Blake Stone: Planet Strike
British military agent Blake Stone finds himself in a life or death struggle for control of humanity’s future. After a five-year manhunt for the elusive Dr. Goldfire, the search has ended.
The trail has led Blake to the planet Selon, and to the abandoned STAR Institute Training Complex. If the reports are correct, then Dr. Goldfire is alive and has once again created a fiendish army of evil mutants.
Blake is going to need all his wits, skill, and the best firepower money can buy to put an end to Goldfire’s plans. Blake’s mission is clear – he must use all his resources to destroy Dr. Goldfire before he can unleash his new army of mutant creatures on the universe.
Features
Go Boldly: 20 brand-new levels – all with wildly new designs and graphics.
Hmm, Upgrades: New actor traits and improved actor intelligence.
The Harder They Fall: All-new alien-like guards and four new bosses.
Sticks and Stones: New hazards, such as barriers and spikes.
Light ’em Up: Darker, more realistic levels with dynamic lighting conditions and more realistic weapon graphics.
Controller Support: Partial Xbox 360 Controller support.
Steam User 1
Blake Stone: Planet Strike, developed by JAM Productions and published by Apogee Entertainment, is one of those early first-person shooters that quietly refined a formula just as the genre was on the brink of rapid evolution. Released in 1994, it builds directly on the foundation of Blake Stone: Aliens of Gold, continuing the pursuit of the rogue scientist Dr. Goldfire. While the narrative itself is straightforward—essentially a mission to stop another catastrophic experiment—it serves its purpose as a framework for what the game truly focuses on: tightly constructed levels, methodical exploration, and steady, no-frills action.
Mechanically, the game is unmistakably rooted in the Wolfenstein 3D-style engine, with its grid-based movement, flat level geometry, and fast-paced shooting. However, Planet Strike makes small but meaningful adjustments to that formula. Instead of relying purely on key-hunting to progress, players are tasked with locating and destroying specific objectives within each level, such as security devices that unlock further areas. This change subtly shifts the pacing, encouraging more deliberate exploration rather than simply rushing from one locked door to the next. It gives each level a clearer sense of purpose, even if the overall structure remains familiar.
Level design is where the game attempts to distinguish itself most clearly. Environments are more detailed than earlier titles using the same technology, incorporating textured floors and ceilings along with improved visual variety. The layouts themselves tend to be more intricate, often weaving together corridors, hidden rooms, and interconnected spaces that reward thorough searching. At times, this complexity can become a double-edged sword. Without a fully featured automap, navigating these spaces can feel disorienting, especially when backtracking becomes necessary. For players who enjoy uncovering secrets and mastering layouts, this can be satisfying; for others, it may feel unnecessarily cumbersome.
Combat also sees noticeable refinement. The roster of enemies is broader and more dynamic, introducing new threats that require different approaches. Some enemies are more aggressive, others rely on surprise or positioning, and the overall difficulty feels slightly elevated compared to its predecessor. Encounters often demand careful movement and awareness, as enemies can deal significant damage if approached carelessly. The gunplay itself remains straightforward, but the increased variety in enemy behavior helps keep engagements from becoming too repetitive.
One of the more distinctive elements carried over into Planet Strike is the presence of non-hostile characters who can assist the player. These informants add a layer of interaction that was relatively uncommon in early shooters, offering hints or resources if approached correctly. It’s a small feature, but it contributes to the game’s personality and breaks up the otherwise constant cycle of combat and exploration. Moments like these give the world a slightly more lived-in feel, even within the technical limitations of the time.
The game’s structure is more compact than its predecessor, abandoning the episodic format in favor of a shorter, continuous campaign. This results in a more focused experience, but it also means that the game can feel somewhat brief, especially for players accustomed to longer campaigns. Some later levels appear less elaborate than earlier ones, suggesting a slight drop in momentum as the game approaches its conclusion. Even so, the inclusion of secrets and hidden areas adds replay value for those inclined to fully explore each stage.
Visually and audibly, Planet Strike represents a clear step forward within the constraints of its engine. The addition of environmental textures and improved lighting gives levels more depth, while the sound design—though simple by modern standards—adds impact to combat and helps differentiate enemies. It doesn’t match the technical leaps seen in contemporaries like DOOM, but it demonstrates a clear effort to push the existing technology further.
The game’s biggest challenge, both at release and in retrospect, is its timing. Arriving during a period of rapid innovation in the FPS genre, it inevitably feels overshadowed by more groundbreaking titles. Its mechanics, while polished, do not introduce enough new ideas to redefine the experience. Instead, it stands as a refinement of an earlier style, appealing most to players who appreciate that specific era of design.
Ultimately, Blake Stone: Planet Strike succeeds as a solid and thoughtfully constructed shooter that improves on its predecessor without dramatically altering the formula. It offers a satisfying blend of exploration, combat, and secret-hunting, wrapped in a compact and approachable package. While it may not stand out as a landmark title, it remains an enjoyable and historically interesting example of early FPS design.
Rating: 8/10
Steam User 1
More Blake Stone, including the bad timing of the original release (a couple weeks after Doom II).
A most appreciated change from the first game is having an automap always active in the HUD, with batteries that serve to rather zoom, a function that doesn't seem useful (the scale of the map is fine as it is, and zooming it is less convenient) until you realize the 4X zoom even reveals secret passages. Removes a lot of challenge but are you sure you will never use it, especially if you are hunting for a 100% completion?
Aside from that, just like the first, the asking price is so low that it doesn't hurt trying. And of course, the BStone source port works with this game too.
Steam User 0
Yet another chapter in an already colorful and vibrant post Wolfenstein world full of challenge, puzzles, and hardships, I may not have played this nearly as much as Blake Stone Aliens of Gold, but I did put my best effort forward, and wow, does it deliver, improved weapons, explosive charge packs, even more interesting enemies, and still, i cannot beat this on its hardest difficulty, not just yet I suppose, I will try and try again until I do!
Steam User 0
We need Blake Stone 3!