Body Harvest

Last updated

Body Harvest
Body Harvest.jpg
North American cover art
Developer(s) DMA Design
Publisher(s)
Director(s)
Artist(s) Stacey Jamieson
Composer(s)
  • Stuart Ross
  • Allan Walker
Platform(s) Nintendo 64
Release
  • NA: October 20, 1998 [1]
  • EU: November 13, 1998
Genre(s) Action-adventure, third-person shooter
Mode(s) Single-player

Body Harvest is a 1998 action-adventure video game developed by DMA Design and published by Gremlin Interactive for the Nintendo 64. It was intended to be a launch title for the system, but was delayed due to its original publisher, Nintendo, having issues with the game's violent themes, [2] and eventual dropping of the title, leaving DMA to find a new publisher. Gremlin would later acquire the rights to the game and released it in Europe, while Midway Games released it in North America.

Contents

In Body Harvest, players assume the role of a genetically engineered soldier, Adam Drake, who must investigate and eliminate an alien attack force that has been returning once every 25 years to "harvest" the human population of Earth for their organic material. Being in possession of a time travel device, Drake must return to the past and battle in five areas over a 100-year period that covers World War I–era Greece, World War II–era Indonesia in the 1940s, the United States in the 1960s, Russia in the 1990s, and the near future (2016). The game is non-linear, as players can go anywhere and do anything within the limits of the game's boundaries.

Plot

The opening text tells of how an alien force has harvested the population of Earth over a 100-year time period. Every 25 years, they land and imprison whole areas in shields that prevented anyone from leaving and any outside help getting in. The aliens harvest the population of the area within a time limit of one day before moving on to another area. After repeating this several times, they teleport back to their homeworld, an artificially created comet, before returning exactly 25 years later as it has completed its orbit around the nearby star systems back to earth. Greece was the first targeted area in 1916, southern Spain was second, eastern Canada was third, and the south island of Japan was fourth. In 1941, the first targeted area was the Indonesian island Java. In 1966, it was the United States. Finally, in 1991, the Siberia region of Russia was targeted. The player only has to stop the aliens in the first area that they target in order to save every future targeted area of that time period. [3]

The opening cutscene shows Station Omega, an orbital space station containing Earth's last survivors. The year is 2016 and the aliens have returned to destroy the last remnant of the human race. The aliens attack and board Station Omega, chasing Adam Drake, the game's playable character, through the corridors. Even though Adam defeats the initial invaders he is wounded in the process. He is ready to board Alpha I, the time traveling vehicle developed at Station Omega, when more aliens appear and try to force their way into the boarding chamber. The monitors show his colleague, Daisy Hernandez, telling Adam to get into the Alpha I without letting the aliens gain access to it. As the aliens force the door open, Adam dives through the air lock and fires a single shot into the control panel; this closes the door and prevents the aliens from pursuing him further. As they escape the station in the Alpha I, they are pursued by Alien fighter craft, but open up a time portal and escape. Meanwhile, back on Station Omega, an Alien is shown holding a drop of Adam's blood and eyes it strangely. This is a subtle hint as to where Adam's nemesis, Tomegatherion, is cloned from. [4]

Gameplay

Protagonist Adam Drake in the Siberia level Body Harvest screen.jpg
Protagonist Adam Drake in the Siberia level

Each level in Body Harvest requires the player to stop the aliens from slaughtering everyone in the shield area. The player will navigate the map, often coming across towns where aliens will teleport in to attack the town and harvest civilians. Aliens warp in frequently to attack the player and can appear from the land, air or sea. Generally, gameplay consists of completing a series of missions. Many of these are very basic, e.g. reach a certain area, but others can be more complicated and require careful thought and skill. Once the player completes a mission they are prompted to check the map to find out what the next mission is.

There is a meter at the bottom of the screen that represents civilian casualties. If too many civilians die for any reason (including friendly-fire), the aliens will destroy the area and the mission will have failed. Generally, only Harvester aliens deliberately kill civilians, but the player must be careful not to shoot or run down any civilians in the process of rescuing them. The player must react to Harvester Waves quickly, as if the aliens manage to harvest 8 humans in a single wave they will create an extremely dangerous 'Mutant' creature, which immediately attacks the player regardless of location. There are also several optional missions that require saving people from the aliens, and although one can fail these missions and still progress through the game, doing so will result in significant human casualties.

The use of vehicles is a key aspect of this game. Vehicles provide significant protection from alien attacks and allow the player to travel at a far greater speed than on foot. Adam can still fire most weapons from within a vehicle, although many vehicles are equipped with powerful weapons of their own. Vehicles take damage independently of Adam and can be repaired with health pickups spawned by defeating larger aliens. Specific vehicles are often required to advance - for example, boats allow travel over bodies of water, while planes and helicopters allow travel through the air. Each vehicle has a unique combination of top speed, armor and fuel capacity, inviting players to consider their options carefully. Vehicles range from mundane civilian forms of transport to powerful military hardware - the player will pilot tanks, armored cars and aircraft as frequently as cars, trucks and motorcycles. In addition, the Alpha I (the ship the player uses to travel through time) becomes a powerful armored hovercraft during boss battles and for the entirety of the Comet level.

There are many buildings in each stage which can be entered on foot, many of which are essential to talk to plot characters and acquire necessary items. Buildings also contain health pickups, new weapons other than the standard pistol are a machine gun, shotgun, rifle and rocket launcher that each use different types of ammunition. The buildings also have Ammunition pickups and fuel cans (of which one will refuel a vehicle once). With thorough exploration, rarer items can be found including alien artifacts and 'weapon crystals', three of which combine to form a technologically advanced powerful laser weapon unique to that level.

The eventual goal of each level is to destroy the Shield Generator to remove the shield that surrounds the region. To do this, the player must first destroy a number of Alien Processors, which act as sub-bosses. Defeating an Alien Processor opens a gateway to the next area and allows the player to save their progress. Once the Shield Generator itself has been destroyed, the player immediately faces that level's boss. Once the boss is defeated, the player travels forward in time and to the next level.

Development

Body Harvest was one of 13 games demoed at the Nintendo 64's unveiling at the 1995 Shoshinkai show, though it was not in playable form and was described by journalists as one of the most incomplete of the 13 games. [5] [6]

The development team were very enthusiastic about the Nintendo 64 as a development platform. Project leader John Whyte commented: "It's been really well designed and we haven't even scratched the surface. It's scary. The drawing chip is a masterpiece of engineering. There are no hassles for developers compared to other systems. You don't have to worry about clipping. It just handles it." [7]

In contrast to DMA Design's previous publisher, Psygnosis, who showed minimal interest in the development of their games, Nintendo frequently directed the development team to make major changes to Body Harvest's gameplay and visual style. [7] The language barrier between the Japanese publisher and British developer added to the difficulty of implementing these changes, as the developers sometimes struggled to understand what Nintendo wanted from them; Whyte cited as an example a message in which Nintendo told them to make the graphics "more materialistic". [7] DMA Design's head, David Jones, described their relationship with Nintendo:

It's fine. It's hard. It's a very hard relationship because their quality is so high, that it's so hard to match the quality of the products they do. And they really want you to focus on making Nintendo products. It's very hard to write games that you're not writing for yourself, which is traditionally what I've done. ... And basically, we just have to listen to them because we're not as good as they are. Nobody in the world is as good as they are, so we'd be daft to try and say, "We think you're wrong." So we just have to work with them, and we implement everything that they ask for. [8]

Reception

The game received "average" reviews according to the review aggregation website Metacritic. [9]

Next Generation reviewed the game and gave four stars out of five, commenting that Body Harvest is not as clever or polished as DMA's own Space Station: Silicon Valley, but is an unsettling and enjoyable game with lots of original and fun features. [17]

Related Research Articles

<i>Duke Nukem 3D</i> 1996 first-person shooter video game

Duke Nukem 3D is a first-person shooter video game developed by 3D Realms. It is a sequel to the platform games Duke Nukem and Duke Nukem II, published by 3D Realms.

<span class="mw-page-title-main">Rockstar North</span> British video game developer

Rockstar North is a British video game developer and a studio of Rockstar Games based in Edinburgh. The studio is best known for creating the Lemmings and Grand Theft Auto series, including Grand Theft Auto V, the second-best-selling game and most profitable entertainment product of all time.

<i>The World Is Not Enough</i> (Nintendo 64 video game) Nintendo 64 video game

The World Is Not Enough is a first-person shooter video game developed by Eurocom and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the Nintendo 64 on October 17, 2000, shortly before the release of its PlayStation counterpart. The game features a single-player campaign in which players assume the role of secret agent James Bond as he fights to stop a terrorist from triggering a nuclear meltdown in the waters of Istanbul. It includes a split-screen multiplayer mode where up to four players can compete in different types of deathmatch and objective-based games.

<i>Star Fox: Assault</i> 2005 video game

Star Fox: Assault is a 2005 third-person shooter game developed by Namco and published by Nintendo for the GameCube. It is the fourth released title in the Star Fox series. The game was released on 15 February 2005 in North America, on 24 February 2005 in Japan, on 29 April 2005 in Europe, and on 16 June 2005 in Australia.

<i>Turok 2: Seeds of Evil</i> 1998 video game

Turok 2: Seeds of Evil is a first-person shooter video game developed by Iguana Entertainment and published by Acclaim Entertainment. It was released for the Nintendo 64 console in 1998 and ported to Microsoft Windows computers in 1999. Seeds of Evil is the second game in the Turok video game series and a sequel to Turok: Dinosaur Hunter. The game follows the story of a Turok and his efforts to stop a powerful alien entity from escaping the confines of his Lightship. A different game set in the same fictional universe, also titled Turok 2: Seeds of Evil, was released for the Game Boy Color alongside the Nintendo 64 game.

<i>Turok 3: Shadow of Oblivion</i> 2000 video game

Turok 3: Shadow of Oblivion is a first-person shooter video game developed by Acclaim Studios Austin and published by Acclaim Entertainment. It was released for the Nintendo 64 video game console in 2000. Shadow of Oblivion is the third main installment of the Turok series and a sequel to Turok 2: Seeds of Evil. The game received generally favorable reviews from critics. A separate game, also titled Turok 3: Shadow of Oblivion, which is set in the same universe but follows a different storyline, was released for the Game Boy Color in 2000. A remastered version of the game developed by Nightdive Studios released on November 30, 2023 for Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S.

<i>Vigilante 8</i> 1998 video game

Vigilante 8 is a 1998 vehicular combat game developed by Luxoflux and published by Activision for PlayStation, Nintendo 64, and Game Boy Color. Although officially it has no connection to Activision's Interstate '76 series, it features several of its themes including auto-vigilantes, the 1970s time frame, and specific fictional vehicle companies. Its home console versions received favorable reviews, and it was followed up by Vigilante 8: 2nd Offense in 1999. A remake was released as Vigilante 8 Arcade in 2008.

<i>Star Wars Episode I: Battle for Naboo</i> 2000 arcade-style action video game

Star Wars Episode I: Battle for Naboo is an arcade-style action game co-developed by Factor 5 and LucasArts. It is a spiritual successor to Star Wars: Rogue Squadron released two years earlier. Despite the similarities between the two games, the development team designed a new game engine for Battle for Naboo and included land- and water-based combat in addition to aerial combat. The player can control various air, land, and water vehicles; each offers a unique armament arrangement, as well as varying degrees of speed and maneuverability. Bonus power-ups that improve these crafts' weapons or durability are hidden in different levels throughout the game. The player's performance is checked against four medal benchmarks after the completion of each level. Acquiring these medals promotes the player's rank and helps unlock hidden content.

<i>Space Station Silicon Valley</i> 1998 video game

Space Station Silicon Valley is a platform video game developed by DMA Design and published by Take-Two Interactive. It was originally released for the Nintendo 64 in October 1998. An adaptation of the game for Game Boy Color was developed by Tarantula Studios and released in 1999. A PlayStation port, developed by Runecraft, was released in 2000, under the name Evo's Space Adventures. Players control Evo, a robot reduced to a crawling microchip after a ship crash, and are tasked with taking control of animals to solve puzzles and defeat enemies.

<i>Crysis</i> (video game) 2007 video game

Crysis is a first-person shooter video game developed by Crytek and published by Electronic Arts for Microsoft Windows and released in November 2007. It is the first game in the Crysis series. A standalone expansion entitled Crysis Warhead was released in 2008, following similar events as Crysis but from a different narrative perspective. At the time Crysis was released, and years thereafter, it has been praised for its milestones in graphical design.

<i>Star Wars: Rogue Squadron</i> 1998 video game

Star Wars: Rogue Squadron is an arcade-style flight action game co-developed by Factor 5 and LucasArts. The first of three games in the Rogue Squadron series, it was published by LucasArts and Nintendo and released for Microsoft Windows and Nintendo 64 in December 1998. The game's story was influenced by the Star Wars: X-wing – Rogue Squadron comics and is set in the fictional Star Wars galaxy, taking place primarily between events in the films Star Wars and The Empire Strikes Back. The player controls Luke Skywalker, commander of the elite X-wing pilots known as Rogue Squadron. As the game progresses, Skywalker and Rogue Squadron fight the Galactic Empire in 16 missions across various planets.

<i>Grand Theft Auto</i> clone Video game subgenre

A Grand Theft Auto clone belongs to a subgenre of open world action-adventure video games, characterized by their likeness to the Grand Theft Auto series in either gameplay, or overall design. In these types of open world games, players may find and use a variety of vehicles and weapons while roaming freely in an open world setting. The objective of Grand Theft Auto clones is to complete a sequence of core missions involving driving and shooting, but often side-missions and minigames are added to improve replay value. The storylines of games in this subgenre typically have strong themes of crime, violence and other controversial elements such as drugs and sexually explicit content.

<i>Front Mission</i> (video game) 1995 video game

Front Mission is a tactical role-playing game developed by G-Craft and published by Square, and was released in Japan on February 24, 1995, for the Super Famicom. Front Mission is the first main entry and the first entry overall in the Front Mission series. Front Mission is part of a serialized storyline that follows the stories of various characters and their struggles involving mecha known as wanzers. A direct port of the game was released for the WonderSwan Color in Japan on July 12, 2002.

<i>DarkStar One</i> 2006 video game

DarkStar One is a space trading and combat simulator game developed by German studio Ascaron and published by CDV.

<i>Armorines: Project S.W.A.R.M.</i> 1999 video game

Armorines: Project S.W.A.R.M., known as Armorines in Europe, is a 1999 first-person shooter developed by Acclaim Studios London and released for the Nintendo 64, Game Boy Color and PlayStation. It is based on the Armorines comic book from Valiant Comics, which was bought by Acclaim Entertainment.

<i>San Francisco Rush: Extreme Racing</i> 1996 video game

San Francisco Rush: Extreme Racing is a 1996 arcade video game developed and published by Atari Games. After appearing on arcades, it was ported to home consoles under the Midway label beginning with Nintendo 64 in 1997 and then PlayStation in 1998. An updated version named San Francisco Rush The Rock: Alcatraz Edition was later released with more tracks and cars. It was a critical and commercial hit, and became the first in the Rush series, followed up by San Francisco Rush 2049 (1999), bounded by the non-arcade Rush 2: Extreme Racing USA (1998).

<i>Agent Orange</i> (video game) 1987 video game

Agent Orange is a horizontally scrolling shooter released by A&F Software in January 1987 for the Amstrad CPC, Commodore 64, and ZX Spectrum.

<i>Phantasy Star Online 2</i> 2012 video game

Phantasy Star Online 2 is a free-to-play online action role-playing game in the Phantasy Star series, developed by Sega Division 3 and published by Sega. It was created as a successor to Phantasy Star Online and Phantasy Star Universe, Phantasy Star Online 2 features gameplay elements and aesthetics reminiscent of previous Phantasy Star games while incorporating a few unique twists on the formula. The first version was released for Windows in Japan in July 2012.

<i>Shadow Master</i> 1997 video game

Shadow Master is a video game developed by HammerHead and published by Psygnosis for the PlayStation and Microsoft Windows. It is a first-person shooter in which the player character rides in an armed vehicle. It met with predominantly negative reviews which praised its visuals but criticized it for clunky controls and poorly designed, frustrating gameplay.

<i>Alpha Omega</i> (board game) Science fiction board game published in 1977

Alpha Omega is a science fiction board wargame published by Battleline Publications in 1977 that simulates combat between alien and human space fleets. Avalon Hill acquired the game and republished it in 1980.

References

  1. 1 2 Schneider, Peer (October 22, 1998). "Body Harvest". IGN . Archived from the original on May 15, 2017. Retrieved December 28, 2016.
  2. McLaughlin, Rus (March 28, 2008). "IGN Presents: The History of Grand Theft Auto". IGN. Archived from the original on March 16, 2017. Retrieved December 28, 2016.
  3. Body Harvest Instruction Booklet
  4. Body Harvest Opening Credits
  5. Semrad, Ed (February 1996). "Ultra 64 Unveiled". Electronic Gaming Monthly . No. 79. Sendai Publishing. p. 6.
  6. "Body Harvest". Next Generation (14). Imagine Media: 64. February 1996.
  7. 1 2 3 "NG Alphas: Gamespotting". Next Generation . No. 28. Imagine Media. April 1997. pp. 98–102.
  8. "An Interview with David Jones". Next Generation . No. 28. Imagine Media. April 1997. p. 103.
  9. 1 2 "Body Harvest for Nintendo 64 Reviews". Metacritic . Archived from the original on December 21, 2024. Retrieved December 28, 2016.
  10. McCall, Scott. "Body Harvest - Review". AllGame. Archived from the original on December 11, 2014. Retrieved December 28, 2016.
  11. Edge staff (December 1998). "Body Harvest". Edge . No. 65.
  12. "Body Harvest". Electronic Gaming Monthly. Ziff Davis. 1998.
  13. "Body Harvest". Game Informer . No. 67. November 1998. p. 76. Archived from the original on September 9, 1999. Retrieved December 28, 2016.
  14. Hsu, Tim (November 1998). "Body Harvest Review". Game Revolution. Archived from the original on March 4, 2016. Retrieved December 28, 2016.
  15. Fielder, Joe (October 30, 1998). "Body Harvest Review". GameSpot . Archived from the original on August 30, 2016. Retrieved December 28, 2016.
  16. Weaver, Tim (December 1998). "Body Harvest". N64 Magazine. No. 22. Future Publishing. pp. 65–71.
  17. 1 2 "Finals". Next Generation . No. 48. Imagine Media. December 1998. p. 124.
  18. "Body Harvest". Nintendo Power . No. 114. November 1998. p. 125.