
Wolfenstein 3D took you into the past, thrusting you into a world at war. Blake rockets you into the future where a sinister madman, using genetics to create an army of bizarre creatures, is waging war on Earth. Blake has more of everything!
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I honestly can't believe someone made Blake Stone work on a modern PC. I was obsessed with this game as a kid. Today, not so much. After playing it for a little bit, I have to admit it does not stand the test of time. What a weird jank-fest of early 3D FPS. That said, if you are looking for early 3D FPS jankery, I highly recommend this game.
id softwareが開発しジャンルの方向性を決定付けたFPS『Wolfenstein 3D』をベースに、レトロフューチャーなSFへと拡張されたFPS。 エレベーターやバリア、壁スイッチ、中立NPCとの会話、自販機と金銭システムなどなど小手先のギミックを多く取り入れている反面、根本的な部分(グラフィックやマップ構造など)はWolfenstein 3Dから抜け出せておらず、チープな見た目となっている。 開発元はJAM Productionで、この会社はかつてのid softwareメンバーがゲーム雑誌「Softdisk」のふろくゲーム制作をやめて独立した後、欠員を補充しようとSoftdisk社が雇った新たなメンバーがまたもや独立する形で立ち上げられている。 要するに彼らは[b]一躍ヒットメーカーとなったid softwareに憧れて追従しようとした人々[/b]なのだが、当のid softwareは無慈悲にも本作と同じ1993年末に超名作『DOOM』を発売してしまい、前作『Wolfenstein 3D』を基にしているBlake stoneは発売からわずか7日後に時代遅れに。 結局その後もアメリカンドリームは掴めないまま、続編『Blake Stone: Planet Strike』と合わせて2作品を出しただけで倒産してしまった。 ゲーム自体は元となるWolfesntein 3Dに酷似しているため、アローキー+Ctrl+Space+Altの操作性に馴染みがあればとっつきやすい内容。やることも概ね同じで、鍵を集めつつゴールを目指していく。やたら多いミッション数と代わり映えのしないマップに途中から飽きてくるが、ここらへんは価値観の違いもあるだろうか。 別に極端な欠点もなく時代相応の出来ではあるものの、『DOOM』に勝てなかった原因は数多く見つかる悲しいFPS。当時はこんなんが沢山生えてきてる時代の真っただ中だったわけで、そういう埋もれた歴史を掘り返して「もったいないなぁ…」と思いたい時はこのゲームを遊んでみよう。 なお、同じくWolf3Dエンジンの改良版を使用してたら『DOOM』が出てきて酷い目に遭った『Rise of the triad』シリーズとの抱き合わせ4本パックである[u]『The Apogee Throwback Pack』[/u]もSteamで販売されており、こちらを買うことでも本作を触ることができる。単品で買うよりもお買い得なので(どちらにせよジュース以下のはした金だが)、とりあえず適当に触りたいだけならそっちを買うほうが良いかもしれない。
Blake Stone: Aliens of Gold does very little to distinguish itself from the game its engine was made for. While this does not mean there is no fun to be had, it does make it hard to recommend for anyone who is not a big fan of Wolfenstein 3D. Ultimately though, the game is well designed and very cheap, so look at giving this a shot if you are a fan of old raycaster shooters. PROS: - Decent length, taking around 5 hours to complete, and a great value at just $2 - Game has some small improvements when compared to Wolfenstein 3D, such as the minimap - Fun visuals and sprites CONS: - This is just a DOSBox port, look at installing a source port like BStone alongside - Has not aged terribly well when compared to the Doom and Quake era FPS games - Lacking in weapon and enemy variety
Another fun game from child hood
Like Doom and Star Wars combined
Terrible controls and a buggy messs.
Blake Stone: Aliens of Gold, developed by JAM Productions and published by Apogee Entertainment, is a fascinating relic from the formative years of the first-person shooter genre, arriving at a time when developers were still experimenting with what the format could become. Set in a futuristic world where a rogue scientist is engineering a monstrous army, the game casts players as Blake Stone, a suave secret agent tasked with infiltrating high-tech facilities and stopping a looming global threat. While the premise is pulpy and straightforward, it provides a fitting backdrop for a game that is more concerned with mechanical iteration than narrative complexity, using its science fiction setting to distinguish itself from the war-themed shooters that inspired it. At its core, the gameplay builds upon the framework established by earlier genre pioneers, particularly the corridor-based structure and fast-paced shooting of early 90s titles. Movement is quick and direct, gunplay is immediate, and levels are designed as interconnected mazes filled with locked doors, hidden passages, and roaming enemies. However, what sets Blake Stone apart is its effort to expand on that formula in subtle but meaningful ways. The addition of a persistent automap reduces some of the frustration associated with navigating complex layouts, while the inclusion of neutral characters—informants who can provide hints or resources—adds an unexpected layer of interaction. These elements may seem modest by modern standards, but at the time they represented a clear attempt to make the world feel more responsive and less purely hostile. The game’s structure is notably ambitious for its era, offering multiple episodes composed of several floors each, all of which can be revisited. This design encourages exploration and rewards thoroughness, as players can return to earlier areas to uncover secrets or gather missed supplies. It also creates a sense of continuity within each episode, making the facilities feel more like cohesive spaces rather than isolated levels. However, this approach comes with trade-offs. The reliance on maze-like layouts and repeated visual motifs can lead to disorientation, especially in later stages where complexity increases. Without strong visual landmarks, it becomes easy to lose track of objectives, turning exploration into trial-and-error navigation. Combat is straightforward but effective, built around a small arsenal of progressively more powerful weapons and a variety of enemies that range from armed guards to grotesque mutants and alien creatures. While enemy behavior is relatively simple, the game compensates through encounter design, often surprising players with ambushes or unexpected enemy placements. Resource management also plays a role, as ammunition and health are limited enough to require careful consideration without becoming overly restrictive. The overall result is a gameplay loop that remains engaging, even if it lacks the depth and dynamism seen in later entries in the genre. Visually, the game represents an incremental step forward from its predecessors. The addition of textured floors and ceilings gives environments a greater sense of depth, and the bright, almost exaggerated color palette helps reinforce its science fiction identity. Despite these improvements, the limitations of the underlying technology are still apparent. Environments can feel repetitive, with similar corridors and rooms appearing frequently, which contributes to the sense of monotony over extended play sessions. The presentation is functional and occasionally charming, but it struggles to maintain visual variety across the game’s considerable length. One of the most interesting aspects of Blake Stone: Aliens of Gold is its place in gaming history. Released just before the arrival of a genre-defining title that would dramatically shift expectations for first-person shooters, it was quickly overshadowed despite its innovations. In retrospect, it feels like a bridge between two eras—a game that takes meaningful steps forward while still being firmly rooted in older design philosophies. Its contributions, while often overlooked, hint at ideas that would become standard in later games, making it more significant than its reputation might suggest. From a modern standpoint, the game can feel dated in several respects. Its repetitive environments, simplistic enemy AI, and occasionally confusing level design may test the patience of players accustomed to more refined experiences. Yet there is an undeniable appeal in its straightforward design and earnest attempts to evolve the genre. For those with an interest in retro gaming or the history of first-person shooters, it offers valuable insight into how the genre developed during a period of rapid experimentation and change. In the end, Blake Stone: Aliens of Gold is not a timeless masterpiece, but it is a meaningful and enjoyable piece of FPS history. It delivers a solid and occasionally inventive take on early shooter mechanics, even if it is ultimately eclipsed by more influential titles released around the same time. Its charm lies in its ambition and its willingness to push beyond established boundaries, making it a worthwhile experience for players willing to look past its age and appreciate its role in shaping what came next. Rating: 7/10
+ Jeu concu avec le wolfenstein 3d engine + Plus de 50 level + Tres grande variété d'ennemi + Plus coloré que Wolf 3d + Prix abordable - En 1993 doom premier du nom sort ducoup regression en therme de graphisme - Repetitive 8/10 Get it
Blake Stone AoG is a fun Boomer Shooter, doing all the old-school things: find the key to open the room/elevator, shoot the things that move, find some secret rooms, etc. It has a cool gimmick of having "informant" scientists wandering around that you are not supposed to kill. It makes for some sketchy moments, approaching lab coats and not knowing if they are going to try and kill you. There's a good amount of voice work and the game doesn't overstay its welcome. For the very cheap price, it's worth it! And despite what Valve says, it is COMPLETELY playable on Steam Deck, with some extensive key mapping or community layout implementation -- look up my layout, it works great!
Awful controls that can't easily be rebound- many other games around this era could be tweaked to have playable controls, or have been updated to allow that, but this one seemingly isn't one of those. When your Wolf 3D based game ends up being worse to control than Super 3-D Noah's Ark, you did badly.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Shapebreaker - Tower Defense Deckbuilder | $7.1K | 65 | 80% | $4.99 |
| Epic Little War Game | $7.1K | 64 | 88% | $4.99 |
| Ridge | $7.1K | 83 | 63% | $4.99 |
| Steam and Metal | $7.1K | 83 | 70% | $4.99 |
| Showing Tonight: Mindhunters Incident | $7.1K | 83 | 57% | $4.99 |
| Alcatraz Builder | $7.1K | 83 | 52% | $4.99 |