Palladium expanded its popular Heroes Unlimited series into the realm of aliens with 1994's Aliens Unlimited. 1997's Aliens Unlimited: Galaxy Guide was intended to add context to the wild alien characters of the original game. The book, like most Palladium products, tossed everything at the wall to see what would stick. Not a great method when you're trying to create a cohesive setting, but hey, cat people and mushroom-headed super models and toucans wearing power armor can fight the Predator aliens and dinosaurs. Why not?
Steve: Oh, man, it's about time! I hope Palladium does for aliens what they did for heroes.
Zack: Reduce them to location-based damage charts and character classes featuring skill lists only decipherable by autistic savants?
Steve: Yeah, that, or maybe make it totally sweet which is what I meant. They'll create a world of adventure where the only limit is what you can imagine.
Zack: I'm imagining an emphasis on easily-resolved combat.Steve: You're imagining checkers. For babies.
Zack: If checkers included a special provision for launching volleys of micro-missiles it might have the respect of chess.
Oh, you idiot. Don't do this. It's the worst idea anyone has ever had. Have you forgotten what an ordeal it was the last time you moved?
This is Sid Meier's world, I’m just building wonders in it.
Nightmares Fear Factory is BACK, baby!
Zack Parsons, Steve "Malak" Sumner, and friends tackle bizarre role playing game products that make them wonder, "What the fuck!?" From the early days of Gygax to contemporary role playing games, none will be spared.