Alien Splatter Redux

Alien Splatter Redux Logo

Description

Alien Splatter Redux is a retro-style 2D side-scrolling action platformer and shooter developed by Sinclair Strange. Set in a classic 8-bit sci-fi universe, players battle through hordes of alien enemies while navigating challenging platforming sections. The game embraces its old-school inspiration with mechanics reminiscent of classic NES-era titles like Contra and Ninja Gaiden, featuring intense shooting gameplay and nostalgic visual aesthetics.

Gameplay Videos

Where to Buy Alien Splatter Redux

PC

Crack, Patches & Mods

Guides & Walkthroughs

Reviews & Reception

steamcommunity.com (60/100): Alien Splatter Redux is a fun little Contra-inspired shoot-em-up with awesome NES-like graphics and good music, but has simplistic level design and some gameplay shortcomings.

Alien Splatter Redux: A Nostalgic Homage Trapped in the Past

In the vast cosmos of indie retro revivals, where pixelated heroes and chiptune anthems vie for attention, Alien Splatter Redux stands as a curious artifact. It is a game that wears its influences not just on its sleeve, but as its entire being—a loving, if sometimes flawed, love letter to the 8-bit era that asks not for innovation, but for remembrance.

Introduction: A Blast from the Past

The early 2010s saw an explosion of indie developers mining the rich veins of 80s and 90s gaming nostalgia. Among this pixelated renaissance emerged Sinclair Strange, a micro-studio helmed by the seemingly one-man army Joel Chappell. Alien Splatter Redux, released on Steam in July 2017, is a refined version of their 2013 browser game, Alien Splatter. It is a title that proudly declares its intent with a self-aware, sarcastic shrug: “BLAH BLAH BLAH 8-bit, BLAH BLAH BLAH, blow stuff up. BLAH BLAH BLAH, retro.” This thesis—a pure, unadulterated emulation of NES-era run-and-gun platformers—is both its greatest strength and its most significant limitation. It is a game designed not to push boundaries, but to faithfully recreate a specific feeling, for better or worse.

Development History & Context: The Solo Visionary

The Studio & The Visionary
Sinclair Strange operates firmly in the realm of the micro-indie. The credits for Alien Splatter Redux list only nine people, with Joel Chappell (credited as J. Strange) serving as the sole developer responsible for programming, graphics, and sound design. The other seven are listed under “Special Thanks,” including Kendra McCullough (as Kennie) and entities like “The Corns,” “The Chappells,” and perhaps most intriguingly, “Scrubs Inc” and “A.Testibus.” This points to a development process that was intensely personal, likely a passion project built outside the constraints of a traditional studio.

Technological Constraints & The Gaming Landscape
Built using Clickteam Fusion 2.5, a engine known for facilitating 2D game creation, Alien Splatter Redux was developed with intentional technological limitations. The goal was not to harness modern power but to mimic the constraints of the Nintendo Entertainment System. This is evident in its minuscule file size (30 MB) and its minimal system requirements (a Pentium 4 processor and 512MB of RAM would suffice). Released in 2017, it entered a market saturated with retro homages. Its challenge was not to stand out through graphical fidelity or revolutionary mechanics, but to prove its authenticity and capture the essence of the games it sought to emulate—titles like Contra, Mega Man, and Super Mario Bros..

Narrative & Thematic Deep Dive: Archetypes, Not Story

Plot & Characters
To analyze the narrative of Alien Splatter Redux is to understand the genre it inhabits. There is no deep lore, no complex character arcs. The plot is a classic archetype: aliens are invading, and a lone, unnamed hero must run, jump, and shoot through eight levels to stop them. The narrative exists purely as a vehicle for the action, a framework upon which to hang the pixelated violence. It is a deliberate callback to an era where instruction manuals provided more backstory than the games themselves, and the primary motivation was the thrill of progression and conquest.

Dialogue & Themes
Dialogue is virtually non-existent. Any communication is through the game’s action and its visual language. Thematically, the game explores the simple, timeless concepts of good versus evil and humanity versus the unknown (alien) threat. Its deepest theme, however, is nostalgia itself. The game is about the act of remembering—the “golden gaming days” of avoiding homework, as its Steam description notes. It thematically wrestles with the past, attempting to bottle the feeling of blowing into a cartridge and hoping it works, even while its tagline jokes, “BLOWING INTO THE CARTRIDGE NOT REQUIRED!”

Gameplay Mechanics & Systems: Faithful but Flawed Emulation

Core Gameplay Loop
The core loop is straightforward and classic: traverse a side-scrolling level, jump over pits and obstacles, shoot every alien creature in sight, collect power-ups, and defeat a large boss at the end. The controls, as noted by players, are often praised for their tightness, making the basic act of movement and shooting feel responsive and authentic.

Weapon System & Progression
A key mechanic is the weapon system. The player starts with a basic peashooter pistol but can collect limited-ammo power-ups that provide more powerful arms. This system is a direct lift from classics like Contra, but it introduces a point of friction noted by critics: these powerful weapons overwrite each other and deplete quickly, constantly reverting the player back to the weak default gun. This can create a frustrating cycle where moments of empowered bliss are brief, punctuated by longer stretches of underpowered combat. It amplifies difficulty, but not always in a way that feels fair or rewarding.

Level Design & Difficulty
The eight levels are described as “massive,” though player reports suggest a total playthrough time of around 2-3 hours for most. The level design is largely simplistic, evoking the straightforward run-and-gun corridors of the past. However, the game gains a notorious reputation in its later stages. Stage 6, in particular, is frequently cited in community discussions as a major difficulty spike, specifically for its inclusion of “Megaman 2 instant kill lasers.” This homage to one of the most infamous challenges in gaming history divided players; some saw it as a authentic test of skill, while others viewed it as a “frustrating gimmick” that highlighted the game’s occasional lack of modern design sensibilities.

UI & Achievements
The user interface is minimal and appropriately retro. The game includes 22 Steam Achievements, many of which are tied to challenging tasks like completing stages without dying. However, the community discovered these achievements were initially glitched, not awarding correctly if the player had died in any previous stage during a run—a technical flaw that undermined the pursuit of mastery.

World-Building, Art & Sound: The Pinnacle of Authenticity

Visual Direction & Atmosphere
This is where Alien Splatter Redux truly shines. The commitment to the 8-bit aesthetic is absolute. The graphics are crafted with “actual 8-bit” precision, featuring the limited color palettes and pixel-art character sprites synonymous with the NES. The game even includes an “extra retro screen” filter option for those who desire an even more authentic (and arguably cruder) visual experience. The art, wholly created by Joel Chappell, successfully channels the spirit of developers like Konami and Capcom from the late 80s. The enemy and boss designs, such as the “やたら耐久力のある2面ボス” (the incredibly durable Stage 2 boss noted by a Japanese player), feel ripped from a long-lost cartridge.

Sound Design
The chiptune soundtrack, also composed by Chappell, is a vital component of the atmosphere. It provides a constant, energetic backdrop of bleeps and bloops that perfectly complement the on-screen action. While some player reviews noted the music lacked the iconic memorability of the true classics it emulates, it nonetheless performs its duty impeccably, sustaining the nostalgic mood and driving the player forward.

Reception & Legacy: A Niche, Well-Regarded Curiosity

Critical & Commercial Reception
Upon release, Alien Splatter Redux found its audience. On Steam, it garnered a “Very Positive” rating from over 139 reviews, with 93% of users recommending it. This positive reception was built almost entirely on its success as a nostalgia delivery system. Critics praised its “awesome NES-like graphics,” “good music,” and “tight controls.” Its primary criticisms were its short length, frustrating difficulty spikes (especially the infamous Stage 6), and a sense that it was a pure homage without innovation.

The game was not reviewed by major critical outlets, existing firmly within the niche community of retro enthusiasts. Its commercial appeal was likely limited by its very nature; it was a game for a specific type of player seeking a specific experience.

Lasting Legacy & Influence
The legacy of Alien Splatter Redux is subtle. It did not redefine a genre or inspire a wave of clones. Its influence is more personal. It stands as a testament to the passion of solo developers and the enduring power of aesthetic authenticity. It proved that a compelling experience could be built on a foundation of pure emulation, even with noted flaws. For players like the one who completed it 100% and proudly posted a screenshot, it provided a genuine, challenging, and satisfying burst of nostalgia. It is a preserved moment in time, a museum piece demonstrating one developer’s heartfelt dedication to the games of his youth.

Conclusion: A Time Capsule, Not a Revolution

Alien Splatter Redux is not a revolutionary title. It is not a game that seeks to argue for the evolution of the medium. Instead, it is a preservationist’s project, a carefully constructed time capsule meant to transport a specific generation of players back to their childhood bedrooms.

Its successes are profound in their specificity: the visual and auditory authenticity is nearly flawless, and the core gameplay loop, when it works, is satisfyingly pure. Its failures are equally specific: the weapon system can frustrate, the level design can feel simplistic, and its adherence to infamous difficulty curves may alienate as many as it delights.

Ultimately, its place in video game history is secured not as a landmark, but as a footnote—a beautifully crafted, deeply personal love letter to the 8-bit era. For a dollar, it offers a potent hit of nostalgia. It is a game that understands its purpose completely and executes it with admirable, if occasionally flawed, dedication. As the developer himself joked, it’s all “BLAH BLAH BLAH 8-bit.” But for those who want to listen, that Blah Blah Blah is a sweet, familiar melody.

Scroll to Top