Category Archives: Aliens

ALiENS #21: FOUR MORE WEEKS AND OUT

This month’s cover by Ilya (Ed HillyerCrisis, Manga Mania, Jean Genii) isn’t one of my favourites I have to say. It feels unfinished but his style certainly has its fans and so it’s just not for me I guess. It represents the final part of Salvation, even if the headlines make it look like it’s for Colonial Marines. There’s also a feature about H.R. Giger in this issue, so let’s get stuck in and see what we think.

I can’t believe it! With hindsight we know the next issue will be the last, so for Crusade to take a month off is devastating, meaning it definitely won’t be completed in time. The strip may have started off poorly but it’s become a real treat these last six months or so. Let’s hope we at least get some closure next time. It’s funny to read about the readers writing in requesting the comic change to a weekly schedule too.

We just didn’t consider the amount of work that went into our comics and always wanted more of them. I personally never looked at the date my next issue of the monthly Jurassic Park was due because then it’d feel like forever, instead I just let its arrival in the shop surprise me. The response here also reminds me of OiNK’s co-editor Tony Husband and how he felt that comic’s transition to a weekly (from a fortnightly) sucked the fun out of it for him. I do get the irony of this topic coming up in the penultimate issue of Aliens, too.

Dave Gibbon’s Salvation finale is first up with a huge 16-page chunk of the issue, and as Selkirk fights for his life atop the crashed spaceship the ground caves in and he finds himself dangling in front of a nightmare. There are bodies of the crew and the local creatures everywhere with holes in their chests but somehow he’s able to creep into the escape pod and meet back up with Dean. I said last time there was something more about her and I was right, she’s an artificial person (as Bishop would say).

In a shocking turn of events, Selkirk’s prejudices come to the fore and he tortures her for information, all while his internal monologue preys to his Christian god about how he’s doing good. Mike Mignola’s bold, shadowy art adds to the horror of this moment. Yes, she’s a synth but it’s gruesome stuff! Then, when he gets what he needs he simply kills her. He’s a twisted character and it’s a bleak strip because of this. Selkirk’s hatred for synths makes him blind to the fact that without Dean’s programming to save human life he’d be dead by now too. It’s compulsive reading! I find myself hoping more and more he gets his comeuppance.

Basically, the military wants the aliens wiped out but the company wants its bioweapons. This planet had one land mass and a species that reproduced quickly, so perfect for the company, the ship used to deliver the aliens whether the crew survived or not. Selkirk concludes it’s the company, not the aliens, that has been sent by satan and he takes it upon himself to be a martyr for Christianity, to self-destruct the ship and wipe out the entire land mass and all sentient life.

Wiping out all life not like him, seeing non-Christians as inferior, killing someone he liked when he finds out they were different to him, all while going “god’s work” is a scary enough conclusion until we get to the last page. Seeing this huge ship with its even bigger cross traversing the universe and bringing their god’s word to alien worlds is a more terrifying conclusion than anything I’ve read in this comic to date.

The next story is called Alien. Which isn’t confusing at all, is it? Seriously, Aliens: Alien is the name of a new short tale (will we see it conclude next issue?) written by John Arcudi (Barb Wire, The Mask, BPRD), drawn by Paul Mendoza (Tensor Matrix, Rage Across Las Vegas, Dark Horse Comics) and lettered by Vickie Williams (The Web, Star Wars Legends, Spider-Man 2099). Given the name of the original film couldn’t they have thought of another title for this? Very strange.

Set on an alien planet in a small village where the men are in charge and the women are subservient (yawn, how original), their individual face paint markings indicate they’ve made kills during their hunts for food. A teen is the star of this strip and he’s not allowed to join the hunts yet, but while the ‘big, powerful men, ug, ug, ug’ are out on a hunt an alien attacks the village and kills a family, leaving the boy as the only witness.

In fact, the alien has attacked every time the men have been on a hunt recently but there have been no male witnesses until now, so the boy is ordered to join them the next night. They’re going to find and kill the alien. That’s it for this part so there’s not much of a story to sink two jaws into yet, but the art and lettering make up for this. I particularly like Paul’s xenomorph and Vickie’s lettering in speech balloons (you’ll see them next month) which suggests everything is being spoken in an alien tongue and translated for us mere humans.

The H.R. Giger feature is actually written by horror writer and creator of Hellraiser and Candyman, Clive Barker. Initially I thought this was a hell of a coup for the comic, so it’s almost criminal how it’s presented on the page. The choice of background and text colours makes it difficult to read, in particular the first page is almost unreadable. Then there’s the admission at the end that it’s actually an introduction from an already released book, so not the coup I thought it was.

It’s more of an essay on general fantasy art rather than Giger (which makes it a strange introduction to a Giger book) and Clive rightly criticises the “pseudo-sophisticated” rubbish that people often use to write about art and how Giger doesn’t need that kind of review. Yet this reads just like that at times! It’s a bit of a disappointment overall, however I’m intrigued by the image of what looks like a female alien, as it’s very similar to the mysterious female the current Alien comic from Marvel have in their stories. Clearly they went back to the original inspiration.

The last strip this month is the next part of Colonial Marines, an epically-long tale when cut up into chunks for this comic, and one I’ve known from the off we wouldn’t get to the end of because I remembered reading a chapter of it in the final issue, the only one I owned as a kid. Back then I didn’t know anything about the characters but today I’ve been following them from the beginning and so I can’t help feeling somewhat betrayed by the main character, Lt. Henry.

Basically, he’s turned into a bit of a bastard. He doesn’t care at all about helping any of the innocent people he and his team’s actions have hurt by thinking they could outwit the aliens. He also doesn’t care about said team placing their lives on the line for him, as he’s placed explosives in their necks while they were in cryogenic sleep! So now, if they don’t follow his brutish orders he can threaten to detonate them! What?!

What happened to the fun character we got introduced to months ago, the character that’s meant to be someone we care about? Now I’m hoping he gets implanted! The story has changed writers a couple of times and perhaps this is part of the problem. There doesn’t seem to have been any coordination between them to ensure continuity, or any kind of long form plan or overall writer to steer this particular ship.

The new mission is to rid Alpha Tech of the bug men who have infiltrated the company, Beliveau not being a villain after all but someone trying to do the same thing from within. But subtlety is no longer an option. Things don’t get off to a great start when their captured bug man deals some alien jelly to the pilot of their space cruiser, deliberately overdosing him. High as a kite, instead of coming into orbit to collect the team he ends up getting too close and burns the whole thing up on reentry, the bug man sacrificing himself for his cause.

What’s so frustrating is how this started off so well way back in #9 and Henry was the main reason. I’m all for character development and when dealing with the aliens of course people are going to come undone somewhat. But Colonial Marines now feels like a collection of different stories with completely different characters, like each writer wanted to write something else. Such a shame it’s all come crashing down towards the end. No pun intended.

The Technical Readout is nothing to write home about this month, being a simple drawing of the comms panel of the Armoured Personnel Carrier and a lot of bland text, so the final highlight of the issue is a page reporting on the release of the Terminator 2: Judgement Day Special Edition on Laserdisc. Back then I used to lap up details like this about restored deleted scenes etc., but today I much prefer to find out for myself by watching the movies instead, like I did with the superb Alien³ Special Edition.

I have to laugh at the “Why bother with video?” comment. VHS would continue to dominate for a long time after this and even made advances in picture and sound quality. It only eventually gave way when DVD took off. The extortionately-priced Laserdisc could only dream of such success. Saying that, remember this was 1994 and as such we’ll forgive Terry Jones here. After all, who am I to judge when I went all-in on the supposed new entertainment standard, 3DO around the same time?

Oh now I’m reminiscing… how I loved those 3DO machines!

Ahem, anyway, a quick glance of the comics checklist on the letters page confirms Crusade will return next month for its penultimate chapter. Noooo! So close! Oh well, I’ll get back into my 90s head space and try to forget #22 will be the final issue until it’s all over. It feels like no time at all since I kicked off this real time read through, I can’t quite believe we’ve been on this ride together for over 20 months. Just the one terrifying (hopefully) trip to go on Tuesday 24th March 2026.

BACK TO iSSUE 20

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ALiENS #20: APPARENTLY SHE SAW AN ALiEN ONCE

This month’s cover by Charlie Adlard (The Walking Dead, Nikolai Dante, Savage) may be more comic book-like than the usual painted images we’re used to, but you can’t deny it would’ve stood out on the newsagent shelves. The comic really does appear to being in rude health, not that this would matter in a couple of months. On the editorial page I’ve already had my doubts about Alien War and what’s mentioned here does little to assuage them.

You’d think they’d have had more than one person to play the alien! Anyway, there are your credits for the issue and it’s straight on to the strips and their recap pages have all been given a fresh new look. These are much better, more informative, look great and carry the credits so you don’t have to look back at the editorial to see whose work is terrorising you. Up first is part 13 of Colonial Marines written by Kelley Puckett and unfortunately it’s one of the weakest chapters thus far.

I simply can’t recognise anyone anymore. No one is distinctive so you can’t tell who’s talking or doing something unless their name is mentioned in response, negating any kind of character drama or suspense. Main character Lt. Joseph Henry’s plan is shockingly heartless and not like the character we met and enjoyed so much in the early chapters. To set the kelp beds on fire with a chemical that’ll never stop burning is extreme, and will leave the innocent people here hungry and penniless! To add insult to injury the fire is just forgotten about in the story, its consequences completely ignored.

At one point Vasquez is rescued by a new random character called Herk Mondo, some “legendary” alien killer. This was his first appearance and I instantly disliked his inclusion. Having a lone man capable of destroying hundreds of aliens reduces the xenomorphs to nothing more than pests. It feels like Kelley has backed himself into a corner; a cleansing fire and sudden appearance of a randomer to save the day at the last second is a hugely unsatisfying resolution to a months-long part of this story. Mondo would go on to star in his own comic but that doesn’t make this feel any less than a conclusion plucked out of thin air at the last moment.

Surely the biggest announcement on the cover is the interview with Sigourney Weaver. It’s only two pages but full of fascinating tidbits, even more so with the gift of hindsight. The question of returning to the franchise after Ripley’s death foreshadows what would eventually be the fourth film, although it certainly wouldn’t have the quality she speaks of here. There’s some information about the making of the first two films which should put to rest the silly myth surrounding the filming of the original chest burster scene. It’s telling how she doesn’t mention Alien³ director David Fincher, it appears her project with Dave writer Gary Ross never materialised according to their filmographies and the penultimate question is surely a sad indictment of the times.

I have to say I question the editing of this interview. Sigourney’s answers read like very stilted responses, certainly not like her from the countless interviews I’ve watched over the years. Maybe they’ve been badly edited to fit two pages, or taken from quickly scrawled notes at the Alien War grand opening. A shame, as the information in here is fascinating.

The second part of Dave Gibbon’s Salvation takes up a whopping 16 pages of the issue. Days after killing his captain, Selkirk is still eating his rotting flesh when he finally stumbles across the crashed ship, but he’s being driven mad by fear while he’s awake and by terrifying nightmares when asleep. First Officer Dean shows up to rescue him and of course Selkirk instantly believes this proves god is watching over him.

Dean knows how to get to the escape shuttle, so she takes charge and they slowly make their way through the jungle, coming across some of the primitive ape-like creatures who live there. Taking cover, they witness an alien jump out of the tree canopies and tear one of the creatures apart. Selkirk immediately panics and screams to his god, which of course is an idiotic thing to do. Dean chastises him and tells him to “Shut…”

Too late. Over the next few pages they run through the overgrowth firing in all directions as swarms of aliens descend. I have to say I’ve been loving this tension-filled strip up to this point but let out a bit of a sigh here. I generally prefer stories with one solitary alien, they’re just so much more suspenseful. Now, the movie Aliens is the exception to the rule of course (because it’s perfect) and is my favourite of the franchise. But it was expertly crafted. In everything from Alien: Romulus to these comic strips, when it was one alien it’s more suspenseful and was disappointed when loads turned up. Having our two characters so easily outrun them kind of ruins things here too.

Falling down a multi-tiered waterfall gives them ample distance from the xenomorphs and a chance to catch their breath. Quietly, mind you, as they shelter in a hideout and the aliens begin to stalk nearby. Selkirk starts thinking Dean likes him, that that’s why she came back for him and he starts imagining having sex with her, before coming to the conclusion that god didn’t send her to rescue him, but to test him. The guy is quackers. And a creep.

Dean sets a charge, attracts the aliens, then they make a run for it and detonate the bomb, taking out most of the creatures. Not all though, as Selkirk finds out when he doesn’t see a wire on the ground, trips over it and falls flat on his back in front of an alien for this month’s cliffhanger. There’s a lot to like here, and a lot to love above Mike Mignola’s shadowy, atmospheric art in particular.

I like the fact Selkirk isn’t likeable, in fact he’s a real piece of work. Its original. There’s also something about Dean which makes me believe there’s something we don’t know about her. Is she a figment of his imagination? By the end, after she sets explosives I realised she has to be real, but that initial feeling of ‘something’ is still there. Wonderfully bleak, only the unnecessary inclusion of so many aliens keeps this from being the best strip in the comic’s run so far.

Motion Tracker brings back more happy memories of those days when I began transitioning my VHS collection to widescreen, always excited to learn of a favourite movie being released in the format, and then enjoying seeing more on the screen. Around that time I was also discovering the vast catalogue of movies at my local rental store instead of repeatedly renting favourite films and shows over and over again.

I always knew I should’ve been trying new movies, but it was like wanting to try something different from your local takeaway; after perusing the menu (or the video store) for ages we always pick what we already know we like. But this was indeed a time of discovery and Solar Crisis was one such weekend rental, although I remember absolutely nothing about it. It’s exciting to see Stargate mentioned, I’d loved to have seen the news stories develop if the comic wasn’t coming to its end soon.

UK strip Crusade’s eighth part runs to eight pages and while the art can once again be confusing in places, for the first time every single character featured is well developed and the inter-personal drama is superb. So it appears the Archbishop has been trying to save the city, albeit with human sacrifices! The missing ship crashed through the church, spilling the alien eggs into the Thames from where he’d been able to contain the threat, tying up two of the mysteries including why London had apparently been spared (it hadn’t).

Just as with Selkirk in Salvation, here was another nut job who thought his prayers were being answered and he was doing god’s work when really he’s just twisted. Meanwhile, Channon’s plan is for her and Lesley to slip under the cathedral in their boat and plant enough explosives to take the whole building out. But there are aliens in their way. As always. Inside the church, Foster and Rani discover a crystal boinging to Martha.

Given to her by Rani years before, the Archbishop can’t say whether Martha still lives in the complex or not, he’s seen many pass through these walls… and sacrificed so many! This is getting really good; I’m really caring about the individual characters and the mismatch of settings have come together into one clearly defined whole. If only it hadn’t got off to such a shaky start, we could’ve had this level of quality storytelling for over half a year already.

The Technical Readout this month is intricately drawn but lacks the in-depth prose from early issues. At least the cutaways are back after a long absence. This reminds me of the cutaways from Thunderbirds The Comic in the 90s, even if it does read a little dry by comparison. The drop ship was a cool design in the film though and the model work was top class, so this is a fun look at how it was supposed to work.

Back in #7 of Jurassic Park there was a teaser advert for the upcoming gaming magazine/comic hybrid, Max Overload. I remember later adverts focussed on certain videogame characters alongside a random list of features and it always seemed like a rather cringey idea, even back when I was the target audience. We had our computer and video game magazines, we had our comics, but to join them together always seemed unnecessary. This launch advert from the back page doesn’t change my mind.

A good allrounder of an issue. The initial disappointment with Colonial Marines dissipated with both Salvation and Crusade. However, I can’t help having that nagging feeling over the first strip because it was just so good when it first began. If it had retained that quality this could’ve been a near-perfect issue. Only two more to go. The penultimate trip into the world of the Aliens will be here on Tuesday 17th February 2026.

iSSUE 19 < > iSSUE 21

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ALiENS #19: DiD iQs JUST DROP SHARPLY WHiLE i WAS AWAY?

It’s only a couple of days before Christmas Day, so where’s the special cover? Well, Aliens mightn’t have had the easiest of logos to cover in snow, but we did get a (somewhat) festive themed front page last month instead. In case you missed it, you can go and check out Chris Halls’ second yearly seasonal treat in #18’s review. For now, it’s back to the January edition.

Dave Gibbons (Watchmen, Ro-Busters, Doctor Who) joins the Aliens fold at Dark Horse International with the brilliant cover and as writer on a new strip inside. Of course, long-time blog readers will have seen Dave’s work before on the site in the read throughs for OiNK, Death’s Head and Dragon’s Claws, as well as a post about his autobiography Confabulation, so it’s great to see his work back on the site, especially in this comic. A comic which is very strip-heavy this month.

As you can see the Features side of the contents is rather bare looking and this is mentioned by editor Cefn Ridout. It certainly sounds like they’re going to make up for it next month though. Of course this issue has to kick off with Dave’s story as the headline event. Salvation was an American one-shot comic split over two issues this side of the Atlantic and the artist bringing Dave’s script to the page is just as exciting.

Mike Mignola, whose dramatic and original artwork I enjoyed so much in the comics adaptation of Bram Stoker’s Dracula recently on the blog (also see Hellboy, Rocket Racoon) makes his Aliens debut and these 15 pages are dripping in atmosphere, his art taking an already interesting story and making it absolutely compelling. And this is even before we’ve seen him really handle the aliens themselves. We only see part of one dead xenomorph here but that’s enough to have me anticipating the next chapter.

Matt Hollingsworth provides the suitably subdued colours and Clem Robins the lettering to Dave’s story of the survivors of the Nova Maru, a ship whose company trawled backwater planets looking for people desperate for no-questions-asked work to deliver a cargo to a deserted planet. I think we can all guess what the cargo is. Our main character is Selkirk, a religious cook who is mocked both for his religion and the fact he can’t actually cook.

When an alarm sounds we know exactly what’s happened, we’ve seen and read enough Aliens by now. The captain picks Selkirk at random to pilot an escape craft to get him off the ship, so horrified and scared is he by what he saw in the cargo hold he abandons his crew to die. After the crash the captain starts going insane, thinking the aliens are behind every tree, even suspecting Selkirk of being an alien trick. This leads to Selkirk killing him in self-defence in a particularly tense moment, made all the more so by the pitch black shadows of Mike’s art.

All through this Selkirk’s been praying (more Aliens+religion, there’s definitely been a theme recently) and every time a tiny bit of good luck comes his way he thinks it’s a sign and has occurred only because of his prayers. After discovering a half-submerged dead xenomorph and witnessing a bright light in the sky he deduces the Nova Maru has landed or crashed and will be stocked with provisions. Before heading off though, he’s hungry and needs energy for the journey. Looking at the captain’s body he believes god has provided for him again… and he cooks him.

By the end of this first chapter he’s completely relying on prayers and sees everything as intervention from his god, believing he’s being tested. All of the death, all of the people wiped out, and all because god wants to test him? It’s obviously hard to empathise with this lunatic. I’d be quite happy for him to be impregnated but we’ll see what happens next time in this short two-part tale.

In the Motion Tracker news pages Dave Hughes tries his very best to provide yet more hype for the interactive Alien War experience by reporting on its grand opening night. However, it still doesn’t come across great, does it? I had my doubts when it was previously announced it’d been cut down by half to squeeze more people in each day, and I think I was right. I also think he’s imagining things with the Dave movie poster.

Part 12 of Colonial Marines has a new creative force at the helm. Kelley Puckett (Batgirl, The Comet, Kinetic) takes over as writer and in comes Allen Nunis (Classic Star Wars, Images of Omaha, The Frankenstein Dracula War) on pencils and inker Paul Guinan is now joined by John Dell (Speed Racer, Lobo, Femforce). I do prefer this team for the aliens and layouts but the humans seem to have lost their defining characteristics.

Lt. Henry’s plan is to defend Bracken’s World’s central harbour with its tall concrete walls and one entry point, but this is Aliens and we know us humans are spectacularly bad at trying to outthink them. It’s also not much of a plan, simply sending some of the team out to lure the aliens back into a trap. It isn’t the most exciting of plots. Of course, the aliens are actually already at the harbour entrance, predictably lying in wait under the surface and quickly overpower the marines while the rest are out at sea.

Then the drop ship pilot disobeys orders to protect the harbour and instead, in an attempt to save her teammates, she destroys a huge alien Queen right next to the harbour wall, its acid blood producing multiple holes and weak points, eventually leading to its collapse and leaving the harbour exposed. This is the main bulk of the story and it’s just too predictable to be exciting. However, goings on elsewhere intrigue me.

Again the huge bulking android refuses to fight because of how much he cost to make, so are Beliveau’s comments last month ringing true yet for Henry? They seem to be, because amongst the chaos he orders his tech to hack into the android. That’s a big gamble when there’s a battle afoot but Henry must be thinking it might be worth the risk. I’ll look forward to afinding out more about that at least.

Moving on to the concluding part of Chris Claremont’s Renegade, this aliens-less prequel to the new Predator crossover would’ve been better in Total Carnage and the crossover in this comic, surely! But nope, that other comic would get the main event instead. So it turns out Ash’s big secret is that she’s really an android. To be fair, I should’ve clocked that the moment her name was given last issue. However, throughout the galaxy she’s known as Renegade and here she shows us why.

The Ransome ship’s security spot a small 12-year-old girl on a hill with binoculars watching them and immediately classify her as a threat, despite clearly identifying her as a child. When they take aim, meaning to kill her, Ash takes them all out. I’ll admit, it’s a thrilling read and in places Vince Giarrano’s art is powerful! But it’s all tempered by my original point, that it’s being used to promote Total Carnage to Aliens readers, while we miss out.

Crusade may have been the UK exclusive strip at the time but with everything else included this month it’s been reduced to a measly five pages and it suffers as a result. Foston and Rani try to explain to the Archbishop they need to evacuate the cathedral because the aliens are loose in the city. When he can’t convince them to put their faith in god he finally admits he’s been sheltering the aliens in the tower.

He moves to lead them out the door but the aliens from the sewers are there, waiting to get inside, which they can now do easily and immediately start killing his innocent followers. I’m not saying it’s impossible to tell a good story in five comic pages, but writer Michael Cook usually had more space to work with. The story had also started to become more interesting and involving in recent months, so this quick in-and-out is a bit of a let-down; it feels like it’s getting started when it just… stops.

After all the strip action we can take a breather with the letters page and someone asks if a competition can be run for readers to come up with story ideas that could be turned into strips. The answer is interesting, explaining many readers have already sent in unsolicited material, but everything published in the comic has to be “rigorously approved by 20th Century Fox so that new comic strips and illustrated stories featuring their characters do not contravene the nature of those characters and remain faithful to the Alien films.”

The problem is that sometimes the strips remain too faithful. Last month’s issue was great, this month the strips with fewer (or no) aliens that concentrated on the human element were the most interesting, while those filled with aliens basically retread familiar ground from the film series. There are only a few issues left so here’s hoping the new year brings a bit more balance before the comic is placed in its own chryo-chamber.

iSSUE 18 < > iSSUE 20

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CHRiSTMAS 2025

ALiENS #18: MY MOMMY ALWAYS SAiD THERE WERE NO MONSTERS

What’s this? A Christmas Chris Halls Aliens cover? Am I late in covering the blog’s logo with snow? Nope, that’ll happen on 24th November (six days from the day of writing) as per usual, in this case Dark Horse International editor Cefn Ridout must’ve mistimed the chilly seasonal cover somewhat. Yes, it’s the December issue but last year Chris’ superb art and pun-filled headline were part of the January issue released on 24th December. This year there’s another issue after this one just before Christmas Day.

Despite this, Cefn still takes the opportunity to wish us all a Merry Christmas and since mine starts as soon as the Christmas tree goes up in a few days I’ll take it! Anyway, there’s your obligatory editorial page with the full credits for this month’s issue.

Contrary to the blurb on the cover, the latest chapter to Michael Cook’s Crusade isn’t seasonal. The alien Queen trapped in a cathedral tower gave Chris a reason for the frosty cover and its church iconography, but in these eight pages we don’t see any aliens. From the ‘previously’ page we learn Channon is the leader of the Minecorp marines and Foston is the male company man, not that the strip itself has ever made these clear. The last survivor of the crashed survey team is Foston’s wife, hence why he’s risking it all even though he’s out of his depth.

Channon has been captured by a tribe who have constructed a whole village out of old vehicles because they don’t know what they are. Sounds interesting but unfortunately it’s just a mess on the page. The ‘jail’ is a camper van with a padlock and inside she finds Foston’s wife. They hot-wire the van and make their escape back to the survey ship where they stock up on heavy weaponry and take off down the egg-infested Thames in what is definitely too small a boat. It just feels right to have two kick-ass women in an Alien story, doesn’t it?

I certainly didn’t expect to get a huge laugh from the Motion Tracker news section! There’s a competition for a box set of VHS videos and it would’ve been right up my street. It’s a shame we don’t get a decent photograph of it, I’d really liked to have seen it closed with the face hugger wrapped around it. The comic also corrects (without mentioning it’s a correction) its previous error of stating Aliens wasn’t filmed in widescreen and I really laughed out loud when I got to the end. I hadn’t paid attention to the photo so hadn’t realised who it is until I read the question!

The 8-page first part of Renegade is written by Chris Claremont (Batman Black and White, Gen13, Wolverine), drawn by Vince Giarrano (Haywire, Terminator: Enemy Within, Manhunter), lettered by Tom Orzechowski (Thor, Ghost in the Shell, Spawn) and coloured by Greg Wright (Deathlok, Ghost Rider, The Punisher) and is taken from the American Dark Horse Comics anthology. It’s a prequel to Deadliest of the Species, a new Aliens/Predator crossover story. This is actually a little bit of Aliens history right here. Because it doesn’t feature any aliens, characters or names from the films this has remained the property of the writer and artist so it’s never been reprinted or collected since. 

On a planet rich in resources lives Caleb Deschanel and his daughter, and along with Ash Parnall they’ve built a community at one with nature and it’s making a profit. In lands Commander Javier Milan and EO Moira Delgado of the Descartes Indigenous Self-Defence Forces, protectors of the natural resources, according to them. Their motto is “Unexploited resources are wasted resources”, so defending the planet means exploiting it. The broad smiles and flirting is accompanied with straight-to-the-point statements; they must stand aside or face elimination. The fact the force’s spaceship is called Ransome is a bit on-the-nose.

Caleb is ill and frail and asks Ash to deal with this given her history, whatever that is. In fact, during a conversation Javier asks her how she knows so much about military weaponry and tactics and her response is just as mysterious as this strip; she had a misspent youth and they’ve a well-stocked library. This is the second strip of the issue and the second one with no aliens. A bold move or a poor decision? Truth be told, they’ve both been interesting to read so I’ve no complaints in taking a breather for more character moments.

In the concluding half of Cargo, writer Dan Jolley and artist John Nadeau continue to play to their strengths with a superb atmosphere, even if there’s a key part of the plot that doesn’t make sense. Surely even a criminal such as Vasco wouldn’t endanger the entire planet by importing an unsecured alien just for a bit of revenge? The fact it all happens on an abandoned cargo ship far out at sea doesn’t excuse things, it would eventually run aground or be found. But that atmosphere is palpable, so let’s just go with it.

Having Gerald as the lone human on a huge vessel with one alien has the makings of a truly terrifying tale, so it’s a shame this is a short 16-page strip in total with no time to build suspense. But that’s not where this falls foul, it’s in its overly simplistic ending which amounts to tricking the alien into the mag tube, filling it with water and then electrifying it. Now, that might not sound simplistic, but the fact it all happens in less than two pages makes Gerald’s escape seem very easy. A shame, as the tension in the build up was great.

Extra Terrestrial is a four-page feature written by Terry Jones detailing the cut scenes from Ridley Scott’s original Alien movie. Ridley has never released a director’s cut, he was very happy with the finished film, although he’s released an alternate cut with some scenes and moments replaced by others. The only scenes in this feature that really would’ve added anything new to the film are those above, which for obvious reasons (after the release of Aliens) can never be put back into the film. Ridley has said he never would because James Cameron did such an amazing job with the sequel’s explanation of the eggs.

Colonial Marines is our final strip for the month, coming in at a meatier 11 pages. On Bracken’s World the kelp beds are mysteriously disappearing across the planet and we see this lovely detailed opening of a colony hub on the agricultural world by Tony Akins, Paul Guinan and Matt Hollingsworth. Lt. Henry has explained the situation to the council but they’re angry with his team for upsetting their order, only half-believing him about the aliens.

Still, they demand he help but he can’t without orders, or at least that’s what he says. He’s playing something very close to his chest since the firefight last issue but even his sergeant can’t get it out of him. He won’t tell the council he can’t establish comms with HQ, and just tells his sergeant neither the council nor she need all the facts. This is out of character for him. All we know is that he saw “something” during the fight.

We get more questions than answers when he confronts Alphatech’s supposed “glorified accountant” Beliveau about the bug men having Alphatech weaponry. Aha! He’s convinced Beliveau is a bigger player than he’s been letting on, however Beliveau counters by asking why a new multi-million dollar synth prototype has been assigned to Henry’s babysitting team. Henry has no answers. Conspiracies abound. Intriguing.

Henry buys black market remote bombs and when asked by a different council member to help even though they can’t afford it (the capitalist future of the Alien universe in full effect), Henry says that they’re there until morning, they’ll help until then. This is an interesting, suspenseful and now a mysterious story with great characters and it’s back to full strength after getting lost in a sea of too many characters at once and overblown fight scenes.

There are some moments that hint at aliens attacking ships but otherwise this is again alien-free, concentrating solely on the humans involved in fighting them. So that means three of the four strips have no visible aliens in them whatsoever. In an Aliens comic. You know what? I didn’t even notice until I went back over the issue to make notes for this review. The Alien universe has always been about more than just the xenomorphs, as the brilliant Alien Earth has been expertly proving.

On the letter’s page there’s a brief mention of a new RoboCop comic in the new year, beginning with an adaptation of the upcoming third movie. It would never appear, what with DHI going out of business a few short months later. Marvel UK had also announced a RoboCop fortnightly in the pages of Transformers back in 1990 but that never happened either. He’d eventually pop up on these shores in the pages of Havoc. However, definitely coming next month is a cover drawn by and a strip written by the legendary comics star (and one-time OiNK contributor) Dave Gibbons.

It may have been released a month too early for the Christmas-inspired cover but #18 of Aliens has been a delightful surprise. The fact the stories didn’t need much in the way of alien action for the issue to be compulsive reading (their presence always felt) has ironically made it a highlight of the run so far. I’m intrigued to see what we have in store when the first post-holidays issue hits the blog before the Big Day on Tuesday 23rd December 2025.

iSSUE 17 < > iSSUE 19

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CHRiSTMAS 2025

ALiENS VS PREDATOR ON GAMEBOY: A HANDHELD HORROR

A couple of years ago I bought the Alien: Isolation game for my Nintendo Switch after some friends had described just how terrifying they’d found it. They weren’t wrong. I could only play it for about an hour at a time; my heart couldn’t take any more in one sitting. Then again, playing it late at night in the dark with surround headphones on probably didn’t help.

Back in 1991 my first edition of Commodore Format included the UK version of the C64’s Aliens game on the cover tape. It’s very basic today but at the time its eerie atmosphere and sudden sound effects gave us the willies and jump scares aplenty. Now, I’ve added a game that lands somewhere in between the two time-wise to my growing Nintendo GameBoy collection (which began because of the Jurassic Park comic on this blog), Alien Vs Predator: The Last of his Clan from the 90s.

It’s the first game in my collection not to come with a box (because the cheapest complete set would’ve melted my debit card) so I had to download the manual from an online resource, but at least it’s still the original cartridge being played on an original machine, just like the rest. While I wasn’t expecting it to terrify me, the legacy of the 8-bit game I’d played decades before showed the potential of creating an atmosphere and using the player’s imagination against them.

Unfortunately, what we have here is a by-the-numbers action platform game instead. The advert published in the pages of an issue of Transformers: Generation 2 alerted me to the game’s existence and I liked the sound of it from the description. What a shame then, despite the ad showing the GameBoy box, the description is for the Super Nintendo home console version which has received many positive reviews online. So what did I think of this version?

Let’s begin with the plot. While I say “plot”, it’s more like an excuse for the gameplay but I won’t hold that against it, that was something we were used to back then. Basically, in wanting the ultimate hunt the Predator race seeded a few alien eggs on a desolate world and completely underestimated the numbers they’d produce. Now, playing the lone surviving Predator you must infiltrate the alien hive and kill the Queen to avenge your tribe’s honour. You know, instead of just leaving.

The first thing that struck me was the intricately detailed sprites of the Predator and the aliens. Or rather, alien in the singular sense as it’s the same sprite used for every xenomorph throughout. Not that it’s easy to make them out. While original GameBoy games did blur when scrolling, this one seems to do so way more than others, resulting in a right confusing mess on the screen.

What I did like straight away was the large map area, which draws as you explore and by playing close attention you’ll see differences between it and the main game screen, identifying fake walls to be walked through or blown up. However, the map is powered by energy cells, the same ones that run your invisibility cloak and the map constantly drains them. This adds a bit of strategy to proceedings as you have to use the map to find the weapon pick ups and the extra energy cells to keep it going. This and the bombs are really the only things you’ll need to think about, though.

The bombs can also be used to push your jumps further into the air to find more secrets. However, when you realise the amount of bombs you get per level is the exact amount you need to make it through to the end there’s no room for experimentation and strategy. One error and you’ll have to find an alien to kill you so you can restart the level all over again.

The shoulder cannon with its heat-seeking ammunition kills with one shot, but even having “only” 20 rounds doesn’t bring any thought to the gameplay because there won’t be that many enemies in any one zone, and you have to recollect fresh weapons at the start of every level anyway. So what does that leave us with? A game that pays lip service to having a bit of depth but which in practice is a simple shoot-first-and-ask-no-questions-because-the-aliens-won’t-understand-or-care kind of game.

Games like this are why
Jurassic Park stood out

I wouldn’t call it a “run and gun” either because as you can see our Predator friend lumbers along like he’s on his way to the office on a Monday morning. The fight button uses whatever weapon you happen to have selected, while the other makes him jump a preset height and distance. There are ladders which always seem to have annoying facehuggers or alien symbiotes at the bottom that you can’t avoid (until you get the heat seekers), cheekily damaging you without a way around them.

The aliens themselves come in from the same direction every play through so when you’ve finished a level you know exactly what’ll occur and when. Unlike their movie (and now TV) counterparts they’re not exactly smart. They just run at you blindly and you have a good enough reach that even with your wrist blades (the default weapon) you can just punch them a few times (more on later levels) to get rid of them.

Look, I know it’s a GameBoy game but that doesn’t mean it has to be this basic. In my collection so far I have games which show this machine could handle more complex game styles, such as the frantic platforming of Super Mario Land, the utterly fantastic conversion of Lemmings (the fact it works so well on the small screen with so few buttons is a masterclass!) and of course Jurassic Park which offers more play styles, more fun and a much greater challenge.

There are some elements here I do enjoy, such as finding the little secret areas only through close study of the map, the inventory management needed with the energy cells and the bombs, and the main sprites are certainly entertaining for a while, even if you can only admire them when they don’t move. The variety of weapons livens things up too, especially on later levels when I was getting tired of the same gameplay over and over. However, with each new level you have to go off and find them all over again, adding to the repetitiveness.

There are seven levels altogether over four different locations. You’ll find yourself traversing a warehouse, a vent, a cave and the final alien nest. Not exactly a thrilling selection and to be honest they all play identically despite the slight change in backgrounds. The criticisms I’ve levelled (no pun intended) at this game are pretty clichéd I have to say, because they’re the same traps a lot of licenced games fell into back in the 80s and 90s. They’re the reason why games such as Jurassic Park stood out.

In fact, if you replaced the Predator and alien sprites with those related to any other licence this could easily have been marketed as a tie-in for any movie, TV series, cartoon etc. The only part of the game that stands out is the final confrontation with the Queen. She takes up most of the display and it’s an impressive sight after the rest of the game. Even so, she’s not the most difficult end-of-game boss to defeat, it just takes a long time and can become quite monotonous.

The end sequence amounts to no more than a written congratulatory message and with the game playing exactly the same each time there’s no replay value once you’re finished. The day before this review was due on the blog I decided to record these videos and unfortunately I didn’t make it all the way to the Queen, and the thought of going through everything all over again was just too much, so here’s a screen grab from VG Junk’s Retrovania blog instead.

What there is in Aliens Vs Predator: Last of his Clan isn’t necessarily bad, it’s just that there’s not much of it. The first level feels like it should be the introduction to the basic controls before more complex levels and gameplay later, but it never develops beyond this initial experience, instead copying and pasting everything from gameplay to the enemy attacks for half a dozen levels.

It’s a shame, especially after the C64 showed what was possible with a limited 8-bit system. However, there could be more positive news ahead. Another game on the horizon for the Dark Horse International section of the blog is the GameBoy’s version of Alien³. It got rave reviews at the time across all formats, including the diminutive handheld. In fact, I’ve been collecting GB Action magazines from the 90s to help me choose games for my own personal collection and its review is stellar. (Aliens Vs Predator wasn’t in any of the issues I have so far or I could’ve saved myself £30.)

So watch out for more handheld horrors of (hopefully) the good kind next Halloween!

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