the Millennium Add-on Pack, and comes with Aliens Versus Predator: Prima's Official Strategy Guide.

See also