Body Harvest (Nintendo 64)
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Body Harvest
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| Publisher: | Gremlin Interactive |
| Developer: | DMA Design |
| Alternative Title: | None |
| Release date: | JP: Not Released NA: 30/September/1998 EU: 30/November/1999 AU: Not Released |
| Genre: | Action |
| Number of Players: | 1 |
| Rating: | ESRB - T (Teen) PEGI/ELSPA - 11+ CERO - CERO-rating |
| Platform: | |
| Media: | N64 cartridge |
| Online Functions: | No |
Body Harvest is an action game which involves the player searching large levels for alien artifacts.
Contents |
Story
The manual contains the following story:
In the late nineteenth century a new comet was discovered in the skies above Earth. Regarded since ancient times as the harbingers of destruction, the new comet was named "Shesha" the snake, after it's long, unnaturally brilliant tail.
Rumors started a few years later. Stories of monstrous beings. Fantastic tales of insects who would appear out of nowhere, consuming men, women, and children, and then destroying everything in their path.
It wasn't until 1916 that eyewitnesses and radio reports confirmed an attack on the islands of Greece. Rescuers rushing to the scene found an impassible barrier, a 'shimmering blue wall' that could not be broken or breached. For a full 24 hours the walls remained in place. The rescuers watched - helpless - as those inside the barriers beat against the wall with their fists, begging and screaming for help as they were hunted down and devoured by the huge predators. At dawn the next day, the walls were gone. The rescuers found the land silent. Devoid of human life. Not a single survivor was found.
The following day the barriers appeared over the coast of Southern Spain. Twenty four hours later they were gone. The day after that Eastern Canada was the target, then the South island of Japan. The pattern of attacks was completely unpredictable, but the method was always the same. The barriers would appear in the night, remain for 24 hours, then vanish. Leaving nothing but wreckage. No survivors of any of these attacks were ever found.
Then the creatures vanished. Humanity struggled to comprehend this new reality, this new threat to the entire planet. Where had the creatures come from? How could they be stopped? And the questions that every single person in the world was asking - where would they appear next?
It was in India that the answer to the first question was found. The comet Shesha, the great snake, had not vanished back into the depths of space but had somehow maneuvered itself into a much smaller orbit around the sun that should have not been possible. It was now heading away from Earth, back towards the sun. But it would be back. "Twenty five year," said the astronomers, "twenty five years before it's once more at it's closest approach to Earth". Enough time for the humans to devise, co- operate, and place it's defenses. Twenty five years...Would it be long enough?
Gameplay
Some gameplay info
Subsections of gameplay here
Interesting subsection.
Screenshots
Review Scores
- Magazine Name: score (issue number or date)
Trivia
- Any trivia? Each point should be preceeded by an asterisk.
Credits
- Executive Producer: Dave Jones
- Lead Programmer: John Whyte
- Lead Artist: Stacey Jamieson
- Level Design: Lorne Campbell, Richard Ralfe, Mike Stirling
- Music and Sound: Stuart Ross, Allan Walker
- Audio Programmers: Ciaran Rooney, Raymond Usher



