Alien Cabal

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Alien Cabal
Alien Cabal video game cover art.jpg
Alien Cabal's box front cover
Developer(s) QASoft
Programmer(s) Software Engineering
Greg Taylor

Level Design

Chris Kendall
Greg Taylor
Phillip McNeely
Artist(s) Graphics Design
Chris Kendall

3D Character Design

John Kubasco
Composer(s) Sound Effects
Richard Cruz, Jr.
Chris Kendall

Music

Richard Cruz, Jr.
Engine Doom II engine (modified) [1]
Platform(s) MS-DOS
Microsoft Windows
Release date(s) 1997
Genre(s) First-person shooter
Mode(s) Single-player

Alien Cabal is a 1997 first-person shooter. The game's distribution package also contains a level editor called "vedit".

Plot[edit]

Local media writes off a near doubling of UFO sightings over "the city" as a hoax by "overzealous UFO fanatics", only for a secret government investigation to discover a massive covert base, built following years of unfriendly aliens "studying mankind and earth's resources" in prelude to invasion. Fearing public reaction but needing an evacuation of the area, the public are told of a virus outbreak. However, this only causes the press to swarm the region surrounding the city. Unable to stage a military operation unnoticed, it is concluded that a single special operative must be sent to enter the underground complex, and destroy all alien life encountered. The game's levels mark the player's progression from the streets of the city into the bowels of the alien base.

Gameplay[edit]

Although the game was originally designed for MS-DOS, Alien Cabal runs on Windows XP and can be played with the DOSBox emulator.

At the start of a new game, the player selects a "Skill" level:

  • Walk in the park
  • Let me at 'em
  • Death wish

A game can be saved/loaded at any point during gameplay; Alien Cabal provides six "Save" slots.

Although the player cannot modify Alien Cabal's controls, a simple "Help" screen clearly lists the control keys. Since the character lacks the ability to jump, he can "walk through the air" from one platform to another platform if 1) the gap is small enough and 2) the character has a running start. By stepping on "half-height" items in the environment, the character can climb up to "full-height" items.

The game features a variety of destructible objects (as did Hacx and Hexen) and sloped floors, similar to games that used the Build engine. This is factored into the game's scoring system where, instead of just items collected, enemies killed and secrets found, player's were also rated based on the amount of objects destroyed. This rudimentary statistics screen is shown after the player completes a level, alike to the Doom games:

Kills xxx% percentage of enemies killed
Destruction xxx% percentage of environment (e.g. windows, etc.) destroyed
Items xxx% percentage of objects picked up
Secrets xxx% percentage of secret areas discovered

The game environment includes objects (e.g. weapons, ammunition, keys, health kits, armor) that the player can pick up simply by walking over the object. The weapons include a pistol, shotgun, machine gun, grenades and a bazooka. Singularly, there is no melee weapon and the player is defenseless when out of ammunition. In fact, the normal zeroth weapon slot is left empty, listed as "no weapon". Enemies include cloned government men, giant bees, androids and the titular aliens. Some enemies, such as robots, can only be killed using explosive weapons or exploding objects. The game does not include any bosses.

Alien Cabal has the following shortcomings:

  • The player must use the "look up" and "look down" commands to adjust the weapon to a good position; a cross-hair is triggered with the F2 key
  • "Mouse look" only on the horizontal axis (i.e. the player cannot look up and down with the mouse), though mouse sensitivity can be adjusted
  • Very weak "Map Mode", which lacks a representation of the player's exact location
  • Enemies seem to damage the player's character from a further distance than vice versa
  • Occasional crashes
  • No in-game music and no audio or visual feedback for locked doors
  • Comparatively boxy level designs
  • Like many Doom clones, its relevance was overshadowed by true-3D games like Quake

References[edit]

  1. ^ McNeely, Phil. ""About" page". Phil's Comments blog.