Blake Stone: Aliens of Gold
You’re pitted against Dr. Pyrus Goldfire. He’s found a way to replicate pure gold, which he’s using to fund his maniacal plan. Goldfire has built six highly-secure, futuristic locations where his creations are being hatched. It’s up to you to penetrate his security and stop him at all costs.
"Blake Stone…isn’t simply Son of Wolfenstein…it’s a wish list fulfilled, enhancing the Wolfenstein canon with many sensible tweaks and some new tricks that’ll make your jaw drop." – Electronic EntertainmentFeatures
Break and Take: Crates can be blown apart to reveal weapons and other goodies, such as gold, money, food and ammo.
Break a leg. Theirs.: Over 20 unique and adaptive actors, including guards, aliens, mutants and pods.
Inside Intel: Interactive informants give you clues and hints.
Future Soldier: Five futuristic weapons – from a silent shotgun to an explosive grenade launcher.
See Earth: A stagerring 66 levels, including two secret levels per episode.
Controller Support: Partial Xbox 360 Controller support.
Steam User 1
Few games in history are remembered for bad timing as this one: released in late 1993, featuring an evolution of the Wolfenstein 3D engine and gameplay, only for Doom to come out one week later.
But while it aged far too quickly, it wasn't actually bad to play, precisely because of the many little improvements it brought to the Wolf3D formula: the presence of friendly NPCs, the ability to return to any unlocked floor, and most of all a mapping system that was a game-changer - for the week before Doom came out, that is. Textures on the floor and ceiling also allowed for nicer graphics overall; having lived through those years, the chunky characters and weapons that are blobs of pixels still keep their charm. For the absolutely ridiculous prices it's sold for today, there's no loss in trying some nostalgia.
There is also a source port still in active development called Bstone, last updated two days before this review - excellent timing!
Steam User 0
Never got to play this one but its existence explains so much...as a lad, i had always wondered how such a big leap was made from Wolfenstein 3D to Rise of the Triad..and here's the missing link that quite eloquently presents as a stepping-stone between the two games.
don't let the OG mechanics fool you - this is a good game and its a challenging FPS.
Steam User 1
Blake Stone: Aliens of Gold, developed by JAM Productions and published by Apogee Entertainment, is a fascinating relic from the formative years of the first-person shooter genre, arriving at a time when developers were still experimenting with what the format could become. Set in a futuristic world where a rogue scientist is engineering a monstrous army, the game casts players as Blake Stone, a suave secret agent tasked with infiltrating high-tech facilities and stopping a looming global threat. While the premise is pulpy and straightforward, it provides a fitting backdrop for a game that is more concerned with mechanical iteration than narrative complexity, using its science fiction setting to distinguish itself from the war-themed shooters that inspired it.
At its core, the gameplay builds upon the framework established by earlier genre pioneers, particularly the corridor-based structure and fast-paced shooting of early 90s titles. Movement is quick and direct, gunplay is immediate, and levels are designed as interconnected mazes filled with locked doors, hidden passages, and roaming enemies. However, what sets Blake Stone apart is its effort to expand on that formula in subtle but meaningful ways. The addition of a persistent automap reduces some of the frustration associated with navigating complex layouts, while the inclusion of neutral characters—informants who can provide hints or resources—adds an unexpected layer of interaction. These elements may seem modest by modern standards, but at the time they represented a clear attempt to make the world feel more responsive and less purely hostile.
The game’s structure is notably ambitious for its era, offering multiple episodes composed of several floors each, all of which can be revisited. This design encourages exploration and rewards thoroughness, as players can return to earlier areas to uncover secrets or gather missed supplies. It also creates a sense of continuity within each episode, making the facilities feel more like cohesive spaces rather than isolated levels. However, this approach comes with trade-offs. The reliance on maze-like layouts and repeated visual motifs can lead to disorientation, especially in later stages where complexity increases. Without strong visual landmarks, it becomes easy to lose track of objectives, turning exploration into trial-and-error navigation.
Combat is straightforward but effective, built around a small arsenal of progressively more powerful weapons and a variety of enemies that range from armed guards to grotesque mutants and alien creatures. While enemy behavior is relatively simple, the game compensates through encounter design, often surprising players with ambushes or unexpected enemy placements. Resource management also plays a role, as ammunition and health are limited enough to require careful consideration without becoming overly restrictive. The overall result is a gameplay loop that remains engaging, even if it lacks the depth and dynamism seen in later entries in the genre.
Visually, the game represents an incremental step forward from its predecessors. The addition of textured floors and ceilings gives environments a greater sense of depth, and the bright, almost exaggerated color palette helps reinforce its science fiction identity. Despite these improvements, the limitations of the underlying technology are still apparent. Environments can feel repetitive, with similar corridors and rooms appearing frequently, which contributes to the sense of monotony over extended play sessions. The presentation is functional and occasionally charming, but it struggles to maintain visual variety across the game’s considerable length.
One of the most interesting aspects of Blake Stone: Aliens of Gold is its place in gaming history. Released just before the arrival of a genre-defining title that would dramatically shift expectations for first-person shooters, it was quickly overshadowed despite its innovations. In retrospect, it feels like a bridge between two eras—a game that takes meaningful steps forward while still being firmly rooted in older design philosophies. Its contributions, while often overlooked, hint at ideas that would become standard in later games, making it more significant than its reputation might suggest.
From a modern standpoint, the game can feel dated in several respects. Its repetitive environments, simplistic enemy AI, and occasionally confusing level design may test the patience of players accustomed to more refined experiences. Yet there is an undeniable appeal in its straightforward design and earnest attempts to evolve the genre. For those with an interest in retro gaming or the history of first-person shooters, it offers valuable insight into how the genre developed during a period of rapid experimentation and change.
In the end, Blake Stone: Aliens of Gold is not a timeless masterpiece, but it is a meaningful and enjoyable piece of FPS history. It delivers a solid and occasionally inventive take on early shooter mechanics, even if it is ultimately eclipsed by more influential titles released around the same time. Its charm lies in its ambition and its willingness to push beyond established boundaries, making it a worthwhile experience for players willing to look past its age and appreciate its role in shaping what came next.
Rating: 7/10
Steam User 1
Takes me back to the freeware version when i was a kid, finally get to do the other missions. For 1.99 its a steal.
Steam User 0
Don't play this version. It's DOSBox it's not an actual port. Buy this, copy the files, and play it on BStone instead.
Or just wait until Nightdive gets to this one that's fine too.
Steam User 0
Great retro game. Works well on steam deck.
Steam User 0
Still a fun a fun game