Alien Trilogy (1996)

Probe Entertainment

DOS · PC (Microsoft Windows) · PlayStation · Sega 32X · Sega CD · Sega Saturn

3.22 from 87 ratings

232 members have it in their collection · 3 playing now · 62 backlogged · 41 wish listed

Alien Trilogy takes many elements from Alien film series, such as face huggers, chest bursters, dog aliens, adult aliens, and Queen aliens. The video game consists of 30 levels and 3 Queen alien bosses. This video game is single player only and has several weapons to choose from.
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Release dates

  • Feb 29, 1996 (Full Release) (North_America) PlayStation
  • Mar 1996 (Full Release) (Australia) PlayStation
  • Mar 29, 1996 (Full Release) (Europe) PlayStation
  • May 31, 1996 (Full Release) (Japan) PlayStation
  • Aug 1996 (Full Release) (Brazil) Sega Saturn
  • Aug 08, 1996 (Full Release) (North_America) Sega Saturn
  • Aug 30, 1996 (Full Release) (Japan) Sega Saturn
  • Sep 04, 1996 (Full Release) (Europe) Sega Saturn
  • Nov 30, 1996 (Full Release) (North_America) DOS
  • 1996 (Full Release) (Europe) DOS
  • Jul 13, 2020 (Full Release) (Worldwide) PC (Microsoft Windows)
  • TBD (Cancelled) (North_America) Sega 32X, Sega CD
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Featured in lists

Rating distribution

5 stars
6
4 stars
23
3 stars
44
2 stars
12
1 star
2
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Community All Reviews Statuses

scoopings

Review scoopings 3/5 · Apr 12, 2026

Nothing Special, But It's Alien!

Preliminary: I had this growing up but could never get far or rarely played it, not sure exactly. It's pretty bland to start with but again, it'll probly get an honorary 3 star because of nostalgia and because of its playability. That being said, the movement is a bit slippery and nauseating. Otherwise it's quite intuitive and fine enough Doom-like …

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Preliminary: I had this growing up but could never get far or rarely played it, not sure exactly. It's pretty bland to start with but again, it'll probly get an honorary 3 star because of nostalgia and because of its playability. That being said, the movement is a bit slippery and nauseating. Otherwise it's quite intuitive and fine enough Doom-like so far. Plus I love the Alien universe.

Day 2

I dunno. I am either realyl impressed with this or very meh'd by this lol it's an odd feeling. I love the darkness, teh pop-outs, the controls intuitive and tight in some ways, the way it feels actually creepy, the moody music, and the setting/Xenomorphs etc. But I simultaneously am finding the darkness hard to handle, the popouts unfair when you ahve a face hugger (but isn't that how it is in the Aliens sooo), the controls wonky in other ways, etc etc. Similarly I both loved and disliked the feeling something was always behind me (unfairly so). Even if I don't play through all of this, it at least earned its 3+ stars rather than just being an honorary :-p

Hu I got 64% of Aliens, 100% of Secrets (I did?), and 75% of Mission done. I don't think I blew up all the barrels. I don't do well with keeping track of maps/where I've been etc. But if I wanted to put in the effort I could certainly mark it or follow a guide. Hmmm. This is intriguing me more than it should...

I love that you can control the volume of the shooting sfx and whatnot. Bahaha I just realized I accidentally thew the Seismic Survey Charges while trying to see if Square makes you run >.< I felt committed ot this game cuz I had a hook but somehow thinking of replaying this level is makign me think not... What stinks is I would have been all set if I hadn't used those, I was near the end of the level. And if this didn't rely on a password system...

Day 3

I surprisingly actually replayed up to that point. But yea a couple missions after, it's devolving too much into swarms of enemies a la the later Doom episodes. Still, I couldn't believe how hooked I was for a bit there, despite not being a preferred genre, and I can't believe I replayed the first two missions, which says something (plus I loved seeing the Weyland signs)

Look: 7/10

Sound: 7.5/10 Good customizability

Play: 7.5/10

Feel: 7.5/10

Attachment: 7.5/10

Overall: 7.4/10

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Chovus

Status Chovus Mar 26, 2024

Beat on hardest and middle difficulties concurrently. I started on the hardest and barely made it past the first level with 30% health. I failed to get past the next level due to lack of shotgun ammo. I tried a few times and probably could have done it after learning the entire level, but it was around this point that …

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Beat on hardest and middle difficulties concurrently. I started on the hardest and barely made it past the first level with 30% health. I failed to get past the next level due to lack of shotgun ammo. I tried a few times and probably could have done it after learning the entire level, but it was around this point that I realized the enemies were respawning. I looked it up online and discovered some useful info: that crates could be destroyed for supplies and that enemies were invincible during their hurt animation, so it was key to control fire rate so as to not waste ammo. I played each level blind on middle mode, then immediately after followed a walkthrough to beat the level on hardest. It was an interesting difference. On one hand my middle playthrough was easier because the enemies did not respawn, but I also did not find every secret and did not do optimal routes through the rearming levels. One level in episode 3 gave me trouble as I failed it multiple times due to lack of mission progression, which was because of stupid point of no return level design. Other levels had similar points of no return that prevented backtracking for loot, and more than once prevented beating the level if I did not explore enough prior. I also died a few times due to combat and hazards in the later levels. I did not fail or die at all on the hardest difficulty though because I knew exactly where every enemy, hazard, loot and point of no return was. My ammo stocks were a little lower due to having to kill more enemies, but my health and armor were in much better shape. The hardest mode was more about planning the optimal route through each level to best use available supplies while minimizing backtracking and thus respawns. Unlike Doom Nightmare mode, the enemies here only respawned after moving a decent distance away. This allowed a slower more cautious approach with significant survival horror feel, especially when playing blind and not realizing they respawned.

The main menu was a little annoying because pressing start immediately began the first level which then required quitting to the menu. Since there was no load option outside the main menu, I had to go there after each level and several times accidentally started a new game. The controls were mostly good, though as usual I had to rebind a few buttons due to the PSP lacking L2 and R2. R2 was run while X was switch weapon, so I swapped them. Switching weapons was not important at all because it could be done in the pause menu. L2 was for looking up and down but it took me quite a while to figure out how to look up; it was L2 + triangle. Looking down was easy because I had L2 bound to analog stick up and down while X was stick right, so I often looked down while weapon switching. Overall I hardly bothered with looking because the smart gun completely negated the need to aim for the very few times enemies were at different elevations. Other than those small elevation differences the game played like Doom. Moving backwards and strafing slowed movement speed significantly, and turn speed was slower than enemies moved. This was an interesting design that enhanced the survival horror feel. The alien enemies zig zagged around to approach from the flanks and try to get behind while most guns were not hit scan and required some leading of shots. These features lead to a lot of panic firing and misses. The aliens were very difficult to fight in the open or at close range, and it was a damn good thing that armor reduced hp damage by 100%. It was odd how many humans and synthetics with guns were mixed in and how they didn't in fight at all. Still they helped with the enemy variety.

The 9mm pistol was almost useless for combat. It could take out facehuggers decently enough if they were not already too close but took like 1 or 2 solid minutes of kiting back and forth to take out the weakest xenos in episode 1; totally not worth it. I used most of my pistol ammo to destroy crates, open the few dumb doors that only opened after taking enough damage, and to kill eggs. It did have infinite ammo when all other weapons were out, for all the good that could do. The shotgun was the only hit scan gun as far as I could tell; as long as the gun and enemy were lined up it would be a hit. It was excellent for facehuggers and chest bursters, and decent against xenos. It especially shined in episode 3 against the fastest xenos that were difficult to hit. The flamethrower was the best close range weapon, able to fire fully automatic and hit a decent sized area with the flame. It was the best for facehuggers and chest bursters, especially when there were multiple. It could also handle multiple xenos at close range by chain stunning them into the hurt state thus somewhat negating their speed. I reduced its fire rate by tapping the button instead of holding it down. The flaws with this gun were lower damage and ammo capacity, so while it was great while it lasted it did not last that long. The pulse rifle did a lot of damage, had huge ammo capacity and came with the very powerful grenade launcher, but like the pistol its bullets appeared on screen and would only hit moving targets if the shot was led. It was good at sniping stationary or slower targets down narrow hallways but struggled at very close range with fast enemies flanking. It was even worse on the hardest mode because the tracer bullets were not visible at all. It fired in a respectable burst and was quite efficient but I found I wasted a lot of ammo and took hits when xenos got close. The grenades were useful to thin out groups and for preventing respawning on the hardest mode. I did that in areas where I knew I had to backtrack. Seismic charges were the "grenade" for every other weapon. Compared to grenades many more could be carried but they were much slower, likely to miss moving targets. I mostly used then to blow open walls, hit enemies that could not reach me, and I unloaded my entire stock on the final boss. The smart gun was the best weapon by far, combining the capacity and damage of the pulse rifle with sweet auto aim. As long as an enemy was on screen it would be hit by bullets. It was the best for large groups, ceiling crawlers, fast xenos, and enemies at lower elevation. I finished the final boss with it, which was not at all necessary. The 3 queen bosses were very disappointing because they were identical. No ranged attacks, no minions, no environmental hazards, nothing to make the fights different. Uninspired.

The levels were detailed enough to be realistic locations, and the dark spooky atmosphere paid great tribute to the movies, but the game was no where close to the best shooters of the time. The enemy pathing, slow turning and slow bullets at least gave a more unique play experience, but I think I would rather play Doom with Alien mods.

7.0/10

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