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* NintendoHard: The 2D games have reputation for being tough, mainly stemming from [[RespawningEnemies the never-ending supply of Aliens]], [[ResourcesManagementGameplay having to manage the finite supply of keys, credits and ammunition]] and a number of [[TimedMission self-destruct sequences]] that put your routing/memorization skills to test.
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* PasswordSave: The 1993 game provides a password at the end of each level. This may be entered onto the first intex terminal, which awards an amount of credits based on depth, and transports you to the new level once you leave the terminal. Also, the PC game can have a keybind conflict if the player chooses a fire button or quit command if the letter is also found in the password.

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Enterprise didn't even exist yet when the game was made, so the reference makes no sense


* LockAndLoadMontage: In ''Tower Assault'' live action intro, our heroes are shown suiting up for battle prior to taking off. Due to various shortcomings stemming from the development team's... lack of experience when it comes to making movies (takes are a bit too long, characters' movement a bit too slow and not really spontaneous, plus the sequence itself is full of ridiculous shots like one of soldiers fixing his hair, another one tucking a pistol behind his belt -- because, apparently, [=IPC=] troops are not provided with holsters -- and another one... simply fastening said belt), the final effect is less impressive than you might expect.



* NoCelebritiesWereHarmed: If the character select screen in ''The Horror Continues'' is to believed, Stone - one of the human characters - looks suspiciously like [[Series/QuantumLeap Scott]] [[Series/StarTrekEnterprise Bakula]].

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* NoCelebritiesWereHarmed: If the character select screen in ''The Horror Continues'' is to believed, Stone - -- one of the human characters - -- looks suspiciously like [[Series/QuantumLeap Scott]] [[Series/StarTrekEnterprise Scott Bakula]].


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* TooDumbToLive: If ''Tower Assault'' intro is to be believed, the only reason your character (and Nash, if you play in co-op with your friend) ends up as the sole survivor of the assault team is that the rest of said team have spent most of their time upon arrival just flying around titular towers and letting themselves be killed one by one by automated sentry guns like utter idiots.
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Fast forward to December of 2009, with the release of the [[UsefulNotes/GameEngine Unreal 3 engine-driven]] ''Alien Breed: Evolution'' on [[Platform/XboxLive Xbox Live Arcade]], later released as ''Alien Breed: Impact'' on Platform/{{Steam}} and the Platform/PlaystationNetwork in June of 2010. This reboot of the series stars [[Literature/HeartOfDarkness Joseph Conrad]], chief engineer aboard a diplomatic ship called the Leopold. After suddenly dropping out of {{Hyperspace}}, the Leopold impacts a far larger derelict spacecraft in a decaying orbit around an uninhabited [[SingleBiomePlanet ice world]]. With most of the crew dead, it's up to Conrad to find out what went wrong and attempt to rectify the situation. Reviewers praised the game's look but complained "ItsTheSameNowItSucks," stating it was no different than its Amiga predecessors. A sequel, ''Alien Breed 2: Assault'', was released in September, followed two months later by the final part of the trilogy, ''Descent''.

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Fast forward to December of 2009, with the release of the [[UsefulNotes/GameEngine [[MediaNotes/GameEngine Unreal 3 engine-driven]] ''Alien Breed: Evolution'' on [[Platform/XboxLive Xbox Live Arcade]], later released as ''Alien Breed: Impact'' on Platform/{{Steam}} and the Platform/PlaystationNetwork in June of 2010. This reboot of the series stars [[Literature/HeartOfDarkness Joseph Conrad]], chief engineer aboard a diplomatic ship called the Leopold. After suddenly dropping out of {{Hyperspace}}, the Leopold impacts a far larger derelict spacecraft in a decaying orbit around an uninhabited [[SingleBiomePlanet ice world]]. With most of the crew dead, it's up to Conrad to find out what went wrong and attempt to rectify the situation. Reviewers praised the game's look but complained "ItsTheSameNowItSucks," stating it was no different than its Amiga predecessors. A sequel, ''Alien Breed 2: Assault'', was released in September, followed two months later by the final part of the trilogy, ''Descent''.
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updated wicks with new namespace


Fast forward to December of 2009, with the release of the [[UsefulNotes/GameEngine Unreal 3 engine-driven]] ''Alien Breed: Evolution'' on UsefulNotes/XboxLiveArcade, later released as ''Alien Breed: Impact'' on UsefulNotes/{{Steam}} and the UsefulNotes/PlaystationNetwork in June of 2010. This reboot of the series stars [[Literature/HeartOfDarkness Joseph Conrad]], chief engineer aboard a diplomatic ship called the Leopold. After suddenly dropping out of {{Hyperspace}}, the Leopold impacts a far larger derelict spacecraft in a decaying orbit around an uninhabited [[SingleBiomePlanet ice world]]. With most of the crew dead, it's up to Conrad to find out what went wrong and attempt to rectify the situation. Reviewers praised the game's look but complained "ItsTheSameNowItSucks," stating it was no different than its Amiga predecessors. A sequel, ''Alien Breed 2: Assault'', was released in September, followed two months later by the final part of the trilogy, ''Descent''.

to:

Fast forward to December of 2009, with the release of the [[UsefulNotes/GameEngine Unreal 3 engine-driven]] ''Alien Breed: Evolution'' on UsefulNotes/XboxLiveArcade, [[Platform/XboxLive Xbox Live Arcade]], later released as ''Alien Breed: Impact'' on UsefulNotes/{{Steam}} Platform/{{Steam}} and the UsefulNotes/PlaystationNetwork Platform/PlaystationNetwork in June of 2010. This reboot of the series stars [[Literature/HeartOfDarkness Joseph Conrad]], chief engineer aboard a diplomatic ship called the Leopold. After suddenly dropping out of {{Hyperspace}}, the Leopold impacts a far larger derelict spacecraft in a decaying orbit around an uninhabited [[SingleBiomePlanet ice world]]. With most of the crew dead, it's up to Conrad to find out what went wrong and attempt to rectify the situation. Reviewers praised the game's look but complained "ItsTheSameNowItSucks," stating it was no different than its Amiga predecessors. A sequel, ''Alien Breed 2: Assault'', was released in September, followed two months later by the final part of the trilogy, ''Descent''.



* TakeThat: Few of the jokey cheat codes - to be inputed on any of the Terminals - in the first game were this, including "US GOLD" which resets the score to zero, "[[UsefulNotes/IBMPersonalComputer PC EMULATOR]]" which disables all terminals and [[UsefulNotes/AtariST ST EMULATOR]] which downgrades the graphics.

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* TakeThat: Few of the jokey cheat codes - to be inputed on any of the Terminals - in the first game were this, including "US GOLD" which resets the score to zero, "[[UsefulNotes/IBMPersonalComputer "[[Platform/IBMPersonalComputer PC EMULATOR]]" which disables all terminals and [[UsefulNotes/AtariST [[Platform/AtariST ST EMULATOR]] which downgrades the graphics.
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* CompilationRerelease: The UsefulNotes/AmigaCD32 version of ''Tower Assault'' comes bundled together with ''The Horror Continues''.

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* CompilationRerelease: The UsefulNotes/AmigaCD32 Platform/AmigaCD32 version of ''Tower Assault'' comes bundled together with ''The Horror Continues''.
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* SavePoint: In ''Alien Breed: Impact'', the vending machine terminals permit saving the game at no charge.
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Per TRS, this is YMMV


* CameraScrew: Unlike, say, ''VideoGame/AlienSwarm'', the maps in this game are designed in such a way that you can't always see what you're doing, requiring you to manually rotate the camera view to maintain perspective on the action.
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Unrelated to ''VideoGame/{{Breed}}'', another game about killing aliens en masse.
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* TechDemoGame: Exemplified by ''Alien Breed 3D 2: The Killing Grounds''. While the first ''Alien Breed 3D'' boasted a number of features the original ''VideoGame/{{Doom}}'' engine wasn't capable of (like translucent water and room-over-room), it also made a number of concessions to make it more feasable for stock Amiga 1200s (like a lower screen resolution). Meanwhile, ''The Killing Grounds'' was Creator/Team17 pulling all of the stops on crafing an engine meant to be on par with ''VideoGame/QuakeI'', with dynamic lightning, bump mapping, lightmapped sprites and weapons and larger enemies being rendered with models rather than sprites. This ended up resultinng in a game so taxing on hardware that even the beefiest Amiga at the time struggled to run it smoothly with all of the graphical settings maxed out, and it took an advent of emulation that allowed people to experience the game at much smoother framerate. The game ended up proving the superiority the IBM PC had at the time over the Amiga, as it was much easier to get ahold of the PC that could run ''Quake'' smoothly (especially after ''[=GLQuake=]'' came out).
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* TakeThat: Few of the jokey cheat codes - to be inputed on any of the Terminals - in the first game were this, including "US GOLD" which resets the score to zero, "[[UsefulNotes/IBMPersonalComputer PC EMULATOR]]" which disables all terminals and [[UsefulNotes/AtariST ST EMULATOR]] which downgrades the graphics.

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%%* AnnouncerChatter
* BlackoutBasement: The dark levels.

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%%* AnnouncerChatter
* AIIsACrapShoot: Why else are the facilities in the 2D games littered with turrets (and eventually combat drones) that are more interested in targetting you than the Aliens?
* AnnouncerChatter: The 2D games were noted for the sampled speech - voiced by Lynette Reade - that provided warnings and other messages.
--> ''Player one requires first aid.''
* ApocalypticLog: These were introduced in ''Tower Assault'', in the form of Smartcards and messages available within the terminals.
* BlackoutBasement: The dark levels.levels, introduced in ''Special Edition'' and returning in ''Tower Assault''.



--> ''Nash is dead, you're on your own.''



* CollisionDamage: In the 2D games. Oddly enough [[TakingYouWithMe it also applies to the Aliens as well]].

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* CollisionDamage: In the 2D games. Oddly enough [[TakingYouWithMe it also applies to the Aliens as well]]. Yes, you can walk onto the Aliens and they explode, at a cost of your own health.
* CompilationRerelease: The UsefulNotes/AmigaCD32 version of ''Tower Assault'' comes bundled together with ''The Horror Continues''.



* FanRemake: In form of ''Obliteration''

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* FanRemake: In form ''Alien Breed: Obliteration'', based off the first game with some new assets.
** There's also ''[[https://forum.zdoom.org/viewtopic.php?t=67666 Project Osiris]]'', a [[VideoGame/{{Doom}} GZDoom-powered]] remake
of ''Obliteration''''Alien Breed 3D''.



* GenreShift: The series shifted from top-down shooter to FirstPersonShooter with ''Alien Breed 3D''.



* LateToTheTragedy: Especially ''Tower Assault''.
* MadeOfExplodium: The Aliens explode upon death. So do [[CriticalExistenceFailure you]].
* MookMaker: In the form of the holes in ''Tower Assault''. Though there were no shortage of Aliens in the earlier entries either.
* MovesetClone: Stone and Johnson in ''The Horror Continues''
%%* NintendoHard

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* ItsTheOnlyWayToBeSure: Given the seemingly countless number of Aliens roaming around, subjecting the decks into self-destruct seems to be a common resort.
* JapanTakesOverTheWorld: Implied in ''Tower Assault'' with the backgrounds of the [[ApocalypticLog Smartcard Reader]] and Terminal screens having some Japanese writings in them.
* LateToTheTragedy: Especially ''Tower Assault''.
Assault'', which visibly shows the corpses of those unfortunate enough to be in a middle of an Alien infestation.
* MadeOfExplodium: The Aliens explode upon death. So do [[CriticalExistenceFailure you]].
* MookMaker: In
you]] since ''The Horror Continues''.[[note]]In the form of original game the holes in ''Tower Assault''. Though there were no shortage of Aliens in the earlier entries either.
player sprite spins upon death instead.[[/note]]
* MovesetClone: Stone and Johnson in ''The Horror Continues''
%%* NintendoHard
Continues'', who both start off with medium-powered machine guns, low-powered remote scanners, 5 keys and 5000 credits.[[note]]For comparsion, Ruffertoo starts out with a weaker machinegun but stronger remote scanner, 5 keys and no credits, while Zollux starts out with the tripple laser gun, 10 keys and no scanner nor credits.[[/note]]
* NintendoHard: The 2D games have reputation for being tough, mainly stemming from [[RespawningEnemies the never-ending supply of Aliens]], [[ResourcesManagementGameplay having to manage the finite supply of keys, credits and ammunition]] and a number of [[TimedMission self-destruct sequences]] that put your routing/memorization skills to test.



* ReflectingLaser: Some of the weapons can bounce off walls.

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* ReflectingLaser: Some Shots of the weapons Refraction Lazer/Rebounder can bounce off walls.walls and prove to be certainly useful within the more cramped levels, especially if you can afford to get their high-level variant.
* RespawningEnemies: There were no shortage of Aliens in the 2D games. They mostly do it off-screen, unless there is a hole on the floor in sight, through which you can certainly bet Aliens would come through it.
* SceneryGorn: ''Tower Assault'' goes this route, with the towers themselves being littered with corpses of unfortunate victims of the Alien infestation. [[WouldHurtAChild Not even the children were safe.]]



* SequelEscalation: The 2D games go from a single space station (''[=Alien Breed/Special Edition=]'', 6-levels) through a colony with few bases (''The Horror Continues'', 17 levels) to a network of towers (''Tower Assault'', up to 50 levels).



* ASpaceMarineIsYou: Unless you are one of these Dinosaur-like beings in ''The Horror Continues''.

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* ASpaceMarineIsYou: Unless you are one of these Dinosaur-like Lizard-like beings in ''The Horror Continues''.Continues''.
* StandardFPSGuns: ''Alien Breed 3D'' gives you a machine gun, shotgun, plasma cannon, grenade launcher and a large rocket launcher. Melee weapons are absent until the ''Project Osiris'' remake introduced it.
* StealthyMook: ''Tower Assault'' introduces some camoflagued Aliens in few levels.
* StoryBranching: ''Tower Assault'' stands out in the series with the levels having multiple exits, leading onto different levels each. There are around 50-ish levels in total, and a single playthrough may not neccersairly has you progress through all of them.



* TacticalWithdrawal: Sort of. ''Tower Assault'' introduced "Retreat Mode" which allows you to shoot while walking backwards, done by either holding the fire button and then holding the direction opposite of where you are facing, or toggled with one of the Shift keys. As the game came out before twin-stick shooters became common-place, the mechanic was a bit of a big deal at the time.



* UpdatedRerelease: In the form of ''Alien Breed:Special Edition 1992''

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* UpdatedRerelease: In the form of ''Alien Breed:Special Edition 1992''1992''.
* UniversalAmmunition: All of the weapons feed off the same ammunition pool, regardless of whenever would it be a machinegun, a laser rebounder of a homing missile launcher.



* WeakTurretGun: Subverted, these could withstand quite a lot of punishment.

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* WeakTurretGun: Subverted, these could either withstand quite a lot of punishment.punishment or are outright invulnerable.



* XenomorphXerox: The aliens in the first game strongly resemble Xenomorphs.

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* XenomorphXerox: The aliens in the first game strongly resemble Xenomorphs.
Xenomorphs. ''The Horror Continues'' even throws in face huggers at you in some levels!
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* FateWorsethanDeath: [[spoiler:Mia gets hijacked by Klein.]]

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* FateWorsethanDeath: FateWorseThanDeath: [[spoiler:Mia gets hijacked by Klein.]]
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Bald Of Awesome is being renamed and redefined per TRS decision


* BaldOfAwesome: Conrad has nary a hair on his head.
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* StandardStatusEffects: Conrad can toss stun grenades.

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* StandardStatusEffects: StatusEffects: Conrad can toss stun grenades.
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''Alien Breed'' is a series of top-down {{Shoot Em Up}}s by Creator/Team17, perhaps better known as the creators of the ''VideoGame/{{Worms}}'' series. The original Alien Breed was released in 1991 for the Commodore Amiga and later in 1993 by MicroLeague for MS-DOS. The game was based heavily - [[{{Expy}} and unofficially]] - on the ''Franchise/{{Alien}}'' films, specifically ''Film/{{Aliens}}'', and also on the 8-bit-era games ''VideoGame/LaserSquad'' and ''VideoGame/{{Paradroid}}'' and was compared to ''VideoGame/{{Gauntlet}}'' and ''VideoGame/AlienSyndrome''. The formula was simple enough. The player(s) controlled a SpaceMarine on an alien-infested SpaceStation, attempting to locate elevators leading to lower levels while battling aliens, gathering ammo and money and buying things from store terminals. The style of gameplay, i.e. rampaging from point A to B, was considered a direct precursor to the FirstPersonShooter, namely VideoGame/{{Doom}}. It was followed by ''[[NumberedSequels Alien Breed II: The Horror Continues]]'' in 1993, ''[[OddlyNamedSequel2ElectricBoogaloo Alien Breed: Tower Assault]]'' in 1994 (the last 2D entry), ''Alien Breed 3D'' in 1995 (in conjuction with Creator/{{Ocean}}), ''Alien Breed 3D II: The Killing Grounds'' later that same year. All were highly praised. A PC/Dreamcast FirstPersonShooter sequel called ''Alien Breed: Conflict'' was planned, but was eventually canceled.

to:

''Alien Breed'' is a series of top-down {{Shoot Em Up}}s by Creator/Team17, perhaps better known as the creators of the ''VideoGame/{{Worms}}'' series. The original Alien Breed was released in 1991 for the Commodore Amiga and later in 1993 by MicroLeague [=MicroLeague=] for MS-DOS. The game was based heavily - [[{{Expy}} and unofficially]] - on the ''Franchise/{{Alien}}'' films, specifically ''Film/{{Aliens}}'', and also on the 8-bit-era games ''VideoGame/LaserSquad'' and ''VideoGame/{{Paradroid}}'' and was compared to ''VideoGame/{{Gauntlet}}'' and ''VideoGame/AlienSyndrome''. The formula was simple enough. The player(s) controlled a SpaceMarine on an alien-infested SpaceStation, attempting to locate elevators leading to lower levels while battling aliens, gathering ammo and money and buying things from store terminals. The style of gameplay, i.e. rampaging from point A to B, was considered a direct precursor to the FirstPersonShooter, namely VideoGame/{{Doom}}. It was followed by ''[[NumberedSequels Alien Breed II: The Horror Continues]]'' in 1993, ''[[OddlyNamedSequel2ElectricBoogaloo Alien Breed: Tower Assault]]'' in 1994 (the last 2D entry), ''Alien Breed 3D'' in 1995 (in conjuction with Creator/{{Ocean}}), ''Alien Breed 3D II: The Killing Grounds'' later that same year. All were highly praised. A PC/Dreamcast FirstPersonShooter sequel called ''Alien Breed: Conflict'' was planned, but was eventually canceled.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapon: Courtesy of ''Impact'''s [[EnergyWeapon Laser Rifle]]. It's essentially the series' SniperRifle, though it does not reappear in later episodes- justifiable, given their more intense, close-range fights.



* FrickinLaserBeams: Courtesy of ''Impact'''s [[EnergyWeapon Laser Rifle]]. It's essentially the series' SniperRifle, though it does not reappear in later episodes- justifiable, given their more intense, close-range fights.
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Minor editing and formatting


''Alien Breed'' is a series of top-down [[ShootEmUp Shoot Em Ups]] by Team17, perhaps better known as the creators of the ''VideoGame/{{Worms}}'' series. The original Alien Breed was released in 1991 for the Commodore Amiga and later in 1993 by MicroLeague for MS-DOS. The game was based heavily - [[{{Expy}} and unofficially]] - on the ''Franchise/{{Alien}}'' films, specifically ''Film/{{Aliens}}'', and also on the 8-bit-era games ''LaserSquad'' and ''VideoGame/{{Paradroid}}'' and was compared to ''VideoGame/{{Gauntlet}}'' and ''VideoGame/AlienSyndrome''. The formula was simple enough. The player(s) controlled a SpaceMarine on an alien-infested SpaceStation, attempting to locate elevators leading to lower levels while battling aliens, gathering ammo and money and buying things from store terminals. The style of gameplay, i.e. rampaging from point A to B, was considered a direct precursor to the FirstPersonShooter, namely VideoGame/{{Doom}}. It was followed by [[NumberedSequels Alien Breed II: The Horror Continues]] in 1993, [[OddlyNamedSequel2ElectricBoogaloo Alien Breed: Tower Assault]] in 1994 (the last 2D entry), Alien Breed 3D in 1995 (in conjuction with {{Ocean}}), Alien Breed 3D II: The Killing Grounds later that same year. All were highly praised. A PC/Dreamcast FirstPersonShooter sequel called Alien Breed: Conflict was planned, but was eventually canceled.

Fast forward to December of 2009, with the release of the [[UsefulNotes/GameEngine Unreal 3 engine-driven]] Alien Breed: Evolution on UsefulNotes/XboxLiveArcade, later released as Alien Breed: Impact on UsefulNotes/{{Steam}} and the UsefulNotes/PlaystationNetwork in June of 2010. This reboot of the series stars [[Literature/HeartOfDarkness Joseph Conrad]], chief engineer aboard a diplomatic ship called the Leopold. After suddenly dropping out of {{Hyperspace}}, the Leopold impacts a far larger derelict spacecraft in a decaying orbit around an uninhabited [[SingleBiomePlanet ice world]]. With most of the crew dead, it's up to Conrad to find out what went wrong and attempt to rectify the situation. Reviewers praised the game's look but complained "ItsTheSameNowItSucks," stating it was no different than its Amiga predecessors. A sequel, ''Alien Breed 2: Assault'', was released in September, followed two months later by the final part of the trilogy, ''Descent''.

to:

''Alien Breed'' is a series of top-down [[ShootEmUp Shoot {{Shoot Em Ups]] Up}}s by Team17, Creator/Team17, perhaps better known as the creators of the ''VideoGame/{{Worms}}'' series. The original Alien Breed was released in 1991 for the Commodore Amiga and later in 1993 by MicroLeague for MS-DOS. The game was based heavily - [[{{Expy}} and unofficially]] - on the ''Franchise/{{Alien}}'' films, specifically ''Film/{{Aliens}}'', and also on the 8-bit-era games ''LaserSquad'' ''VideoGame/LaserSquad'' and ''VideoGame/{{Paradroid}}'' and was compared to ''VideoGame/{{Gauntlet}}'' and ''VideoGame/AlienSyndrome''. The formula was simple enough. The player(s) controlled a SpaceMarine on an alien-infested SpaceStation, attempting to locate elevators leading to lower levels while battling aliens, gathering ammo and money and buying things from store terminals. The style of gameplay, i.e. rampaging from point A to B, was considered a direct precursor to the FirstPersonShooter, namely VideoGame/{{Doom}}. It was followed by [[NumberedSequels ''[[NumberedSequels Alien Breed II: The Horror Continues]] Continues]]'' in 1993, [[OddlyNamedSequel2ElectricBoogaloo ''[[OddlyNamedSequel2ElectricBoogaloo Alien Breed: Tower Assault]] Assault]]'' in 1994 (the last 2D entry), Alien ''Alien Breed 3D 3D'' in 1995 (in conjuction with {{Ocean}}), Alien Creator/{{Ocean}}), ''Alien Breed 3D II: The Killing Grounds Grounds'' later that same year. All were highly praised. A PC/Dreamcast FirstPersonShooter sequel called Alien ''Alien Breed: Conflict Conflict'' was planned, but was eventually canceled.

Fast forward to December of 2009, with the release of the [[UsefulNotes/GameEngine Unreal 3 engine-driven]] Alien ''Alien Breed: Evolution Evolution'' on UsefulNotes/XboxLiveArcade, later released as Alien ''Alien Breed: Impact Impact'' on UsefulNotes/{{Steam}} and the UsefulNotes/PlaystationNetwork in June of 2010. This reboot of the series stars [[Literature/HeartOfDarkness Joseph Conrad]], chief engineer aboard a diplomatic ship called the Leopold. After suddenly dropping out of {{Hyperspace}}, the Leopold impacts a far larger derelict spacecraft in a decaying orbit around an uninhabited [[SingleBiomePlanet ice world]]. With most of the crew dead, it's up to Conrad to find out what went wrong and attempt to rectify the situation. Reviewers praised the game's look but complained "ItsTheSameNowItSucks," stating it was no different than its Amiga predecessors. A sequel, ''Alien Breed 2: Assault'', was released in September, followed two months later by the final part of the trilogy, ''Descent''.



* AnnouncerChatter

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* %%* AnnouncerChatter



* NintendoHard

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* %%* NintendoHard



* {{BFG}} The Ion Spike, essentially a LightningGun, found in ''Impact.'' It's actually not all that large, but it packs a hell of a punch. More to the spirit of the trope, the Hyper Blaster and Rocket Launcher in ''Assault'' are both fairly sizable.
** ''Decent'' adds "Project X", which pretty much shoots a huge burst of lighting forward that kills anything in it's path.

to:

* {{BFG}} {{BFG}}: The Ion Spike, essentially a LightningGun, found in ''Impact.'' It's actually not all that large, but it packs a hell of a punch. More to the spirit of the trope, the Hyper Blaster and Rocket Launcher in ''Assault'' are both fairly sizable.
** ''Decent'' ''Descent'' adds "Project X", which pretty much shoots a huge burst of lighting forward that kills anything in it's path.
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* CaptainErsatz: One of the enemies in ''Alien Breed 3D'' and ''The Killing Grounds'' bears a strong resemblance to the [[VideoGame/{{Doom}} Cacodemon]].

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* CaptainErsatz: One of the enemies in ''Alien Breed 3D'' and ''The Killing Grounds'' bears is a strong resemblance to one-eyed floating alien that spits fire-balls at you, hmm... a lot like the [[VideoGame/{{Doom}} Cacodemon]].

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