Abomination: The Nemesis Project

From Wikipedia, the free encyclopedia

Abomination: The Nemesis Project
Box cover of Abomination: The Nemesis Project
Developer(s) Hothouse Creations
Publisher(s) Eidos Interactive
Release date(s) 1999
Genre(s) Action
Real-time tactics
Mode(s) Single player, Multiplayer
Rating(s) ESRB: Mature (17+)
Platform(s) PC (Windows)
System requirements Windows 95+, 166 MHz CPU, 32MB RAM, 2MB video card, 500MB hard disk space
Input Mouse, keyboard

Abomination: The Nemesis Project (also known as just Abomination) is a real-time strategy/action computer game released in 1999. In the game, the player leads a team of eight genetically altered, supersoldiers (marines) to defeat an infestation of a global genetic plague which slowly turns into a hyperorganism.

Prior to release, Abomination was often referred to as the closest strategy fans would come to another X-COM. However, response to the game ranged from lukewarm to negative, with the game's A.I. being the most primary of grievances.

Contents

[edit] Plot

Spoiler warning: Plot and/or ending details follow.

Abomination takes place in 1999 after the United States has been almost wiped out by a deadly plague. According to the game's manual, the disease started on the east coast, and communication with the west coast ceased within 72 hours. The last few groups of survivors stop broadcasting after six days, and the overwhelming majority of the country's population has been wiped out.

Most of the remaining survivors have pledged allegiance to the Cult, a hazily defined religion that is eventually revealed to date hundreds of years back into history and possibly originating in Tibet. The cult predicts the coming of the "Brood" and elder gods in a Lovecraftian fashion.

How exactly the plague started is never fully explained. As gleaned from in-game information briefings, the game manual, and the game's opening sequence, it seems that eight cultists snuck into a museum and stole a recently added artifact, the "Princess of Death." The Princess of Death then either contained the plague or somehow catalysed the creation of the plague, which was then set upon the United States.

The game takes place in a large, unnamed, coastal city (probably New York), which remains mostly undamaged but plagued by odd biological matter, ranging from tentacles growing out of the sidewalk to huge, three-story towers of tissue. The player controls a team of "super-soldiers" known as the Nemesis Project with artificially and surgically enhanced capabilities, providing pseudoscientific abilities and, presumably, immune systems capable of protecting them from the plague. Surviving military or police personnel are also recruited into the player's roster, who have no superpowers but do possess specialized weapon training.

After the first chapter of the game, the streets are suddenly plagued with shambling figures similar to a cross between a zombie and cyborg. Eventually, more advanced and similarly Lovecraftian creatures emerge to plague the city, all controlled by a central "Brood mind" that is presumably either the deity the cult worships or an earthly manifestation.

Finally, the geography of the city itself changes as entire "hives," remniscient of tumors, begin to emerge. The player is tasked with eliminating these hives by infriltrating them with his or her team and destroying the boss monster inside.

Provided the player wins the game, the Brood mind is located and injected with a retrovirus after the final battle. This defeats the Brood mind and causes all Brood-related organic matter to violently and inexplicably explode. Should the player lose enough important installations, he will lose the game, and the Brood conquer the earth.

During the game, the player's missions are occasionally focused on the cult's activities, some of which hint at overarching campaigns such as contaminating the oceans and producing an airborne plague in order to infect the rest of the world. These are, however, simply more of the same random missions in the game, and should not be interpreted as components of the metaplot.

[edit] Enemies

Here's a complete list of monsters players encounter during the game. (It is interesting to note, that the number of different monster types is small if compared to other RTS\tactical action games, but their visual appearance is very variable, adding some realism. For example, the Initiate, as the most basic Brood monster is called, is found in 4 or 5 versions differed by both color and armament.)

The Cultists - armed junkie-like guys, the most basic kind of enemy in the game. Usually carry an AK-47 or a Remmington 870 shotgun, some also have simple RPG-7 rocket launchers and flame throwers. Will occasionally throw hand grenades. Usually operate in squads from 2 to 9 troops. Larger squads are led by an Acolyte, recognizable by black clothing and an M60 machine gun. The Cultists are fanatic, but pretty stupid, so they should present little trouble unless in large numbers. Best counter tactics involve taking whole squads by surprise with hand grenades or simply equipping player's team with M60s.

The Initiate - the first Brood monster to appear in the game. As mentioned above, they are zombified plague victims, many of whom have some kind of cyborg enhancements. They travel in packs and sense the world through motion tracking, which eventually allows player to research a decoy to attract them. The Initiates are said to be made of ritually disemboweled cultists, whose eyes have been carved out for implantation of the Seed (probably some kind of mutagenic substance). The Intiates come in several varieties, having either only claws or an arm-mounted plasma gun on one or both arms. Some Initiates have a modified plasma gun, allowing them to fire high-arch in a grenade launcher fashion. Since they are slow, travel in large groups and are vulnerable to water, which dissolves them, best tactics involve luring the whole group of them near a water hydrant and shooting it, or using Ice grenades, which are invented as the game progresses.

The Satyr - bizarre cyber-augumented hybrid of woman, dog and chameleon. These creatures possess an extra pair of arms, four long tentacles for close-up attack and lower appendages with sharp metallic claws modified for running and kicking at enemies. The Satyrs attack by throwing explosive fireballs at player characters and are adept at evading fire, such as dodging grenades, side-flipping and the like. They are also the only creatures with only one type of attack available, so are instead differentiated by skin color. The Satyrs also have the unique ability to cloak by taking appearance of civilians, which they drop shortly before attacking. However, since the game files describe them as "paired entities", they usually walk together in pairs, so seeing two civvies walking in a pretty unnatural patrol-like pattern makes them easy to recognize. Satyrs' have senses similar to a human, but they rely mostly on their IR vision, which is later countered as the Thermal Armor tech is discovered. The Satyr is very fast, but vulnerable to fire, so the easiest way of killing it is either luring them near vehicles and exploding them, or just giving it a good spray from a flame thrower.

The Spawn - a giant, crab or scorpion-like monster with tremendous amount of hit points and a powerful attack. The Spawn is described as heavily armored Brood medic unit with the function of reanimating corpses, human and Brood alike (not seen in the game though). In the game, it seems more to fill the functions of a tank or support artillery. The creature has such a hard shell, that, as said in the game files, "it took industrial drills and power cutters to delve inside it" during dissection. The creature carries a gland of mutagenic chemicals and sacs of symbiotic mutated human fetuses, which it uses as a source of surplus protein. The Spawn appears in three variations significantly different in appearance and armament. The most common one resembles a scorpion and projects some kind of energy wave for attack, or fights with pincers. The second type has its tail bent downwards instead of up and carries dual plasma cannons, a scaled-up version of similar weapon carried by Initiates, as pincers. For close-up, this version uses its tail to sting. The last kind of Spawn has two tails instead of one, which it uses to strike at the enemy. This kind packs two pincer-mounted mortars, which are fired in high arch. The Spawn are blind and sense their enemies through vibration, most notably, heartbeat. This leads to development of an attracting decoy. Tactics against this monster are variable, one being setting up the decoy and proximity mines nearby to lure the monster to its death, the other being simply running for high ground and taking it out from above with machine guns, grenades and rocket launchers. Note, that the third type of Spawn will be able to return fire, as it packs mortars instead of direct fire weapons.

The Kindred - probably the ugliest (and toughest) monsters in the game, they resemble giant humanoid ants. The game files state it to consist of a prosthetic quadruped mechanism powered by human brain merged with a heavily mutated human torso. The Kindred have a number of versions, differed both by armament and color, the most common one being armed with a powerful energy blaster and huge scythe-like claws. Other versions have large pair of tentacles on their front, which they use to project energy wave similar to that of the Spawn, and some even have their arms replaced with a quad chem-blaster, spraying toxic gas with indirect fire. The presence of Kindred is easily learned from their distinctive, loud shriek. In addition to having formidable weaponry, the Kindred also travel in packs and are the fastest unit in the game, as well as being able to take significant punishment before dying. Their only obvious weakness is their inability to climb stairs. A good countermeasure is the tech Pheromone grenade, which exploits their insectoid reliance on the sense of smell by attracting and then disorienting them through the use of pheromones. Best way of taking them down is getting to the high ground and disorienting the pack with Pheromone grenade before giving them a good barrage of hand grenades and machine gun rounds. Placing proxy mines on their patrol routes might also do the trick.

The Titan - a four-armed humanoid tank. This is the largest of Brood combatants, towering 25 feet tall. Files describe it as a cadaver enlarged to superhuman size, with a normal sized corpse fused into its chest cavity, therefore giving the creature two faces and four arms. The Titan comes in 4 types. Two kinds of Titan are relatively harmless, only attacking by kicks and punches, which, given the creatures size and speed, are more than easily evaded. However, the two other types, who seem to serve as a kind of "precision" artillery, best be evaded, for one packs a dual plasma cannon (somewhat different from those seen on Spawns and Initiantes though) and the other carrying dual racks of grenade launchers. The Titan are also encased in a hard metal armor impervious to most small arms fire. Their four eyes have a narrow but very long field of vision, but they rely most on their acute sense of hearing. This results in development of Sonic grenade and Stealth suit techs, the first intended for stunning Titans and the latter - for camouflaging all emissions and silencing movements. A Titan can be simply taken down by heavy gunfire, since it's very slow, but for those, who prefer to save ammo, rocket launcher is advised.

The Matriarch - a boss creature resembling an oversized ant queen that resides inside a Lair (kind of a Brood stronghold). Matriarch's tasks are similar to those of an ant queen - producing batches of Seed (supposedly the mutagen used for manufacturing Brood monsters) and controlling her underlings. Some files state, that Cultists and Initiates often offer themselves to Matriarch for devouring to speed up Seed production and ensure its well-being. The Matriarchs control a number of Lairs and will do anything to protect them. Killing it is pretty hard, as the monster packs a powerful long-ranged beam attack and has some serious armor to consider. Miniguns, railguns and rockets are the only effective means of putting it down.

The Tetrarch - a more advanced boss creature controlling a more advanced Lair called a Hive. Tetrarchs were once senior members of the Cult, but were transformed into Brood creatures by being cut open by Initiates and have some Seed regurgitated on their innards by them. This ritual was, according to files, to be performed in the presence of Nine Artefacts of Power. The Initiates would then allow themselves to be devoured by the growing Tetrarch. Tetrarchs' tasks are control of all Brood operations, local and abroad (which explains, why some Hives contain a Portal to other parts of the world). Some Hives contain a Plague Generator, a large, disease-producing organic sac, which is a primary target in Hive missions. Control of these are apparently also one of Tetrarchs' duties. Visually, the Tetrarch resembles a giant cyber-augumented hybrid of human and snake. Tetrarch's offensive\defensive abilities are no different than those of a Matriarch, except for its ability to see. Methods of destruction are also exactly the same as for Matriarchs.

The Brood Mind - this is the main villain of the game. Appearing like a huge towering organism with dozens of protruding tentacles, the Brood Mind cannot be killed normally. Instead, the player must sacrifice one of the team to convert him into an Initiate and infect him with a retrovirus. The converted character then merges with the Brood Mind, killing it and ending the game. Such way of winning makes Brood Mind the most disappointing boss in the gaming history, as it was called by critics.

[edit] Weapons & Techs

Most weapons appearing in the game are existing and in use. The weapons are divided in several categories, each of them having a special skill, in which non-augumented characters can be trained.

Hand Guns - this group contains all sorts of handguns, such as Berettas, Desert Eagles, Uzi SMGs and even alien handblasters salvaged from Portal missions later in the game. These should be equipped only as tertiary weapons because of their relatively small firepower.

Small Arms - most rifles and SMGs in the game go in this group. Examples are AK-47, M4, SA80, FN P90, Heckler & Koch MP5 and the like. These guns are the most abundant in the game and provide a solid all-round firepower.

Heavy Weapons - the big guns of the game. All machine guns, sniper rifles, flame throwers and hi-tech weapons go into this category. Examples - M60, M82A1, minigun, railgun, conventional and alien flamethrowers, alien concussion cannon (some kind of energy weapon). Later in the game, equipping the team with these will be critical for survival.

Support Weapons - grenade and rocket launchers, such as M79, RPG-7, M47, alien Burrower missiles and the like. Capable of dealing terrible damage from a long range, these are best used against large monsters and boss enemies. The most powerful rocket launchers are single-shot, after which they are discarded.

Explosives - this group involves all the explosive devices and their derivatives. All types of explosive and hi-tech hand grenades, mines and the like fall into this category. Examples are PRB, L2A2, flashbang, ice, pheromone grenades, proxy mines, M18 Claymore mines, GEL demolition charges and alien Screamer mines (a mine that emits a loud shriek capable of both stunning and damaging the enemy).

Miscellaneous items - these items do not fit into any of the groups above and are used for various purposes. These are various surveillance beacons, automated sentry cannons, decoys, armor suits and other devices.

All weapons except for initial stock are obtained during the game. As the game progresses, weapons and items become more advanced. Many items, such as improved armor and various tech grenades, are discovered by researching captured monsters. All this can either be salvaged from the streets or shipped from a factory upon player's request. Alien weapons cannot be manufactured, they can only be obtained by completing the Portal missions.

[edit] Themes

Abomination combines a variety of stylistic themes in its tone and execution, the most prominent of which is the Lovecraftian cult, in turn, the Brood they represent. The Brood mind closely mirrors the elder gods of the Lovecraft mythos, as well as the extremely otherworldly creatures that make up the Brood. The city's gradual corruption and alienation also mirrors some Lovecraft works, such as The Colour Out of Space.

The game also has an action feel. Even the player's most low-level agents are capable of killing several cult members or minor Brood monsters in a Rambo-esque killing spree. The game also offers a wide variety of modern assault rifles and other automatic weaponry as well as assorted high explosives. Adding to the game's similarity to action movies is the tendency of background objects to violently explode when fired upon. Finally, there is the subtle but important fact that every Brood creature, excepting the Brood mind itself, can be killed with mundane firearms; the usual interpretation of Lovecraftian supernatural creatures is that they can only be killed by magical or other supernatural means.

There is a slight industrial tone in Abomination. The game plays industrial music during action sequences, and one of the more common mission environments is the inside of a large factory complete with grinding machines and rivers of molten metal improbably close to walkways.

[edit] External links

In other languages