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Aliens: Colonial Marines https://gladerebooted.net/viewtopic.php?f=4&t=9645 |
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Author: | FarSky [ Thu Feb 07, 2013 1:18 pm ] |
Post subject: | Aliens: Colonial Marines |
Aliens. Space marines. None of that silly Predator nonsense. Who else is picking this up? |
Author: | Aizle [ Fri Feb 08, 2013 9:47 am ] |
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That's a really pretty trailer that gives you absolutely zero insight into what gameplay might be like. |
Author: | FarSky [ Fri Feb 08, 2013 10:54 am ] |
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It's an FPS. An FPS is an FPS. *shrug* |
Author: | Talya [ Tue Feb 12, 2013 9:25 am ] |
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Middling-to-lousy reviews so far. Sad. |
Author: | Crimsonsun [ Tue Feb 12, 2013 10:05 am ] |
Post subject: | Re: Aliens: Colonial Marines |
FarSky wrote: Space marines. Dont use that phrase otherwise Games Workshop will sue you! *completely off topic, as I have nothing to say about the game the topic is on* |
Author: | FarSky [ Tue Feb 12, 2013 10:15 am ] |
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Eugh. **** Games Workshop. Just...seriously. **** them. Useless pricks. I wasn't expecting great things from A:CM (so rarely do high-profile, high-concept games like this turn out brilliantly), but screw it. I'm still going to enjoy blasting bugs with buddies. |
Author: | Kaffis Mark V [ Tue Feb 12, 2013 10:20 am ] |
Post subject: | Re: |
FarSky wrote: I'm still going to enjoy blasting bugs with buddies. So you're looking forward to bad-ass buddy based bug blasting binges? |
Author: | FarSky [ Tue Feb 12, 2013 10:23 am ] |
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I'm laughing so, so hard right now. I can't stop. Watching. Or laughing. |
Author: | Kaffis Mark V [ Tue Feb 12, 2013 11:15 am ] |
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Oh, wow. That looks like a winnar, there. |
Author: | Corolinth [ Tue Feb 12, 2013 12:55 pm ] |
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Games Workshop need to have dicks put in their eyes. Vigorously. Then stir. |
Author: | Lenas [ Tue Feb 12, 2013 12:57 pm ] |
Post subject: | Re: Aliens: Colonial Marines |
Shame that this game apparently turned out so bad. Doesn't even sound like it's worth pirating. |
Author: | DFK! [ Tue Feb 12, 2013 1:25 pm ] |
Post subject: | Re: |
Corolinth wrote: Games Workshop need to have dicks put in their eyes. Vigorously. Then stir. Hmm, really? |
Author: | Darkroland [ Tue Feb 12, 2013 1:50 pm ] |
Post subject: | Re: Aliens: Colonial Marines |
From the Kotaku review: A game based on existing media has three options. It can strive to be faithful to the original work, privileging authenticity above all else. It can try to do its own thing, using the original work as merely a jumping off point for something else. Or, it can try to find a balance between authenticity and originality. Aliens: Colonial Marines fails spectacularly at all three of these possible approaches. |
Author: | FarSky [ Tue Feb 12, 2013 2:38 pm ] |
Post subject: | |
Everything I'm reading is saying that Gearbox screwed the pooch big time. Unsurprising. At least there's a day 1 patch. Patch notes here. Quote: 2/12/2013 Update
General General user interface improvements. Various performance improvements. Fixed issue where a door may not function properly if a Xeno was killed while opening it. Addressed issue where players could become stuck in a close encounter after killing a Lurker that had pounced them. Fixed collision issue where bullets would not pass through certain open doorways. Fixed an issue related to clients incorrectly interrupting Xeno melee encounters. Addressed an issue where doors would sometimes not open properly. Addressed an exploit where players could melee while throwing a grenade or placing a claymore. Fixed some collision detection issues that could result from a close encounter. Prevented campaign pop-ups from appearing outside of campaign. Campaign Fixed an issue that could prevent NPCs from getting on the elevator in the Sulaco. NPCs no longer attempt to open doors while being welded. Fixed issue where Raven could sometimes pass through welded door. Implementing a message to warn players that campaign progress will be overwritten if they try to start an offline campaign game from within the co-op campaign UI. Adjusted the distance between players before they're warped to the location of furthest player in co-op. Fixed issue where torch would sometimes appear incorrectly to co-op clients. Fixed issue where difficulty could sometimes become stuck incorrectly after switching modes. Fixed issue where co-op player would not recover properly after being saved from a close encounter. Fixed issue where Russian players could not drop into a co-op match in some missions. Updated late-game close encounter moment to disable player input, which could cause them to become stuck. Splitscreen: Weapon Radial menu no longer appears for other players when the pause menu is opened. Splitscreen: Fixed issue where if the Game Menu is opened while accessing the Weapon Radial, it stays up on does not function properly. Multiplayer Resolved issue where campaign Motion Tracker could incorrectly in multiplayer loadouts. Fixed issue where clients would sometimes be invisible after spawning in No Hope in Hadleys. Multiplayer teams are now randomized (parties excluded) if percentage difference in scores is greater than 15% 'Switch Teams' option removed from the Pause menu. Corrected issue where server and client could get out-of-sync when switching out of a power-up while firing. Fixed issue where controller would vibrate during the scores screen if Rage ability was active upon match end. Fixed issue where Cloak ability would not conceal the Lurker when walking or jogging. Corrected bug where clients appeared to spawn outside of world before match start. Removed placeholder text from appearing on scoreboard in certain situations. Improved camera transition when Xeno enters a vent. Fixed issue where Xenomorph HUD could sometimes appear in the wrong color. Fixed issue with Spitter acid sometimes preventing players from deploying a Sentry Turret for a short while. Spitter's "Acid Spray" now originates from the mouth. Escape: Fixed issue where Xenos could spawn in unplayable space. Escape: Fixed issue where Xeno players could lose functionality if warped to next area while in a vent. Escape: Addressed issues where players would spawn with no weapon if they were the last Marine to die in Escape. Escape: Fixed issue where Cat-Like Reflexes ability would not properly complete in an Escape match. Escape: Improved timing and placement of warp locations in Emergency Evac map. |
Author: | Müs [ Tue Feb 12, 2013 2:44 pm ] |
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Quote: Spitter's "Acid Spray" now originates from the mouth As opposed to... |
Author: | FarSky [ Tue Feb 12, 2013 2:48 pm ] |
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That was my question. |
Author: | Müs [ Tue Feb 12, 2013 3:25 pm ] |
Post subject: | Re: |
FarSky wrote: That was my question. Oh internet. Please never change. |
Author: | Müs [ Tue Feb 12, 2013 9:10 pm ] |
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Author: | FarSky [ Tue Feb 12, 2013 10:30 pm ] |
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Well, I played a while. It's not quite the malignancy that today's reviews indicated, but it's still mediocre at best. A great Aliens game should be relatively simple to make. Moreover, this game was in development for six years. There's no excuse for the half-assed, incomplete thing we received. Plus, it does provide moments like this. |
Author: | Diamondeye [ Tue Feb 12, 2013 11:37 pm ] |
Post subject: | Re: |
FarSky wrote: I'm laughing so, so hard right now. I can't stop. Watching. Or laughing. Please tell me, seriously, does the game ACTUALLY look like that? |
Author: | Müs [ Tue Feb 12, 2013 11:39 pm ] |
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Yes. |
Author: | Dalantia [ Tue Feb 12, 2013 11:54 pm ] |
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That's a kamikaze - if you make noise, it will come screaming at you and I think explode. Otherwise, it trundles around like that. |
Author: | Müs [ Wed Feb 13, 2013 3:32 am ] |
Post subject: | Re: Aliens: Colonial Marines |
Also, this comment I found: Quote: You could argue that the ideal Aliens game should have barely any aliens in it at all. You solve puzzles, navigate mazes, fix spaceships and walk around being scared as **** any time something moves, but it's never an alien. Then later, when you're feeling kind of secure, ALIENS. The scary part of xenomorphs is that they have the hunting behavior of psychopathic housecats. They toy with you, scare you, taunt you. They're not just monsters who want to rush up to the nearest human and bite it until it is dead; if that was the case they'd just all be in the first room and they'd kill you immediately.
Look at that deleted scene from the end of Alien where the xenomorph does that hilarious crabwalk thing. Other than the fact that it looks **** ridiculous, that scene totally captures the horror of the xenomorphs. It is in the room, totally silent, and could easily come up behind Lambert and eviscerate her before she even knows it's there. But it doesn't. It slaps its tail down, announcing its presence so she'll turn around. It hisses, and does the (not intentionally) hilarious crab walk of doom. It wants her to know, it wants her to be afraid. It knows she has no chance of defending herself. That kind of horror cannot be achieved by throwing hundreds of xenomorphs at the player's face, or by giving them a flamethrower but only a little bit of ammo. That kind of terror can only come from placing you in a situation where your choices are "die" and "run." What aliens you can kill should be outsmarted, killed using environmental tools. Blowing up a fuel tank, or pushing debris off a ledge onto an alien below, or tricking it into running into a power generator or something. If you do get a gun, it shouldn't be capable of slaughtering them in droves. Make the player the underdog. |
Author: | FarSky [ Thu Feb 14, 2013 3:04 pm ] |
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Wow. Old article from Gearbox CEO Randy Pitchford, talking about how A:CM "got the jump on the next generation" of graphics with the game, which was to be "[the] standard for games that go for a realism look in the next generation." http://www.ign.com/articles/2012/04/04/ ... generation |
Author: | Wwen [ Sun Feb 17, 2013 11:56 am ] |
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The drama surrounding the game has been full of lulz. The stick-up-their-butt aliens are great. |
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