MAGAZINE

The Making Of: Alien Vs Predator

Edge Staff's picture

By Edge Staff

October 18, 2009

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"We used a totally revolutionary technique to create the sprites – to get them photorealistic. They were created by building and photographing models of the Alien or Predator, scanning the resulting 35mm prints and cutting them out in Deluxe Paint to create the six- or eight-frame animations of the sprites. For the marines we contacted a bloke who had bought one of the marine costumes from the film and photographed him in a range of poses. Wall panels were built on 9cm-by-9cm bits of cardboard, we photographed them and scanned them into the game." Jason Kingsley

Format: Jaguar
Release: 1994
Publisher: Atari
Developer: Rebellion


Among Oxford University’s many contributions to British cultural life, perhaps the least recognised are its offerings to videogame development. Although Cambridge might have given the world Elite (and, indeed, Steven Poole), it’s a little-known fact that various Oxford graduates have made their own valuable contributions to the world of gaming.

Graduates such as Crytek UK’s (formerly Free Radical) David Doak, for example, who was immortalised during his time at Rare as GoldenEye’s Doctor Doak; or Chris and Jason Kingsley, founders of Rebellion. Now heads of one of the largest independent developers in Europe, and having acquired cult sci-fi comic 2000AD in, fittingly, 2000, the Kingsleys are still based among the dreaming spires.

The developer started in rather more humble circumstances, the company set up in order to create a launch title for the Atari Jaguar. Alien Vs Predator never quite made that launch slot, but the fact that 84 per cent of Jaguar owners bought the game would appear to suggest that it was worth the wait.

While Chris had been focusing on completing a DPhil in chemistry his brother, Jason, had somehow managed to find the time to build up the sort of varied CV that you’d expect from an institution that regularly turns out captains of industry and British prime ministers. After completing his degree in zoology, Jason had managed to write a few children’s books, do some fashion photography in London and work as a camera assistant on the odd music video. He’d also been involved in making several videogames, such as Blade Warrior for Mirrorsoft’s Imageworks label, isometric adventure Murder for US Gold, shooter Better Dead Than Alien and Hunt For Red October from Oxford Digital.



It was with this experience that the brothers decided to pitch themselves to Atari, putting together a demo of their 3D work with a tiny team of other freelancers. “Chris and I were working from our student basement,” points out Jason Kingsley. “The only natural light had to travel down a coal hole before it could be seen – ideal conditions to see the screen, though, and almost an AVP environment in itself! When we got the deal we had to set up the company and get going pretty fast.”

For such a relatively small and inexperienced team, the task that they’d set themselves was a considerable one: “Nobody had ever built this sort of title before. There were no control standards, no assumed knowledge, the Jaguar was an unknown quantity, the team size was only six people, our staff were inexperienced and we were inexperienced.” And yet, within a few months, it was clear that AVP was going to be something special. “I remember seeing the 3D environment on screen for the very first time and thinking: ‘This is going to be a good game.’ It became clear that we had a killer application on our hands, and in consultation with Atari we decided to extend the development cycle.”

Initially, however, Atari didn’t even want a 3D title. Capcom’s coin-op version of Alien Vs Predator (which inspired a 2D 16bit rendition) gave players a chance to play as a marine or Predator against the Aliens in a fairly straightforward scrolling beat ’em up. It was this sort of title that was initially pencilled in: “They wanted a scrolling fighter like Double Dragon,” explains Kingsley. “But after some time we managed to convince them we could do a fully texture-mapped, 16bit, photographic-quality firstperson shooter in 2.5D, sort of raytraced, but with the walls staying vertical.”

It was a brave design decision. At the time, the firstperson shooter had yet to establish itself. Id’s Wolfenstein 3D had been available to those with high-end PCs, but Doom had yet to appear and the subsequent blossoming of the genre was just a distant dream. An equally brave decision was to give players the opportunity to play the bad guy, since they could choose to take on the role of marine, Predator or Alien. Consequently, AVP contained a significant degree of variety and a surprising narrative complexity. Set on a colonial marine training base infested with Aliens, there were three goals: as a marine, to destroy the base and escape before it blows; as an Alien, to rescue the queen; and, as a Predator, to acquire honour by killing the Alien queen.

Hillsy_'s picture

I thought it was good, I remember finishing the Marine campaign. It was one of the best titles for the Jaguar at the time.

gojira's picture

> 84 per cent of Jaguar owners bought the game
translation: 21 people bought it

ultraviolet's picture

the Jaguar's killer app was 'Tempest 2000'

Alex Walker's picture

Whilst it was a stunning game, the fact is that 84% of Jaguar owners bought AvP. Thats an astonishing figure, and if that doesn't translate to a killer app, I don't know what does.

wrapdump's picture

Alien vs Predator on the Jaguar is one of the worst games I've ever played. Was it technically impressive for the system? Yes, but it still was god-awful to play. To the poster above, Kasumi Ninja is THE worst game I've ever played. I used to play Brutal Sports Football on mine quite a lot until a fly flew into the cartridge slot (incredible design flaw, having no flap), and it never worked again. Brilliant.

quietIdentity's picture

Never have played this game unsurprisingly since it was on the Jaguar. Never knew a single person with one, I think I would've been scared by that god awful controller. Not to mention their hilarious pre-launch launch. I'll grab an emulator to jam this game though, sounds pretty epic.

glennsurname29's picture

OMG, nothing personal,but actually the control pad was at least has ergonomical has the gamecube control pad, my ONLY complaint was three inline face buttons like the megadrive, when games like Street fighter 2 demands 6 butons, but luckily/unluckily it was never released for this system, But yea, i got SOO much street cred for being the first in my school for geting the Atari Jaguar, i started a trend that ended up with around 30 or 40 others following my lead. It was ALL about Tempest 2000 and Alien vs Predator and eventually Doom. still to this day,i wonder just what the system was truely capable of,if only it had more commercial success and it captavated the developers imaginations, the system spec read better than even the 3DO's (even when taking into acount that it was infact two 32 bit processors that worked intandem to get that 64 bit) so theoreticaly speaking it could have wowed us better than the 3DO. Kasumi ninja though, better Digitised animation of live combatants even than MKII, felt neglected! no matter how i finnished the game, i was wondering is there some particular way i need to beat the cpu to get a "ending" but you got about two short paragraphs of a explanation to what then happens after the deat of the last boss, that reads like it was writen by some six year old boy with NO imagination. Mortal kombat killer it was NOT! Keep a look out for "Iron solder" though, i had emmense fun with that title.

Alex Walker's picture

The controller isn't actually that bad, it just looks horrendous. Since moving house, my Jaguar has been living under my bed, so perhaps it could be time to get it out again, and give AvP another blast.