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Alien Syndrome Announcement Q&A

We check in with Totally Games president Larry Holland to hear about its new take on the Sega classic.

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With Sega's recent announcement that its classic Alien Syndrome series is invading the Wii and PSP, we went off in search of answers about what to expect from the upcoming game. While the original game was a sprite-based 2D run-and-gun affair, the new Alien Syndrome takes the series into 3D on the Wii and PSP. We checked in with industry vet Larry Holland, founder, president, and creative director of Totally Games, to find out what the Northern California-based developer has in mind for the new games.

GameSpot: Why did you decide to do another Alien Syndrome game?

Totally Games' Larry Holland.
Totally Games' Larry Holland.

Larry Holland: Alien Syndrome was an innovative and exciting arcade game for its time. Last year we came to the conclusion that this Sega classic offered a tremendous opportunity for us, a somewhat forgotten jewel, if you will. We realized that we could build on its solid foundation of imaginative visuals and fast-paced run-and-gun gameplay, and by modernizing it and enhancing it to meet the demands of the modern gaming audience, we could make something totally fun and involving. We felt that by combining its core sci-fi universe with action-RPG-style gameplay we could take the original game and this genre where it had not been before. And these lofty goals aside, it didn't hurt that the game was one of the lead designer's favorite arcade games growing up.

GS: What, if any, ties will it have to the previous title?

LH: The game is all new, with new characters, weapons, environments, gameplay, and a new story. Therefore this version of Alien Syndrome is not a simple graphics upgrade but a complete redesign from the ground. We were guided by the core gameplay, premise, and spirit of the original title, an intense, ranged-combat-oriented game with lots of strange and horrific aliens threatening to tear the player from limb to limb. Using these elements as a basis, we added an intensely personal story, a likable and real heroine, all manners of new weapons and gadgets, and integrated action RPG aspects of inventory management and item acquisition. The vigilant player will notice elements of the original game here and there, however, such as the original music of the game remixed and modernized.

GS: What can you tell us about the game's story?

LH: It takes place far in the future, and there is a bunch of nasty aliens on the loose. OK, that much you might have figured out for yourself, and you are probably thinking how original of us. But hang with me for a second, as we do think we have approached our story a little differently. We based the history of the new story on the story of the original game, so anyone who is familiar with the original game's story can pick up on hints of the old storyline. Of course, humanity is once again faced with the deadly threat of the Alien Syndrome, but we've chosen to focus the story of the game on the personal struggles of our main protagonist, Aileen Harding, as she deals with the growing menace and her role in trying to thwart it. What adds depth to her character is that she has an intriguing history that slowly gets revealed as the game progresses. By having the player play a specific character and focusing the story of her personal inner struggle, we avoid the detached, faceless hero common to most other action RPGs.

There's only one good alien, and that's a dead alien.
There's only one good alien, and that's a dead alien.

GS: What can you tell us about the content differences between the two versions of the game? What can you tell us about the gameplay mechanics of each? How are you taking advantage of each platform?

LH: The Wii version will feature control schemes specifically tailored to the unique controller of the platform that will show off the dual combat system of range and melee weapons of the game. A number of graphics enhancements and additional animations will also be made for the Wii version. It will also include additional gameplay content not available in the PSP version that will allow players to advance their character as well as to upgrade and craft new items. However, the PSP version contains all of the core gameplay features that are present in the Wii version, just in a highly portable form. The game's level design takes full advantage of the crisp, beautiful widescreen display of the PSP to create stunning environments the likes of which have not been seen on a handheld before.

GS: Can you walk us through what the single-player game is going to be like?

LH: Similar to other action RPGs, the player controls a single character in a 3D top-down view of the world. The player has at his disposal over 20 weapons, both melee and ranged, with which to beat back the alien onslaught. Unlike other action RPGs, we've decided to make the game much more ranged-combat-focused and have taken a lot of the random chance elements out of the combat system, so the player's skill will be put to the test, as he must line up his shots and avoid incoming fire. The player gains loot and experience as he dispatches the enemies with which he can further enhance his character in a myriad of ways of his own choosing.

GS: Can you walk us through the multiplayer game? Will either title offer online functionality?

Gaseous green cloud sold separately.
Gaseous green cloud sold separately.

LH: Alien Syndrome offers up to four players the opportunity to tackle the full single-player game cooperatively. On the PSP, the game supports local Wi-Fi play, while on the Wii, it will support four players simultaneous on one console.

GS: Will the original game be tucked away as an unlockable?

LH: Sadly, because of development constraints, we did not have the opportunity to implement this much-desired feature, having focused our efforts on delivering a compelling and lengthy adventure for players to enjoy.

GS: Thanks for your time.

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