Compare Alien Rage - Unlimited prices across 50+ stores and find the best deal. Developed by CI Games. Published by CI Games. Released on 9/24/2013. Available on PC. Genres: Action. Metacritic score: 52/100.

A 2013 arcade FPS that wants to be Bulletstorm but lands closer to a budget corridor shooter - worth a look only at deep-discount prices if you can tolerate unfair difficulty spikes and zero map variety.

I picked this up expecting a dumb-fun sci-fi blaster and got exactly that for about forty minutes before the game started actively working against me. Alien Rage is a corridor FPS built on Unreal Engine 3, set on a Promethium mining asteroid where a one-man soldier named Jack has to wipe out the Vorus aliens after a joint-occupation treaty falls apart. That premise could power a perfectly serviceable old-school shooter. The execution is where things start to unravel. The weapons roster is the clearest reason to give this a try. You carry two guns at a time plus an unlimited-ammo pistol, and all ten weapons have alternate fire modes - assault rifle, sniper, shotgun, rocket launcher, minigun, and several alien energy variants that use a cooldown instead of a reload. Swapping between modes and chaining varied kills feeds a score multiplier system that genuinely adds a layer of arcade engagement on top of what would otherwise be a flat experience. When you're stringing together headshots and explosion kills with a live announcer barking at you, there's a brief window where the game feels like it has a pulse. The destructible cover and physics reactions look decent for 2013 Unreal 3 tech. But the design problems are hard to ignore once you hit the middle levels. The difficulty curve runs backwards - the opening is the most punishing stretch, then the game gets more manageable as you unlock a perk system and health upgrades. You can carry three perks at once and swap them on the fly through the pause menu, which sounds flexible until you realize most perks are redundant and the system as a whole feels like a clipboard someone stapled onto the side of a much simpler game. Enemy AI is aggressive in a brainless way: they rush you from every direction but their wall-penetrating projectiles and awkward hit detection make cover near-useless. You will die from two shots on normal difficulty with barely enough time to react. The checkpoint spacing compounds this - die in a rough encounter and the game sends you back far enough to make you genuinely consider alt-F4. The head-bob animation during reloads, door interactions, and movement is one of the most extreme implementations in any Unreal 3 title, and the single-player config files are encrypted, so disabling it is a community mod job. Multiplayer is deathmatch and team deathmatch only, up to 16 players, and reviewers who covered it at launch noted the maps are reasonably balanced for competitive play compared to the campaign's claustrophobic corridors. The problem is that servers have been effectively dead for years. There is no co-op mode - it was cut before release. If you were hoping this would be a couch-or-LAN experience with a friend, move on. For anyone coming here in 2025 or later, this is purely a solo campaign run. Bottom line: the score-chaining and dual-fire-mode sandbox has genuine moments of satisfaction, but they are surrounded by corridor repetition, backwards difficulty, motion-sickness-inducing camera work, and the kind of technical issues that suggest a game that shipped too early. It scores a 52 on Metacritic for fairly defensible reasons. At sub-floor pricing it is a passable one-evening distraction for FPS completionists. Anyone expecting a proper Bulletstorm rival or a populated multiplayer lobby will be disappointed before the second level. Fred, Scout Team

Alien Rage - Unlimited
Action

Alien Rage - Unlimited

Sep 24, 2013CI Games
GamerScout Says

A 2013 arcade FPS that wants to be Bulletstorm but lands closer to a budget corridor shooter - worth a look only at deep-discount prices if you can tolerate unfair difficulty spikes and zero map variety.

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About Alien Rage - Unlimited

I picked this up expecting a dumb-fun sci-fi blaster and got exactly that for about forty minutes before the game started actively working against me. Alien Rage is a corridor FPS built on Unreal Engine 3, set on a Promethium mining asteroid where a one-man soldier named Jack has to wipe out the Vorus aliens after a joint-occupation treaty falls apart. That premise could power a perfectly serviceable old-school shooter. The execution is where things start to unravel. The weapons roster is the clearest reason to give this a try. You carry two guns at a time plus an unlimited-ammo pistol, and all ten weapons have alternate fire modes - assault rifle, sniper, shotgun, rocket launcher, minigun, and several alien energy variants that use a cooldown instead of a reload. Swapping between modes and chaining varied kills feeds a score multiplier system that genuinely adds a layer of arcade engagement on top of what would otherwise be a flat experience. When you're stringing together headshots and explosion kills with a live announcer barking at you, there's a brief window where the game feels like it has a pulse. The destructible cover and physics reactions look decent for 2013 Unreal 3 tech. But the design problems are hard to ignore once you hit the middle levels. The difficulty curve runs backwards - the opening is the most punishing stretch, then the game gets more manageable as you unlock a perk system and health upgrades. You can carry three perks at once and swap them on the fly through the pause menu, which sounds flexible until you realize most perks are redundant and the system as a whole feels like a clipboard someone stapled onto the side of a much simpler game. Enemy AI is aggressive in a brainless way: they rush you from every direction but their wall-penetrating projectiles and awkward hit detection make cover near-useless. You will die from two shots on normal difficulty with barely enough time to react. The checkpoint spacing compounds this - die in a rough encounter and the game sends you back far enough to make you genuinely consider alt-F4. The head-bob animation during reloads, door interactions, and movement is one of the most extreme implementations in any Unreal 3 title, and the single-player config files are encrypted, so disabling it is a community mod job. Multiplayer is deathmatch and team deathmatch only, up to 16 players, and reviewers who covered it at launch noted the maps are reasonably balanced for competitive play compared to the campaign's claustrophobic corridors. The problem is that servers have been effectively dead for years. There is no co-op mode - it was cut before release. If you were hoping this would be a couch-or-LAN experience with a friend, move on. For anyone coming here in 2025 or later, this is purely a solo campaign run. Bottom line: the score-chaining and dual-fire-mode sandbox has genuine moments of satisfaction, but they are surrounded by corridor repetition, backwards difficulty, motion-sickness-inducing camera work, and the kind of technical issues that suggest a game that shipped too early. It scores a 52 on Metacritic for fairly defensible reasons. At sub-floor pricing it is a passable one-evening distraction for FPS completionists. Anyone expecting a proper Bulletstorm rival or a populated multiplayer lobby will be disappointed before the second level. Fred, Scout Team

Tags

singleplayermultiplayerachievementstier:sub-5Dual-Fire ModesScore ChainingArcade FPSDead ServersEncrypted ConfigInverse Difficulty CurveOld-School ThrowbackDestructible Cover

System Requirements

Minimum

OS
Windows XP/Vista/Win 7/Win 8
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Graphics
GeForce 8800 GT
Processor
Intel Dual Core 2,6 GHz or equivalent AMD

Recommended

OS
Windows XP/Vista/Win 7/Win 8
Memory
4 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Graphics
GeForce GTX 460
Processor
Core 2 Quad 2 GHz or equivalent AMD

Reviews & Ratings

Metacritic
52

Game Info

Developer
CI Games
Publisher
CI Games
Release Date
Sep 24, 2013

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