
Xeno Crisis is an arena shooter in which up to two players take control of battle-hardened marines embarking on a deadly mission to confront an alien menace! Run and gun your way through thousands of adversaries, searching for survivors, and ultimately facing the origin of the outpost's demise.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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
There is a reason this game is not talked about when mentioning modern Arcade classics, it's a very nice looking game with great music and a simple enough premise that should be difficult to mess up, but bizarre game choices and terrible controls killed it. I played this game for more than 10 hours but since I did it in offline mode the total playtime didn't synch properly. I don't know how where to start so I'll just make a list of the glaring problems with this game after spending way too much time on it. -For some bizarre reason, your main weapon has limited ammo, but the game throws you an ammo box as soon as you're about to run out, why is this a problem? It brings the pace of the game to a halt. The ammo box might spawn too close to enemies, making it annoying and difficult to get back to shooting, this becomes a glaring issue on later levels, where enemies spawn by lots and they become bullet sponges, even when you're max upgraded on ammo and power this is still an issue. -Bizarrely, the weapon pickups are temporary powerups, at the beginning of the game this might seem innofensive, but once you hit the midpoint, you'll realize what a terrible choice that is since you'll start encountering enemies that burrow, or jump, removing themselves from the arena and wasting precious time from your (for no reason) timed powerup, instead of making the main weapon have limited ammo, weapon pickups SHOULD have been the ones to need ammo, and having ammo pick ups appear to extend their duration could have been the choice, anything but timed. -Weapon pickups balance is out of wack, rebound shot, and homing shot are terrible weapons and do more harm than good when picking them up, where ass the rest of the weapons like the laser, rocket launcher, and shotguns are just good at any time, Seems like the developers realized this so the only quality of life feature this game has is that you can discard your weapon power up, thank god. -Enemy bullets are small and hard to see, they're yellow like your own bullets, so it can even get more lost if the shot happens to align with your bullet's trail. You'll end up losing health from bullets you will not be able to see coming, it doesn't feel good. -Some enemies shoot as soon as they spawn, like some walking red aliens from area 2, since spawns are random there is nothing you can do to prepare for this but always expect the worst and play too careful, which is not fun, that's the problem, there is no tell, no animation, no anything, you can't react. -Some enemies will spawn under your feet and you will lose precious health, feels terrible and unfair, this never got fixed since the game's release, it's insane. -If you use 1 continue you're locked out of the good ending, that would be reasonable in other games maybe, but not in this game where losing health can just randomly happen. -Your melee attack absolutely SUCKS, the range is small, and the animation is unsatisfying, and enemies do contact damage so most of the time you'll lose health to the enemy you just killed with your melee attack, easily one of the worst melee attacks in a game I have played. -Your dodge roll is terrible, the range is so weird too, it's really hard to measure the distance of it so you'll end up rolling into an enemy or a bullet, might as well just not use it. -Item pickups like tags, grenades, or health are on a timer too, wouldn't be an issue if they didn't spawn between enemies, so you have to deal with bullet sponge enemies, small bullets you can barely see, and a really small timer to be able to pick this stuff up, tags are necessary to level up your character, so it's not something you can just forego, same for health, you will NEED those pickups. There is probably more but it's all I can think of from the top of my head right now. I got this game back when it came out and unsurprisingly it never got better, the developers were too hard headed when it came to criticism back then, and were never able to look at their product and the feedback they got and accept there it was things that could be improved. The base game is good, but there is to many unpolished gameplay mechanics and issues that needed to be tweaked. In the end this game ended up being forgotten and the developers killed it with their refusal to listen to feedback. I don't recommend this game, I can't.
Xeno Crisis - олдовая игрушка времён SEGA. На первый взгляд простенькая, ничего сложного, но это лишь на первый взгляд. Она довольно сложная, как и все игры времён Dandy и SEGA. Игра представляет из себя набор несколько маленьких арена-локаций. Выбираем персонажа между мужским и женским полом, заходим на базу, зачистили локации, спасаем людей, если они есть, отбили волны врагов, собрали жетоны, а в конце уровня нас ждёт битва с боссом. В этом вся игра. На счёт жетонов: Собирать их необходимо, за счёт жетонов прокачиваем персонажа между уровнями. Не знаю почему, но игра по умолчанию ставит сложность на хард, заходим в настройки и меняем на изи. Так как хард без опыта не вывезем. Как минимум до первого босса дойдем, но при этом потеряем драгоценные жизни и воскрешения. Русского языка нет, да и черт с ним, здесь он в приципе и не нужен.
"Easy" is not easy. Made it to the last level then died multiple times to the shielders. Didn't know I had to roll into them, what a game. Played through it again entirely a couple of times just to get to the final boss and because I used a continue I cannot fight him and I just get game over. What a silly little wacky fun game mechanic Why does this game have positive reviews? I love Smash TV and this scratches the itch but "easy" is a joke. Can't beat the game using a continue at all. Y'know what? Changed to a positive review. At least you guys added a cheat menu. Great game, but yeah.... The difficulty, wild. Continues serve no purpose in this game at all if you can't even "beat" the game with them. So buyer beware.
TL;DR - Xenocrisis is a very good game that I cannot in any reasonable way, recommend to anyone other than masocore fanatics. It accomplishes what the developers set out to do, which is one way of measuring success in game development I suppose, but just because a game meets the devs' goals, doesn't mean it should actually be recommended to players. Predominantly, this is because the game is viciously difficult, which, by itself isn't an issue. The problem is, it is made difficult in poorly executed, chaotically inconsistent, or needlessly sadistic ways. The sadism, I could handle (maybe). The poor execution and inconsistency? That's no good, and can't be recommended to the bulk of players. At Length - Xenocrisis is a 2D, Top-down, snappy Twin Stick Shooter mostly in the vein of Smash TV but with a dodge roll and aesthetics cribbed heavily from Aliens. The pixel graphics are lovely and the music is really quite groovy, and it even has a couch co-op mode, which probably makes this game much more accessible on console but is less relevant on PC. It features characters that can be upgraded as you progress through the game's 7 levels in a tight gameplay loop that makes the player choose between rushing through (most) levels or exploring to get more currency to upgrade their characters. The levels are randomly arranged with each run so there's minor variation between runs to keep things interesting, which turns the game into a test of pure reflex skill and memory of enemy AI attack patterns. So if all that sounds pretty good (and it is), what's the problem? - There are actively negative "power-ups" that are effectively player choice traps. Notably, this game has the worst "homing laser" gun I've ever seen, as the programming on the homing shots seem to purposefully veer away from enemies you actually want it to hit. Half the shots you fire out of this gun will miss and hit walls, which really should never happen with any homing weapon ever. I'm sure the devs got this note, because you also have a dedicated button to drop weapon pick-ups that seems to have been made for this gun specifically. Which, really speaks to the mentality of the devs. Rather than making the homing gun's homing functionality work, they instead gave you the option to drop the gun! I presume because the trap-like nature of the weapon is intentional. - Other trap "upgrades" include a final movement speed boost that is too fast without LOTS of practice, a grenade damage upgrade that lowers the grenade's blast radius and makes it less effective for clearing mobs, and a charge shot "BFG" that either due to poor testing or deadzones will often fire in the direction the player is moving, not aiming when the stick is released to fire it, meaning you fire in the opposite direction you intend a fair amount of the time. All issues of adding imprecision and inconsistency in a game where precise play is paramount. - Speaking of, there's a massive issue with inconsistency on the player's iFrames after taking a hit. Namely, it feels like there's no definite window in which you're actually invincible. Sometimes, you get hit and you're protected for about a second. Sometimes, you get hit and immediately get hit again within that second. As the only indicator of invincibility frames is your sprite flashing, and it's a very short window, it's very hard to tell what exactly the issue is. Is it the player misreading their timing, or is it that you can get hit by different types of damage, or is it that you are only protected from one additional hit before your iFrames go away? . . . I can't figure it out from play alone, which makes the iFrames feel very inconsistent, and inconsistency in hard games that demand extreme precision is, well, bad. Smash TV didn't have this problem because when the player was invincible there was a visual effect under the player's feet to indicate the duration of their iFrames. This is the kind of stronger visual cue that Xenocrisis actually needs in the extreme levels of frenetic chaos that occurs in in the game. So, I will grant that this may not be an inconsistency issue, but a readability issue, but in either case it can be frustrating because . . . - There's also inconsistency on behavior when enemies make contact with the player character as they spawn into screens. Sometimes, when an enemy spawns into the same space as the PC, the PC will automatically make a melee attack and kill the enemy. However, often the player will simply take a hit instead. This is a major issue because all "turret" type enemies spawn into maps (with a damage box) instantly and from under the ground with no tell or forewarning (other enemies that "drop in" have a shadow indicator so the player knows to avoid being in the spot they'll spawn in). Once you get reasonably good at this game, you'll find that most of the damage you receive is actually coming from enemies spawning in under your feet on a single frame in which you had literally zero way to predict - you just happened to be in the wrong spot at the wrong time. Theoretically, the automatic melee attack would prevent this, but again, it's too inconsistent in its execution. I think the gaming world learned with the Souls franchise that "Good Difficulty" is when the player feels like they're getting punished for mistakes that they've made, and can (ideally) learn from. So long as it's fair, then a game can still be very punishing, and players who want a high difficulty experience will be OK with it. But both of these kinds of inconsistent damage behavior on enemy spawns and iFrames make a lot of damage you'll take in Xenocrisis feel random and arbitrary, which, feels pretty bad, man. - All this comes to a head in the game's 5th level, The Forest, where the range of enemy types used creates a situation that I have come to call "Layers of BS" enemy damage box design. Where each individual enemy attack pattern is fairly manageable, but when they're all jammed together at once, you end up with screens where chaotic enemy damage boxes abound, with no reasonable windows or positions of safety (which the inconsistent iFrames exacerbate). If the game's random level generation doesn't give you a quick path to the boss, or doesn't spawn enough medpacks or good weapon power-ups or just too many enemies, you will almost certainly die in this level unless you are BOTH highly skilled and pretty lucky, which really means you're relying on RNG, not skill to make it through this level without continuing, which . . . - Which might not be that much a problem except . . . you can't actually beat this game unless you get to the final boss without continuing. Due to story reasons, if you actually use any of the continues provided to the player (you start with 3), when you get to the final boss, you just die and get a total game over. That's it. No exceptions. No refunds. Any death in this game means you NEED to restart it from the beginning. The "continues" are a lie. This is one of the nastiest Kicks in the ♥♥♥♥ I have seen in a game in a looong time (obviously modeled after stuff like Ghouls and Ghosts' false end), and it's a condition that's not even removed if the game is set to "easy" mode, which is why the percentage of players who have beaten Xenocrisis on "easy" (which changes very little about the difficulty, btw) is 2.6 and the percent that have beaten on Default Hard is 2.4. This final boss trap condition demands the player effectively make almost zero mistakes is also the final nail, in my opinion. The extreme level of difficulty is all intentional. Probably, the inconsistency is intentional too. Usually I'd think otherwise, but when the devs make *continuing the game* a player trap, we're at levels of sadistic scenario design that I never thought possible outside of I Wanna Be The Guy or Kaizo Mario. If you're that kind of Masocore enjoyer, then, enjoy! Everyone else should probably stay away. For their own sanity.
A stupidly difficult game and if you use a continue, you can not access the last boss. Could have been great.
I've played (and beaten) many hard games. Even some that required you to play in the hardest difficulty to get the best ending. That said, I can't think of any games that flat out forced me to do a perfect, "no continues" playthrough, just to fight the final boss. Doing a perfect run should give the "Super+ Good Ending & Knuckles. Feat. Dante from DMC". The music by Savaged Regime is amazing, god bless Savaged Regime, f*ck off every other person involved in this game.
TLDR: A twin-stick shooter with satisfying gameplay and fantastic soundtrack. Devs understand how to make a good arcade game with high difficulty and no bs concentrated intense gaming. Achievements encourage you to learn the game and face harder challenges: felt very rewarding completing 100%. Totally worth it playing! An arcade game the way it should be: no time to explain – grab the gun and shoot the enemies. Clear visuals: everything is distinct and easy to parse. Controls are responsive and fluid – feels satisfying to move and shoot. However, you can’t reassign buttons and are forced to play with predetermined scheme. Playing with keyboard is probably not the best idea – the binds are quite unintuitive, so I played with a controller, and, although I probably would change a few buttons, it was no problem. As for music and sound, their volume is a binary switch: I would certainly like a slider. Good thing is - they are awesome! There are not many game osts which I would listen away from the game itself, but this is absolutely such a case. Sounds are juicy and the announcer approaches “heavy machinegun” levels – pure bliss. Jumping doesn’t give you i-frames, so it’s used for movement and reposition purposes. However you can damage certain enemies while rolling at them. It’s dangerous, but provides opportunities for skill play. Another aspect of combat is melee: it’s rather risky, but once you learn to use it, it feels rewarding and sometimes gives you an advantage. Most weapon pickups are either a huge straight-up power boost, or might be a bit finicky but very potent in certain spots, however it seems like homing is almost always a downgrade – it could definitely use a buff. Dog tags are a pickup used to make purchases in the shop. It doesn’t introduce power imbalance, however I’m not sure it’s really needed. You can generally upgrade important stats like dmg, hp and speed pretty quickly. For example, already after level 1 you can get your damage to max. It kinda works, as there are no meta upgrades and everything is contained within one run, however after about level 5 (of 7) there is no point in picking up dogtags: you’ll be maxed out on upgrades, which looks like a design flaw – there is no other way to utilize currency. You could buy continue pills, but we don’t talk about those here ;) So the shop system isn’t a detriment, but could be more deep and nuanced. Each level consists of a chain of rooms: once you enter, you are locked inside until all aliens are cleared. Enemies do not pile up: if you stop killing, new ones won’t spawn. This prevents frustrating experiences, when falling behind might snowball you into a very bad situation, however I wonder if enemy cap could be significantly increased on a hard difficulty setting. Your base gun has finite ammo, however, once you run out, a pickup will appear, which tops it up: this gives incentives not to shoot all the time. There is basically no backtracking: in some levels you have to move to a side room to get a key to progress, but it doesn’t waste your time. The game is really challenging in a good way: it’s not purposefully unfair or impossible even for a not so skilled player like me, but challenging enough that you can’t beat it by chance. It took me 23,5 hours to beat the game on base difficulty and it felt very rewarding. Even the way they name it “easy” pokes you and incentivizes to push further. So, naturally I went for a hard mode. Enemy hp remain the same, but they move faster and projectile speed increases, so it makes it more challenging without turning enemies into bullet sponges. For my taste, they could make it a bit harder in some aspects: like higher enemy cap, more shooting enemies, but it’s still challenging as is. At a 36,5h mark I managed to beat hard mode. Achievements push you to take on harder challenges, while not forcing to engage in unfun gameplay patterns. For example, getting 200 dogtags means you can spend very little in shop, so it’s akin to low% run. Usually not a fan of coop achievements, but you can easily do it solo. When doing S-grades on individual levels, you can get hit no more than once – I appreciate that you have a small amount of leeway here: it’s still hard, but the devs meet you halfway. Well, more like 5%-way:) To do it in a sane way, you need to level select – you get the code after beating the game. I almost gave up on getting S in HQ until I learned that you can fight the boss if you access it from backers menu (not the cheat menu) Last level is brutal, even on easy when you go for S-grade. Took me 61,5h to complete all the achievements and the journey felt amazing. Scoring: I’m just a normie-survival player, but I’ll try to elaborate nevertheless. First, there are no leaderboards. To compare and compete against other players is the whole point! They did consider a few things for the scoring system though: additional points for picking hp and grenades when maxed out, which gives incentives to not get hit and not use powerful grenades. The presence of optional rooms in some levels provides additional opportunities to increase your score, but bears risks, which is a proper dynamics. Melee gives double the points too. As far as I know, you can’t milk for points. So, there is foundation, but devs didn’t lead idea to its conclusion. Simply adding scoring “because arcade game” is not very thoughtful: ideally scoring system is integrated within the game process itself and gives it depth. Even in sonic every 50k would give you 1 life, so it was vaguely connected to gameplay and you would get big bonuses for finishing level fast - nothing of the sort here. At the end of a game, which usually takes 35-40 min to beat, you are shown your time, rank and kills. Seeing how you are always evaluated on your performance via a rank system, I would like more though and transparency put into it. For example, why not include a menu section, which shows requirements for each rank as well as how you can score more points. You could also get big bonuses for, let’s say flawless level, more point for not using bombs at the end of a level etc. That’s a loss of good opportunity to enrich the game. You can select between two characters but the difference is purely cosmetic. I’d enjoy having meaningfully different chars, but it’s fine. Boss fights provide a change of pace each with unique soundtrack and mechanics; however they are way too easy. Also, very minor changes between easy and hard mode: don’t like it - I think they should be scaled way more for hard difficulty: more hp and certainly more aggression, bullets and new attack patterns. There is boss rush, which was helpful in practicing against final boss. There is a survival mode with non-stop action without transitioning to rooms – this is a fun way to practice and challenge yourself. The shop upgrades work as pickups here, so there is variance in the order and types of powerups you get. Personally, I didn’t get to 2500 kills, even though I got an achievement for doing so. I think the way the game treats it is incorrect: you don’t have to get the kills during a single run, but rather it adds your results during a single game session. That’s what happened to me: I jammed several runs one by one, getting 800-1000 kills and then suddenly 2500 kills cheevo popped. Although I’ve gotten pretty close one time – to 2470 and choked at the very end :) Getting there is not trivial as rng, especially getting a rare full heal, is often the difference. Still a fun mode. The game is an easy recommend, despite its minor shortcomings, even if you don’t want to attempt all the achievements: simply beating it once is worth it - gameplay is involved and the music is fire. Xeno Crisis is hard, credit feed is discouraged and so seeing your improvements feels very fulfilling. I’m glad that games like that are still being made nowadays. Mission all over!
Игра ЛЮТЫЙ ХАРДКОР! 50 часов потратил на то чтобы пройти ее на хорошую концовку (без смертей) на ЛЕГКОМ уровне сложности. А когда получил за это очивку, выяснилось что она есть у 2,5% игроков!!! Я влюбился)
If you like Smash TV, Total Carnage, or Robotron 2084, you'll like this. It's a twin-stick shooter, but you can also use the 4 face buttons instead of the right stick. I did find the right-stick of my Xbox One controller to be off sometimes, so I'm not sure if the buttons would have been better. It's a hard game but fun. Dog tags you pick up along the way are the currency to buy upgrades in between levels. https://youtu.be/L1uysGGrkuU
Un juego muy difícil, pero adictivo. Originalmente nació como un proyecto de un juego nuevo para el SEGA Genesis y se ha vuelto un juego con ports en varias consolas retro y disponible en todas las consolas actuales
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Languages: English*, French, Italian, German, Spanish - Spain, Dutch, Portuguese - Brazil*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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