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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 10:43 
SupaMod
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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 10:46 
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GovernmentYard wrote:
My angle on this... If the game's this shit, the copy protection should be negligible ;)

Fans of Beex's "Online Shop" will be glad to hear that this is already available.

If you have no idea where the "Online Shop" is, get in touch.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 10:59 
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Good God. Is that video clip game footage?!

How can they... what the fuck...

Hilariously bad.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 11:51 
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It has a motion tracker, but is apparently useless because they don't spawn enemies until they are in the room with you. So you can use the motion tracker, and it will say there is nothing moving in the next room, but as soon as you enter the next room, enemies are spawned.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 11:58 
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RPS eviscerates it.

http://www.rockpapershotgun.com/2013/02 ... le-player/

Choice quotes that chuckled me include:

Quote:
This writing just gets better and better. “Raiders 6-5 will wait for you, but goddammit don’t make us wait for you.” Someone not only wrote that down, but an actor willingly said it out loud.


and...

Quote:
My whole approach to the game has changed quite dramatically with one realisation. You don’t really have to fight stuff – so long as you can run to the next checkpoint, it’s all cleared up for you anyway. It becomes about speed running at that point, and you know what – that’s a tiny bit more fun than playing properly. Which makes it elevated to Not Any Fun Whatsoever.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 12:02 
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It's a shame they never made a Colonial Marines game, isn't it?

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 12:04 
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Grim... wrote:
It's a shame they never made a Colonial Marines game, isn't it?


Certainly is...I'm really looking forward to that squad based strategic shooter a'la Space Hulk I was promised over four years ago.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 12:17 
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RPS wrote:
Aliens run toward exploding barrels rather than you, but then, they’re somehow invincible to the explosion if they’re not already stood in it when you fire. Fire first and even though there’s a good two second delay, the bang won’t hurt them at all. They know the safest place is by that exploding barrel, the cunning beasts.

:DD :facepalm:


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 12:19 
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Or...

CRASTER WAS RIGHT!

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 12:20 
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Gogmagog

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Grim... wrote:
Or...

CRASTER WAS RIGHT!


I don't think I want to live in a world where the laws of physics are defined by Craster.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 12:32 
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Sleepyhead

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Grim... wrote:
Or...

CRASTER WAS RIGHT!


Image

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 12:32 
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"Praisebot"

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Is that a Dimmlie yet?


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 12:36 
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SavyGamer

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Me, before the reviews came out:

LewieP wrote:
Looks pretty shite to me, both as an FPS and as a sequel to Alien/part of the wider series.


:hat:


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 13:17 
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Reasons: http://www.reddit.com/r/LV426/comments/ ... the_final/

TD:DR "We tried to make two games at once and ran out of time".

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 13:52 
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Bad Girl

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Holy cow there's some venom in that thread. Ouch.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 14:11 
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Bad Girl

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But why wouldn't they spend time on an Aliens game over Borderlands? I'm confused. Surely (SURELY) the Aliens name aline would generate big money and if the game was awesome then every little wee young un would rush out and buy it twice.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 14:13 
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Contracts and that maybe? Perhaps they get a greater share of the profits from Borderlands.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 14:18 
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SavyGamer

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Yeah, they own Borderlands in it's entirety, whereas Sega hold the Alien film franchise game rights, so Sega take a bigger slice, and any sequel is entirely in Sega's hands.

Also, I think the first Borderlands was a bigger hit than they were expecting.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 14:30 
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ugvm'er at heart...

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Saturnalian wrote:
Holy cow there's some venom in that thread. Ouch.


There is also a lot of 20:20 hindsight crap, by people that obviously have no idea how software development works in the real world.
Sure, there were wrong decisions made at many points, but I bet they were deemed low risk or reasonable at the time.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 19:45 
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It's a damn shame that developers like this march onward whilst other genuinely great ones seem to be dropping like flies.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 20:33 
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WTB wrote:
It's a damn shame that developers like this march onward whilst other genuinely great ones seem to be dropping like flies.


Ummm, they did Borderlands 2, which is one of the best video games ever made IMO.

Gearbox certainly aren't on my shitlist, and it's not like anyone needs to get duped into buying Aliens, the reviews are in and they're all rubbish, job done, just avoid it.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 20:41 
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AtrocityExhibition wrote:
Ummm, they did Borderlands 2, which is one of the best video games ever made IMO.

Which just makes this all the more disappointing.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 20:49 
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GazChap wrote:
AtrocityExhibition wrote:
Ummm, they did Borderlands 2, which is one of the best video games ever made IMO.

Which just makes this all the more disappointing.


Well yes it would have been nice if it was brilliant, but me and the chaps have been keeping half an eye on it over the years as a possible new Saturday night multiplayer vehicle, and it's never exactly piqued our interest much.

It's also worth noting that whilst the PC version is still a shit game, it does at least run properly and feature some of the technical trickery that was promised for the console versions. Mind you, even with that being the case it's still not a £3 Steam Sale purchase IMO.

http://www.eurogamer.net/articles/digit ... s-face-off


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 20:52 
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They lied. Pitchford was talking over gameplay footage a few months ago. Footage showing content that isn't even in the game. And let's not forget his video before Duke's release promising it would be good. He's a liar. Borderlands can suck my balls.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 20:55 
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Decapodian

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I'm still enjoying the PC version. Perhaps the really low expectations have helped, but so far it's been fun.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 21:05 
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WTB wrote:
They lied. Pitchford was talking over gameplay footage a few months ago. Footage showing content that isn't even in the game. And let's not forget his video before Duke's release promising it would be good. He's a liar. Borderlands can suck my balls.


I'm not defending it, I just find it hard to get bothered about it 'cause it's never a game I had much interest in and/or expectations for.

Also note that it could be like Duke Nukem Forever in that whilst it'll never be a brilliant game, the console versions run so incredibly horribly that any enjoyment that can be had out of them is destroyed.

The Eurogamer face-off for Duke pretty much reached that conclusion, and reports along similar lines for Aliens too. (I played DNF through to the end and thought it had its moments, enough fun to justify a playthrough at least.)

None of this detracts from the majesty of Borderlands 2, anyway.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 21:10 
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I've absolutely no idea how you manage to wangle the PC/console thing into every single post.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 21:23 
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WTB wrote:
I've absolutely no idea how you manage to wangle the PC/console thing into every single post.


Exaggerating much?


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 21:32 
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Bad Girl

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Don't worry people, it's not that the developers have made a terrible game it's because you're playing it on a console. It's you that is the idiot.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 21:47 
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Aye, the PC version runs horribly as well. And let's face it, the terrible AI or teleporting squadmates isn't due to console limitations. Neither is the fact that you can get through the levels without shooting any aliens at all, as they move so slowly to be utterly useless.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 22:42 
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GazChap wrote:
Aye, the PC version runs horribly as well. And let's face it, the terrible AI or teleporting squadmates isn't due to console limitations. Neither is the fact that you can get through the levels without shooting any aliens at all, as they move so slowly to be utterly useless.


Runs horribly in what regard?

The Eurogamer face-off suggests it's still a shit game with dreadful glitches and bugs, but it does at least run well from a purely technical perspective.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 23:01 
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Isn't that lovely?

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2 steam guys at work were talking about it (Hi Aj and Alex if you're reading) and they seemed to quite like it, despite me telling them that you guys said it sucked.

(I assume they were talking steam as one has an xbox and one has a ps3 and they were talking about playing it together tonight)

Malc

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 Post subject: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 23:02 
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When it costs £2 we should all buy it and play multiplayer mode.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 23:21 
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AtrocityExhibition wrote:
GazChap wrote:
Aye, the PC version runs horribly as well. And let's face it, the terrible AI or teleporting squadmates isn't due to console limitations. Neither is the fact that you can get through the levels without shooting any aliens at all, as they move so slowly to be utterly useless.


Runs horribly in what regard?

On my system, the framerate is ridiculously choppy. Now, my system is a couple of years old, granted, but I have no problem running games like Dishonored.

And if I can run Aliens versus Predator (the 2010 release) on maximum settings, and get a game that looks significantly better than A:CM, and with better performance... well, that's just shoddy.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 23:28 
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Video comparison between the "gameplay" footage that was demonstrated ages ago, compared to the game as it ended up.

Shocking.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 23:39 
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I've just had a shocking realisation. This is the first time since AP closed that I've felt I can trust gaming journalism.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 23:46 
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ugvm'er at heart...

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GazChap wrote:


The most shocking thing is how anybody thought the original was actually gameplay footage, the movement is so obviously rendered.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 23:50 
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It looked believably like gameplay to me, and it was sold as such! Clearly now it was a target render. Fucking shocking stuff.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Wed Feb 13, 2013 23:52 
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WTB wrote:
http://www.youtube.com/watch?v=-EOlzCrVFvs


The first post of this thread! Randy Pitchford commentating on the very footage we're talking about. Posted on the official Gearbox YouTube page. Listen to the commentary. "Actual gameplay" he says. Randy Pitchford. "Actual gameplay." Randy Pitchford, lying, bald-faced. Lying.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 0:00 
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Pitchford's Twitter account - updated frequently on a daily basis - hasn't said a thing since the embargo lifted. The official Gearbox Twitter account - again active daily - has mentioned some sort of Borderlands 2 patch and nothing else for 2 days.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 0:03 
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Randy Pitchfraud more like.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 0:04 
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GazChap wrote:


That's pretty bad, I can't argue with you there :'(

(Borderlands 2 is still the cruuuuuunk though!)


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 0:05 
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Reddit. http://www.reddit.com/r/LV426/comments/ ... the_final/

Quote:
First off, due to me breaking NDA, I can't provide any proof that I'm not just talking out of my ass. But I figure you'd be interested in hearing what I have to say regardless. I've been on the project for around a year and a half, so some of the following are things I've heard from more senior guys.
Pecan (the internal codename for ACM) has a pretty long history. SEGA, GBX and 20th Century FOX came to an agreement to produce an Aliens game around 6 years ago, after which SEGA almost immediately announced it, long before Pecan had even started production. The game has been in active development in the past, only to be shelved in favor of another project (Borderlands, Duke, etc), and each time it was resumed it would undergo a major content overhaul.
SEGA, naturally, wasn't super pleased about the delays, but GBX got away with it for a long time and the contract between SEGA and GBX kept getting augmented to push the projected release further and further back. The last time it was resumed, GBX outsourced a good portion of the game to outside companies. Initially, the plan was for TimeGate to take the majority of campaign, GBX would take MP, Demiurge and Nerve would handle DLC and various other focused tasks. This decision was made mostly so that most of the developers at GBX could continue working on Borderlands 2, while a small group of LDs, coders and designers dealt with Pecan.
Somehow the schedules for Pecan and Borderlands 2 managed to line up and GBX realized that there was no fucking way they could cert and ship two titles at the same time. Additionally, campaign (which was being developed by TimeGate) was extremely far behind, even as Pecan's Beta deadline got closer and closer. In April or May (can't remember which), Pecan was supposed to hit beta, but GBX instead came to an agreement with SEGA that they would push the release date back one more time, buying GBX around 9 mos extension.
About 5 of those 9 months went to shipping BL2. In that time, TimeGate managed to scrap together 85% of the campaign, but once Borderlands 2 shipped and GBX turned its attention to Pecan, it became pretty apparent that what had been made was in a pretty horrid state. Campaign didn't make much sense, the boss fights weren't implemented, PS3 was way over memory, etcetcetc. GBX was pretty unhappy with TG's work, and some of Campaign maps were just completely redesigned from scratch. There were some last minute feature requests, most notably female marines, and the general consensus among GBX devs was that there was no way this game was going to be good by ship. There just wasn't enough time.
Considering that SEGA was pretty close to taking legal action against GBX, asking for an extension wasn't an option, and so Pecan crash-landed through certification and shipping. Features that were planned were oversimplified, or shoved in (a good example of this are challenges, which are in an incredibly illogical order). Issues that didn't cause 100% blockers were generally ignored, with the exception of absolutely horrible problems. This isn't because GBX didn't care, mind you. At a certain point, they couldn't risk changing ANYTHING that might cause them to fail certification or break some other system. And so, the product you see is what you get.
Beyond gameplay, the story has been raised as an issue several times. I can't really comment without feeling bad beyond saying that the script was approved by 20th Century FOX, and that the rush to throw a playable product together came at the cost of the story. Campaign does a pretty bad job of explaining a lot of the questions raised at the start of the game, and so hopefully there will be DLC to flesh that out a bit better.
I'll answer some questions, but I have to run soon, so it may take a while for responses.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 0:08 
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Dimrill wrote:
Reddit. http://www.reddit.com/r/LV426/comments/ ... the_final/

Quote:
First off, due to me breaking NDA, I can't provide any proof that I'm not just talking out of my ass. But I figure you'd be interested in hearing what I have to say regardless. I've been on the project for around a year and a half, so some of the following are things I've heard from more senior guys.
Pecan (the internal codename for ACM) has a pretty long history. SEGA, GBX and 20th Century FOX came to an agreement to produce an Aliens game around 6 years ago, after which SEGA almost immediately announced it, long before Pecan had even started production. The game has been in active development in the past, only to be shelved in favor of another project (Borderlands, Duke, etc), and each time it was resumed it would undergo a major content overhaul.
SEGA, naturally, wasn't super pleased about the delays, but GBX got away with it for a long time and the contract between SEGA and GBX kept getting augmented to push the projected release further and further back. The last time it was resumed, GBX outsourced a good portion of the game to outside companies. Initially, the plan was for TimeGate to take the majority of campaign, GBX would take MP, Demiurge and Nerve would handle DLC and various other focused tasks. This decision was made mostly so that most of the developers at GBX could continue working on Borderlands 2, while a small group of LDs, coders and designers dealt with Pecan.
Somehow the schedules for Pecan and Borderlands 2 managed to line up and GBX realized that there was no fucking way they could cert and ship two titles at the same time. Additionally, campaign (which was being developed by TimeGate) was extremely far behind, even as Pecan's Beta deadline got closer and closer. In April or May (can't remember which), Pecan was supposed to hit beta, but GBX instead came to an agreement with SEGA that they would push the release date back one more time, buying GBX around 9 mos extension.
About 5 of those 9 months went to shipping BL2. In that time, TimeGate managed to scrap together 85% of the campaign, but once Borderlands 2 shipped and GBX turned its attention to Pecan, it became pretty apparent that what had been made was in a pretty horrid state. Campaign didn't make much sense, the boss fights weren't implemented, PS3 was way over memory, etcetcetc. GBX was pretty unhappy with TG's work, and some of Campaign maps were just completely redesigned from scratch. There were some last minute feature requests, most notably female marines, and the general consensus among GBX devs was that there was no way this game was going to be good by ship. There just wasn't enough time.
Considering that SEGA was pretty close to taking legal action against GBX, asking for an extension wasn't an option, and so Pecan crash-landed through certification and shipping. Features that were planned were oversimplified, or shoved in (a good example of this are challenges, which are in an incredibly illogical order). Issues that didn't cause 100% blockers were generally ignored, with the exception of absolutely horrible problems. This isn't because GBX didn't care, mind you. At a certain point, they couldn't risk changing ANYTHING that might cause them to fail certification or break some other system. And so, the product you see is what you get.
Beyond gameplay, the story has been raised as an issue several times. I can't really comment without feeling bad beyond saying that the script was approved by 20th Century FOX, and that the rush to throw a playable product together came at the cost of the story. Campaign does a pretty bad job of explaining a lot of the questions raised at the start of the game, and so hopefully there will be DLC to flesh that out a bit better.
I'll answer some questions, but I have to run soon, so it may take a while for responses.


viewtopic.php?p=744707#p744707


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 0:10 
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SavyGamer

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Pretty sure it is a prerendered video generated by the actual engine, with loads of effects that it couldn't run at anywhere close to realtime. It's also probably not being played by someone, perhaps much of the animation/movement is scripted. That's why no one in the press ever got a chance to play this demo, it was just a video with Randy Pitchford holding an Xbox controller next to it.

Now, whether this was simply the target that they were aiming to get the finished game to look like (and they spectacularly failed), or just smoke and mirrors to trick the public/press into thinking the game would be much better, I do not know. There are games that look roughly as good as that demo on the same hardware (stuff like Crysis 2 or the Uncharted games spring to mind), so it's not totally unrealistic, but those kind of results take a serious development effort from large teams of highly talented people that are well coordinated by effective lead designers. That's not what Colonial Marines has had.

It's sloppy, unprofessional, and I don't think anyone should believe footage of games that isn't playable, unless it's from studios with rock solid track records. Gearbox have lost my trust on that matter now for sure.

It's why even though the upcoming Metal Gear stuff looks insanely good, I believe the actual games will look that good. I don't like the Metal Gear games too much, but they always look as good as the pre release gameplay footage makes them appear to look.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 0:35 
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SavyGamer

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Hang on, there is this trailer too:


Claims to be "100% in-game footage", but it is clearly not. I think that will be grounds for a refund under UK sale of goods act.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 0:51 
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Gogmagog

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And not to mention the Road Traffic Act. Be sure to include both.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 1:08 
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Posts: 14497
And the Occupiers' Liability Act. '57, natch.


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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 1:31 
SupaMod
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Joined: 30th Mar, 2008
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I prefer the '54, it's just that little bit lighter on the palette.

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 Post subject: Re: Aliens - Colonial Marines
PostPosted: Thu Feb 14, 2013 11:23 
SupaMod
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Est. 1978

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So, this game that doesn't exist?

Jesus Christ.

Good bits:
Michael Biehn and Lance Henriksen do voices.
The conformation window when you exit says 'Game over, man?'.
The menus are good.
The first alien encounter is pretty tense stuff (because you don't realise that...

Bad bits:
The aliens pose no threat. At all. They're slow, and they're weak.
Shoot them in the face at point blank range, the blood doesn't matter.
You can melee the aliens. And you'll win!
Your marine doesn't run very fast.
The start is meant to look like a movie title. It sucks.
It's pretty damned ugly.
You can't interrupt your shotgun reloads.

Seriously - don't Sega have final say of the stuff they stick their name on any more?

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