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Today in Retro Gaming: Martian Gothic: Unification (PS1)

It’s been ten months since the last transmission from Vita Base on Mars. Requests for status updates, damage reports, even simple acknowledgement that communications are being received have gone unanswered. Faced with no real idea of what they might be facing, and clearly having never seen the movie ‘Aliens’, Earth Control gathers a team of three specialists trained and equipped to handle situations like this. Kenzo Uji is a solid pilot and computer whiz–if there’s a technical problem Vita’s engineers are unable to solve, he’ll slap together a fix, and if it’s got wings, he can fly it. Diane Matlock is a fully-trained medical doctor and microbiologist–if the problem’s the result of some virus gone wild, she’ll get to work on a way to counteract it. Leading the team is Martin Karne, a security specialist and mining engineer who knows how to get rough when the situation calls for it.

Vita Base’s last transmission before they went dark made little sense to Earth Command: “If you send a manned craft, warn the crew: stay alone, stay alive.” The trio out to fix the problem will come to understand Vita’s warning all too soon. Welcome to Mars–the Trimorphs are waiting.

Title Screen

Title Screen

Martian Gothic: Unification was a criminally-overlooked title for the PlayStation, which is well worth playing but failed for a number of reasons. Most obvious is its release date today in 2001, mere weeks after Halo was sci-fi-ing the hell out of everyone’s console gaming experiences, mere days before Nintendo’s GameCube launch, and well over a year after the debut of the PlayStation 2, which had set the gaming world on fire. Being a console port of a PC game which hadn’t exactly burned up the charts didn’t help matters either, though this did allow Creative Reality to tweak a few aspects of the game and fix a couple bugs lurking in the Windows version. If you can handle the graphical downgrade, this is one of the few times a PlayStation port is superior to its PC counterpart.

"It's no use, commander. 'Fifty Shades' found its way to Mars."

“It’s no use, commander. ‘Fifty Shades’ found its way to Mars.”

It also wasn’t quite sure what it wanted to be. Martian Gothic apes earlier entries in the survival horror genre, especially Resident Evil, with its real-time combat system (and awful voice acting), but the puzzles it puts up to obstruct players are more in line with what PC gamers would expect from point-and-click adventure titles. Its unique aspect, that of charging a single player with controlling three different characters, swapping between them as needed, is a breath of fresh air when it comes to titles like this, especially when given the added parameter of ensuring none of your crew mates meet up. Part of the game’s charm, and initial frustration, comes from simply working out how to get Diane, Kenzo, and Martin out of their respective first rooms so they can start exploring and figure out what’s gone wrong.

(No suitable caption was submitted for this picture)

(No suitable caption was submitted for this picture)

Each of the three characters is essential to completing the mission; losing any of them results in an instant game over, so saving regularly and in multiple files is not only encouraged but necessary. Exploring Vita Base slowly opens more of the story, as characters read notes, files, computer screens, and diaries left behind by the deceased. And like System Shock and the later Doom 3, you’ll need to read everything in order to find those elusive key codes to expand the areas where you can travel. The characters also have special traits unique to them, and throughout the game you’ll encounter weapons, equipment, and items only usable by single characters. Often the character who stumbles across one of these special items won’t be the one who can make use of it. When that happens, a quick trip to one of the many vacuum tubes on the station will allow you to send guns, ammo, keycards, or other goodies to your teammates.

Who can be here, there, or anywhere!

Who can be here, there, or anywhere!

Swapping characters in this fashion isn’t exactly new, but Martian Gothic throws in a bit of a twist in that time doesn’t stop passing for the characters you aren’t currently controlling. Switching to a different member of your team leaves the other two as sitting ducks, so finding a safe place before hitting that Select button is essential. Trading characters in the middle of the duct system or while being chased by a Nondead (don’t call them zombies!) is a recipe for a quick and brutal disemboweling. So don’t do it.

Not a good time to see what Martin is up to.

Not a good time to see what Martin is up to.

And speaking of brutality, don’t expect a game which seems to have used ‘Event Horizon’ as one of its inspirations to leave you feeling fresh and clean as a whistle after playing. Blood, corpses, and grotesque bodily-modified horrors await our intrepid explorers as they venture onward. Unlike Resident Evil, where enemies can often be avoided and ammunition expenditure kept to a minimum, Martian Gothic‘s combat system requires you to murder nearly everything you come across. There’s only a small variety in the enemies you face, and while putting down the Nondead is a relatively simple affair, killing the Trimorphs is like ending Nemesis in Resident Evil 3 or the regenerating Necromorphs in the Dead Space series. Each Trimorph battle is another puzzle, requiring you to lure them into a position where you can obliterate them or trap them for good. Figuring out how or where to do that, however, is half the battle, and there will be times you crawl through a vent shaft or run through a maze of corridors with one of the nearly-indestructible things right on your tail, which is always good for the heart.

"No...! 'Twilight' fans...! Aaarrrggghhhh!!"

“No…! ‘Twilight’ fans…! Aaarrrggghhhh!!”

Martian Gothic: Unification is far from perfect. The textures are low-res, the controls are kind of clunky, and the voice acting as previously mentioned is squarely in the ‘so bad its awful’ camp. Some of the puzzles are major head-scratchers, and combat is neither as smooth nor as simple as you might hope for. The PlayStation version also suffers from a slight pause every time you switch characters which isn’t long enough to ruin anything, but is long enough to be noticeable after several hours of playtime. That said, the game’s also cheap as hell and extremely easy to find on the second-hand market. It makes effective use of mood and atmosphere to create a claustrophobic and solitary feeling, something you wouldn’t think is possible with three playable characters. But perhaps the scariest thing about Martian Gothic? It takes place in October of 2017. We’re apparently less than two years away from colonizing the red planet!

And re-discovering the awesome decorative powers of purple neon.

And re-discovering the awesome decorative powers of purple neon.

Adventure fans, horror junkies, and those looking for a different take on the sci-fi video gaming scene all owe it to themselves to give this one a try.

Michael Crisman

In 1979, Michael Crisman was mauled by a radioactive Gorgar pinball machine. After the wounds healed, doctors discovered his DNA had been re-coded. No longer fully human, Michael requires regular infusions of video games in order to continue living among you. If you see him, he can see you. Make no sudden moves, but instead bribe him with old issues of computer and video game magazines or a mint-in-box copy of Dragon Warrior IV.

If he made you laugh, drop a tip in his jar at

(If he didn’t make you laugh, donate to cure his compulsion to bang keyboards by sending an absurdly huge amount of money to his tip jar instead. That’ll show him!)

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One Response to “Today in Retro Gaming: Martian Gothic: Unification (PS1)”

  1. DD-Indeed says:

    This game has fascinated me for some time, after I discovered this from certain articles and survival horror game lists. Not only it has certainly an interesting plot and script, it would be really potential game for full on remake, that would fix some obvious flaws and replace the bad bits with good ones. Story is good and interesting, but some things are not explained properly nor make enough sense. Dialogue is actually ok in several occations, but mostly it’s bad, bad bad bad. Best dialogue comes from the character Mood and those voice clips recorded by that one woman.

    Gameplay wise, it was nowhere near the level of polish of RE-games, from which this game obviosly draws its inspiration and style from. Read somewhere, that this was originally going to be point-n-click type of game and strangely, you can kind of sense that sort of ideology even from the looks and some of the assets of the game. Very high quality pre-rendered backrounds for the time and the artstyle definitely was really good (I’ll count this game as mid-to-late 90’s game in terms of design and looks, it definitely has that vibe to it).
    The same can’t be said about the character models and animations, which are simply awful. And the hit detection is way off, enemies can grab you from meters away, while they’re even facing the other direction.
    Lot’s of issues, bugs, glitches, and that one ridiculous ”balloon puzzle”.

    One thing I wonder about, is if the remake could be done, who owns the game’s licence/rights nowadays ? I read about the developers, Creative Reality, that they went bankrupt after this game bombed in sales, but I dunno, that was the IP sold to the publisher, Take-Two Interactive or TalonSoft ? One thing I know, is that Take-Two sold Talonsoft away in 2009 along with some IP’s, but can’t find any information about the Martian Gothic IP. Propably the only way to get know about it is to ask from the Take Two.

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