The Team17 Softography Says...
"After the nightmare escape from Orisis III, Commander Reynolds had fallen into a coma. Waking in a secure medical unit of an Earth Force Battle Cruiser, he finds himself once again cast into the grasp of the breed, but this time on their turf.
Featuring 16 levels over three different environments all with tasks or missions to complete. 10 powerful weapons to pick up and use within the missions and the level editor."
Graphically it was the best Amiga FPS of it's time, sweeping the floor with Black Magic's Gloom Deluxe and knocking Breathless clear out of the way. It certainly looked better than the previous 3D outing for the series. So why is it generally considered to be one of Team17's worst games?
The game was trouble from the word "go". The Killing Grounds caused a lot of frustration for Amiga owners when it was first released, primarily because there were only a small percentage of Amiga owners who had a machine powerful enough to run the game. On top of that, magazines criticized the level design for being too simplistic and largely confusing - and rightly so. Whereas Exits were nicely marked on the original AB3D, here you can quite easily wander into an exit willy-nilly without even realising you've done so until the game freezes and you hear a little atmospheric sound indicating the level is, in fact, over.
There are some improvements over the original. On top of the graphical superiority the game has over the original, players can now actually save their game as opposed to relying on the password system employed by the previous Alien Breed games. What else? Well, that's pretty much it. As far as story goes, the game does follow on directly from where the first game finishes but really there's not much else to be said about the game.
The Killing Grounds looks good but at the end of the day it's simply not the FPS people expected it to be.