
It's the 22nd century: Galactic travel is commonplace, peace is at hand, and the future looks bright - until Goldfire's plan to unleash an army of military mutants shocks the galaxy. Dr. Goldfire, a brilliant bio-scientist whose morbid research led to incredible genetic improvements in humanoids and aliens, has gone power crazy.
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Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Another FPS from the Wolf 3D engine and it holds up pretty well. Has some visual changes from Aliens of Gold that make it stand out (like a hud minimap!).
Blake Stone: Planet Strike, developed by JAM Productions and published by Apogee Entertainment, is one of those early first-person shooters that quietly refined a formula just as the genre was on the brink of rapid evolution. Released in 1994, it builds directly on the foundation of Blake Stone: Aliens of Gold, continuing the pursuit of the rogue scientist Dr. Goldfire. While the narrative itself is straightforward—essentially a mission to stop another catastrophic experiment—it serves its purpose as a framework for what the game truly focuses on: tightly constructed levels, methodical exploration, and steady, no-frills action. Mechanically, the game is unmistakably rooted in the Wolfenstein 3D-style engine, with its grid-based movement, flat level geometry, and fast-paced shooting. However, Planet Strike makes small but meaningful adjustments to that formula. Instead of relying purely on key-hunting to progress, players are tasked with locating and destroying specific objectives within each level, such as security devices that unlock further areas. This change subtly shifts the pacing, encouraging more deliberate exploration rather than simply rushing from one locked door to the next. It gives each level a clearer sense of purpose, even if the overall structure remains familiar. Level design is where the game attempts to distinguish itself most clearly. Environments are more detailed than earlier titles using the same technology, incorporating textured floors and ceilings along with improved visual variety. The layouts themselves tend to be more intricate, often weaving together corridors, hidden rooms, and interconnected spaces that reward thorough searching. At times, this complexity can become a double-edged sword. Without a fully featured automap, navigating these spaces can feel disorienting, especially when backtracking becomes necessary. For players who enjoy uncovering secrets and mastering layouts, this can be satisfying; for others, it may feel unnecessarily cumbersome. Combat also sees noticeable refinement. The roster of enemies is broader and more dynamic, introducing new threats that require different approaches. Some enemies are more aggressive, others rely on surprise or positioning, and the overall difficulty feels slightly elevated compared to its predecessor. Encounters often demand careful movement and awareness, as enemies can deal significant damage if approached carelessly. The gunplay itself remains straightforward, but the increased variety in enemy behavior helps keep engagements from becoming too repetitive. One of the more distinctive elements carried over into Planet Strike is the presence of non-hostile characters who can assist the player. These informants add a layer of interaction that was relatively uncommon in early shooters, offering hints or resources if approached correctly. It’s a small feature, but it contributes to the game’s personality and breaks up the otherwise constant cycle of combat and exploration. Moments like these give the world a slightly more lived-in feel, even within the technical limitations of the time. The game’s structure is more compact than its predecessor, abandoning the episodic format in favor of a shorter, continuous campaign. This results in a more focused experience, but it also means that the game can feel somewhat brief, especially for players accustomed to longer campaigns. Some later levels appear less elaborate than earlier ones, suggesting a slight drop in momentum as the game approaches its conclusion. Even so, the inclusion of secrets and hidden areas adds replay value for those inclined to fully explore each stage. Visually and audibly, Planet Strike represents a clear step forward within the constraints of its engine. The addition of environmental textures and improved lighting gives levels more depth, while the sound design—though simple by modern standards—adds impact to combat and helps differentiate enemies. It doesn’t match the technical leaps seen in contemporaries like DOOM, but it demonstrates a clear effort to push the existing technology further. The game’s biggest challenge, both at release and in retrospect, is its timing. Arriving during a period of rapid innovation in the FPS genre, it inevitably feels overshadowed by more groundbreaking titles. Its mechanics, while polished, do not introduce enough new ideas to redefine the experience. Instead, it stands as a refinement of an earlier style, appealing most to players who appreciate that specific era of design. Ultimately, Blake Stone: Planet Strike succeeds as a solid and thoughtfully constructed shooter that improves on its predecessor without dramatically altering the formula. It offers a satisfying blend of exploration, combat, and secret-hunting, wrapped in a compact and approachable package. While it may not stand out as a landmark title, it remains an enjoyable and historically interesting example of early FPS design. Rating: 8/10
Apogee means action! Somehow, I've always liked this phrase and I just wanted to say that. So, about Blake Stone: Planet Strike, if you're into retro shooters, you have to try this one. Like many, I can say it plays a lot like Wolfenstein 3D, but instead of fighting Nazis, you're in space doing space stuff and fighting mutants. The game gets really cheap during sales, so just get it then and give it a try. Also, it works just fine on the Steam Deck despite no info about it here.
More [b]Blake Stone[/b], including the bad timing of the original release (a couple of weeks after [b]Doom II[/b]). A most appreciated change from the first game is having an automap always active in the HUD, with batteries that serve to rather zoom, a function that doesn't seem useful (the scale of the map is fine as it is, and zooming it is less convenient) until you realize the 4X zoom even reveals secret passages. It removes a lot of challenge, but are you sure you will never use it, especially if you are aiming for 100% completion? Aside from that, just like the first, the asking price is so low that it doesn't hurt to try it. And of course, the BStone source port works with this game too.
This is a review for Blake Stone: Aliens of Gold as well (as for some reason this one isn't available in german steam store, so I can't write a review for it). Both are decent old school fps in the vein of Wolfenstein 3D. They are more complex, have more enemies, a few more weapons than Wolf3D. But the gunplay is sadly not as smooth and those games can definitly feel unfair at higher difficulties as you can't stun enemies by shooting them like you do in Wolf3D. They are overall not a must play, but probably still worth it if you love Wolf3D.
Es un muy buen juego shooter de los años dorados. Las únicas cosas que le puedo criticar a este juego son: - El estilo del mapa, es mucho mejor el del su antecesor, que al menos te muestra donde están las puertas que no abrimos o requieren cierta tarjeta. Y donde se encuentra el ascensor. - Los bichos y las armas son los mismos/as pero retexturados, es decir básicamente tenemos el mismo arsenal con otras texturas...y los bichos son los mismo pero con otras texturas. Igual de recomendado que su antecesor.
Lots of retro FPS fun from back in the day.
If you liked Blake Stone : Aliens of Gold this is more of the same. I loved that game so I highly recommend this sequel plus Dr. Goldfire has to be stopped
Great
W3D & Doom started the whole FPS craze. FPP - First Person Perspective FPS - First Person Shooter Doom clone - term that was used from '92 to '96 (release of Quake) that means the same as FPS, just doom was so groundbreaking that every other fps game was compared to it. All of FPS are FPP, but not all FPP are FPS.The alternative being third-person perspective -- or TPP -- which, technically speaking, should include any game where you're looking at the character you're controlling from the outside, but which, in practice, is usually used to describe games with an over-the-shoulder "follow cam" (as opposed to "isometric", top-down, side-view, and probably others). The FPS term wasn't widely used before release of Quake, before that they were all called "Doom Clones" or FPP. Doom was actually the first game that brought recognition to the FPS genre as something distinct (even though there are games that fit FPS description and predate doom about 19 years, Id themselves released at least 3 FPS games before doom - Hovertank 3D, Catacomb 3-D and Wolfenstein 3D) So if you want to be specific use FPS, if for example you want to talk about System Shock or Deus Ex use FPP as they're mix of FPS and RPG. And all games that came after doom and before quake can be called doom clones (heretic, hexen, duke nukem 3d, shadow warrior e.t.c.) There's also a subgenre of FPP that contains vehicular combat (i.e. descent series) that some consider to be FPS and some do not so in this case it's safer to use FPP.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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