Aliens: Colonial Marines footage
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Published 24 August, 2011 Duration 1:56
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Comments (44) Latest comment 8 months ago
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There was some good atmosphere there, but it looked clunky and dated...
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Please be good!!!
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Seriously though, they seem to have nailed the creepy atmosphere of the first films. Day one purchase for me.
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ARE YOU LISTENING TO ME GEARBOX!?!?!?!?!
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I can't believe I've managed to get this comment written before someone writes 'game over, man'.
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The game will need two things to elevate it above just-another-Alien-game status. An absolutely cracking story and an engine with amazing lighting and shadow model, the latter because that's what you need for atmosphere in a sci-fi horror shooter. I don't hold much hope for an amazing story, just because...well how many amazing stories have you seen in this game genre? The lighting model looks solid, but we need one that has the quality of Dead Space 2 or higher. Hmmm...
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Well, acording to the E3 and Gamescom demo previews, we will be able to do all that.
That said, i sure as hell hope for a good story and a campaign longer than 5-6 hours.
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What's important is that they get the look of the xenomorphs right. In some of the trailer scenes (particularly the first shot in which you see one) they do just that. In other scenes, there's an over-reliance on the "knee height" hunched-over xeno model that failed to really be particularly scary in previous AvP games. This is a pretty big monster - give us a sense of size and power from it - not just from the Queen. I know you want it to move fast, but you really can't go reducing the scariest movie monster of all times to a charging rug-rat.
The thing they have absolutely got to get right with this game is pace. Aliens has a reputation as the "action movie" of the series - but if you go back and watch it, action scenes make up a very small portion of the total running length. Aliens works as a movie because it understands pace and knows how to build fear and tension. AvP2 started well, with some fairly quiet scenes that built atmosphere, but once the shooting started, it was non-stop blasting right through to the end - and that's just not scary. I'd prefer that they actually keep down the number of enemies the player faces, in favour of making individual xeno encounters more formidable - with gaps between the encounters for plot and story until fairly close to the end of the game (when you probably do need to bring things to a big climax).
What I'd really, really love to see would be a sequence where players have to prepare to defend a location from an alien attack (which is something you see in the movie). Let us scurry around welding doors shut and placing sentry guns, deciding how we want to try to channel the attackers and watching the motion sensor for the first signs of the coming onslaught. It'd be far more memorable than a straightforward run and gun shooter.
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Seeing an Alien laying on top of a Marine and getting Shot-gun'd, made me think.
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Your last paragraph describes what the game was going to be like if I remember (basically Brothers in Arms in space) but it sounds like that idea has been scrapped sadly.
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can't stay frosty all the time..
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Also, Survival a la L4D and L4D2 would be spectacular if supported by welders and the ability to setup sentry guns and create barricades. The scene I think almost everyone remembers the most from Aliens is when they're defending with sentry guns and the aliens have to find alternate ways to get at them. That there needs to be implemented, with an engine that allows for myriad ways for entry to be gained.
I don't normally get hyped for games, prior to release but this is looking like a day one purchase, along with Guild Wars 2.
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You secure that shit!
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That actually looks the dogs! fingers crossed it is
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DONT MESS IT UP GEARBOX! For the love of all that is holy, and all that stuff.
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Same applies to EG, you of all people should know this.
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Somebody please buy the Aliens franchise from SEGA....and Football Manager while they're at it.
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/fingers crossed it doesn't suck.
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SO, what's this game about then?
Only jokin'!
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