Posts Tagged ‘aliens colonial marines’

Tomb Raider is the UK’s biggest launch of the year so far.

The reboot is in top spot, and, according to UK sales company Chart-Track, “comfortably” outsold 2013’s previous best, Sega’s Aliens: Colonial Marines, by more than double the week one sell-through.

In fact, this new Tomb Raider set a new record for the franchise in the UK. The previous best was Crystal Dynamics’ first game in the series, Tomb Raider: Legend, which in 2006 sold around half what the new Tomb Raider sold.

It should be noted though, that Tomb Raider (2013) is the first in the series to launch as an “event title”, that is, on Tuesday 5th March, and so had six days of sales to count towards its launch total. But, countering this, PC download sales are not included in Chart-Track’s data, so sales from Steam, for example, aren’t counted.

More records: the Xbox 360 and PlayStation 3 versions of Tomb Raider set new week one records as the fastest-selling individual formats of any Tomb Raider release so far. The previous record was held by Tomb Raider: Angel of Darkness, which released on PS2 in 2003.

EA’s SimCity enters the chart in second place. Again, it should be noted that PC sales through EA’s digital platform Origin are not counted by Chart-Track.

Elsewhere, Namco Bandai’s Naruto Shippuden: Ultimate Ninja Storm 3 is a new entry at three, and EA The Sims 3: University Life, the ninth (!) expansion pack for The Sims 3, is new at four.

FIFA 13 is fifth and last week’s number one, EA’s Crysis 3, is down to sixth.

Source: EuroGamer

Review, Aliens: Colonial Marines

Posted: February 12, 2013 by Areeb Fazli in Games
Tags: , ,

After playing Aliens: Colonial Marines (ACM) I learned that the two sweetest words in the English language are “Checkpoint reached.” You’ll learn that too once you’ve crawled your way through each level, danger coming at you from every angle. You also learn to be acutely aware of every shadow, every ping on your motion tracker. But if you ignore even the—AUGH!

If you’re a fan of the Alien franchise, this game is a big deal. Not only because it’s the latest videogame based on the movie series, but also because it’s an official 20th Century Fox sequel to Aliensand Alien 3. But gamers should play it because ACM is a good (albeit not great) game. There’s enough dark, paranoid atmosphere here that my Aliens fangirl heart went pitter-pat with excitement.

In the first few minutes, we’re thrust into the aftermath of the 1986 movie (and the beginning ofAlien 3. See this article for more background). As Corporal Winter, our mission to rescue the rescuers of Hadley’s Hope colony on planet LV-426 rapidly devolves, and it’s up to us to determine what happened.

We also get an intro by Corporal Hicks (Michael Biehn) and some interaction with the “whole” new Bishop (Lance Henriksen). For fans of the films and comic books, that alone is worth the price of admission to this shooting party.

The Plot: “A Few Deaths Were Involved”

Corporal Winters is a get-it-done space marine on board the Sephora, the sister ship of Sulaco, the ship from Aliens that is now inexplicably back in orbit around LV-426. Sephora is chocked to the brim with Semper-fi-Do-or-die types. No matter. We’re quickly winnowed from many to few.

Just as we’re trying to understand the depth of the mess we’re in, we rescue a marine, Bella, who says she woke up with some sort of alien wrapped around her face. But other than a sore throat, she feels just dandy. Uh-oh.

Soon after, we also encounter elements of “the company,” Weyland-Yutani, who want to bring the xenomorph back to Earth for study, because what could possibly go wrong?

Without giving away specifics, lest I incur the wrath of Gearbox and Sega, the broader story arc could have used some tweaking. There are more explanations than answers, and one pivotal moment didn’t quite make sense to me. The ending wasn’t completely satisfying. However, it could besetting up for a sequel, presumably in future DLC, of which four are planned. (Sega told me that at least one will be campaign content, but they’re keeping the dossier classified for now.)

Rather neatly, the opening cinematic plays out in the background of the main menu, showing the arrival of the Sephora and the boarding of theSulaco. The game proper starts with a scene that we know occurred in Aliens but happened off-camera: Hicks’ distress call back to Earth.

Look and Feel: “It Looks Like Some Sort of Secreted Resin”

LV-426 is not a pretty place—and that was beforethe atmosphere processor blew. But Hadley’s Hope was built to withstand severe weather, so it’s more or less intact. All the environments are rendered with great attention to detail (especially for fans ofAliens). But be prepared for a lot of grim visuals painted in shades of black, charcoal, gray, and entrails.

We also get plenty of Gigeresque décor, and all the wonderful flesh-crawling unpleasantness that this entails.

A lot of the game is also very dark, deliberately so. At times, disorientingly so. Of course, this is true of the movie too (see the “coming outta the walls” slaughterfest under the atmosphere processor), so the game evokes its source material. But if you prefer to keep your bearings, you may find it frustrating. The game wants to push you out of your comfort zone.

The visuals are detailed at a distance, but some textures could use an upgrade close-up; they’re surprisingly coarse in places, particularly rocky surfaces in the outdoor levels. Also, the characters’ faces seem a bit stiff and rubbery—like the developers were using dated mo-cap technology. If Gearbox updates the textures, that’d be five-by-five.

The music, which uses the more familiar notes from the movie, is fantastic, shifting ably between the slower oh-god-we’re-going-to-die sections and the more frantic oh-god-we’re-actually-dying sequences. At times you really feel you’re in an Aliens film, and there’s no higher praise than that for a game whose purpose is serve you a plate of kick-ass.

And because I know some of you are bursting to know, yes, there is a Field of View (FOV) slider in the graphics options.

Gameplay: “Short, controlled bursts”

ACM is a military science fiction FPS, which means that much love has been poured into the upgradable guns. But because the marines in Aliens have no mini-map, no health bar that extends as the game progresses, and no way to upgrade armor, neither do you.

 

The gameplay has an unsophisticated feel to it, which honestly makes sense. There’s no peeking around corners or cover system, but as many of your enemies attack from above and at face level, “cover” doesn’t really cover it. And since the marines in the film don’t barrel roll across doorways, you too are sans barrel roll.

Speaking of marines, you have at least one NPC companion with you, so it’s not as lonely as playing a marine was in Aliens vs Predator (the 1999 game. We don’t talk about the 2010 one). And awesomely, you can play any campaign level with up to three buddies in drop-in co-op too. Thanks, Gearbox!

The AI controlling the NPC marines and adversaries is decently smart, which livens up combat. I learned that I could fall back and let my main buddy O’Neal take the heat. Plus he responded to my movements, flanking to cover me rather than just following a script. As a nice touch, your fellow marines also have multiple lines for the same situations, like “Eyes up” and “They’re in the ceiling.”

Respawning, I also noticed O’Neal went ahead of me, sometimes going left and sometimes going right: the AI doesn’t always make the same decisions each time. That makes replaying combat more interesting; you can’t  memorize a sequence of actions. And while enemies mostly spawn predictably (mostly), you similarly can’t say exactly how they’re going to jump out and—AUGH! Even pick-ups are semi-random in nature. Just because you found a medkit once doesn’t mean you’ll find it after respawning.

And there’s one other thing Gearbox has totally got right: The best way to shoot really is to use short, controlled bursts.

The Motion Tracker: “Man, this is a big f*cking signal”

There is no mini-map in ACM, which sucked hard until I got used to my motion tracker, a nifty little multitool. Objectives appear on the tracker’s display, with an arrow if they’re out of the tracker’s display range. If you orient yourself to look in the direction the tracker indicates, then (and only then) do you see an actual marker. It serves to preserve the movie ambience.

The motion tracker also picks up collectible (and stationary) dogtags if they’re in range, so keep an eye out, marine.

You can’t use the tracker while firing a weapon, so that means if you’re running and gunning (and you’ll be doing plenty) you’ll often find yourself trying to find a quiet moment to whip out the tracker before you’re overrun by enem—AUGH!

Health: “Physically she’s okay”

A:CM takes a middle road between automatic regeneration and player reliance on found medkits. Your overall health is segmented into three bars.

  • If you don’t take too much damage, you’ll automatically recover to the top of the top bar.
  • If you lose enough health to cost you the whole top bar, you’ll only be able to regenerate to the top of the middle one, and will be maxed out at 2/3rd’s health until you find a medkit.
  • Lose the middle bar too, and you’ll be down to a max of 1/3 health.

Did I mention that, unlike ammo and armor, medkits are as rare as alien eyes? So while you regenerate health at a pretty fast clip, you’ll still be trying to take as little damage as possible in order not to be knocked down to one bar’s worth of health.

Healthy or not, death happens sometimes without warning if you lose track of aliens or forget to use your motion tracker. It kind of sucks to have survived a particularly nasty shootout, only to have some alien get the drop on you. And when I say, “Get the drop on you,” I mean they leap on top of you, and when you’re down, they thrust their glistening second jaw into your prone body. It’s a startling, disturbing, and creepily sexual way to die.

Experience, Ranks, and Challenges: “Now All We Need Is a Deck of Cards”

You know the drill: Gain experience to gain rank and earn a “commendation” point, which allows you to upgrade weapons with better sights, faster firing or reload speeds, larger magazines, or different alternate fire modes. If you’re playing xeno (only possible in multiplayer) you instead earn “mutation” points instead to upgrade your Soldier, Spitter, or Lurker xeno abilities. Experience and upgrades are shared between the campaign and multiplayer Versus modes, so leveling up in PvP also helps you in the story.

Bonus experience can be earned by finding dogtags from the Sulaco marines and audio recordings from the surface in the campaign levels, as well as by completing challenges: marine, campaign and multiplayer objectives, such as “Kill two enemies with one alternate-fire shot from a rifle” or “Get 10 headshots with the service pistol.” These challenges are serial, so you only unlock the latter when completing the former.

There are also unique “legendary” weapons, leftovers from the Sulaco marines and special versions of the game’s standard pistol, shotgun, pulse rifle, etc. They’re better than the basic versions of the same gun, but once you upgrade your weapons they quickly become better than their legendary counterparts.

Multiplayer: “They’re All Around Us, Man!”

Multiplayer is a big feature, so much that I may devote another article to it. I already mentioned campaign co-op. Due to technical difficulties during the press beta I was unable to explore in detail the four “Versus” modes available at game launch (a fifth, “Bug Hunt”, is due next month as DLC). But in brief:

– Team Deathmatch is 5 by 5 marine-on-alien action. Both sides have a power-up to aim for: For the marines, it’s the always-awesome sentry gun. For the aliens, a Crusher, more than double the usual size and hard as hell to bring down.

– Escape is ACM’s version of Left4Dead. Four marines have to reach an exit while four xenos try to stop them. The xenos get to respawn. The marines don’t. If just one marine makes it to the end, that’s a marine victory. Otherwise, it’s xeno high-fives.

 

Extermination sets the marines to stomp out eggs, which means take and hold capture points until a timer expires. Each capture spawns a new point elsewhere; there are two active at any time. The xenos’ task is simple—stop the marines (and stop them getting the smart gun). But to help, xenos can unleash a Burster alien.

– Survivor is another asymmetric variant where xenos respawn but marines don’t. The the xenos don’t stop until the last marine is down or the timer expires. Marines can fortify their position and deploy a sentry gun to even the odds, but sentry guns can’t point up.

A match consists of two rounds, one where you play a xeno and the other, a marine.

One nice check-mark: ACM supports local LAN play, so you don’t need to be on the official game servers so long as you or one of your playmates hosts the game.

What I Liked: “Absolutely Badasses”

  • ACM locks in the look and feel of LV-426, and has many fabulous references to Aliens. Even the oogie parts—soldiers stuck up on walls—look the part. Gearbox are clearly Aliens fans, and it shows. The plot isn’t stellar, but it hits the right tone, has good, if not great characterization, and honors continuity. For an in-canon storyline, that’s a sigh of relief for fans of the movies.
  • ACM might not always be much to look at–but she’s got it under the hood. In other words, despite some unlovely textures, the AI is refreshingly smart for a game that has no pretensions of being an ultimate shooter.
  • The semi-randomization of levels is a nice trick and keeps you guessing.
  • Campaign co-op is excellent, and the fact you can invite someone mid-game is even more so.
  • From my brief time with it, I can see the PvP modes are fun, and playing as an alien is undeniably a guilty pleasure.

What I Disliked: “You Always Were an *sshole, Gorman”

  • I would love the ability to walk around with Vasquez’s smartgun, but it’s a love that Gearbox does not share; you only get to a smart gun twice in the campaign. Similarly, sentry guns are underused.
  • There were entire levels where I could have found a pastel color more easily than a freakin’ medkit. And these were levels mostly made out of shadow.
  • Varied though weapon selections are, I hardly used my sidearm because I never really learned to easily switch to it.
  • Regrettably, there’s no way to change difficulty in the single-player campaign once you’ve started it.
  • And most importantly: H.R. Giger was nowhere to be found in the credits. He created the original design of the xenomorph for Alien. Why must he constantly be snubbed?

Helpful Hints: “I Only Need to Know One Thing…Where They Are”

  • If you get lost or disoriented, use the tracker andfollow your buddy. NPC marines usually head for the right exit as soon as the current area is secured.
  • Grenades work better against humans. The aliens are too quick, so by the time the grenade lands, the xeno will have scurried away.
  • Your buddies are immune to friendly fire and can’t actually die (though they can be knocked out). Shoot away.
  • You’ll want to slap a laser sight on your pulse rifle first chance you get, although it may be incompatible with later upgrades.
  • You can upgrade and change your arsenal configuration at any time, even mid-combat. Nice.

Overall: “Not Bad for a Human”

If you’re fan, you’re going to play this game. It clearly belongs to the Aliensuniverse, even if there are times that the Alien-ness doesn’t shine through. It’s not a pinnacle of gameplay and doesn’t attempt to be sophisticated, but that perfectly fits the xenomorphic ambience. I would have preferred more story and less running and gunning, but it is an FPS, after all.

Whether or not you like ACM is a question of what kind of player you are. If you like wandering around in darkness and stalked by the universe’s most deadly predators, you’re golden. If you want to follow the story after the 1986 movie, there are good times to be had. On the other hand, if you like a polished Halo-like experience and don’t really care about xenos, you may be disappointed.

After completing the campaign and dabbling in PvP, I’m giving Aliens: Colonial Marines an 8 out of 10.

Source: FORBES

ACM

 I fully expect to receive a right royal kicking in the comment section below this article for that rating. The reason being is that, if one were so inclined, one could point to several imperfections in Sega’s new shooter as evidence that it deserves a lower score – not the least of which is the legacy of the film this game purports to be a sequel to, and which is a millstone around its neck.

The fact is, Alien Colonial Marines doesn’t stand a chance if you compare it to James Cameron’s seminal 1986 flick. Aliens is filed and receipted as one of the greatest horror films ever made, one of the best sequels ever made and an iconic entry in the canon of science-fiction cinema. Aliens Colonial Marines is a patchy shooter standing on the shoulders of a giant.

But here’s the thing; if we take it as read that this review is simply a lengthy opinion proffered by a thundering nerd, all the score rating rests on is whether or not the person writing consistently enjoyed the game they were covering – and on that scale, Aliens Colonial Marines is a success. It actually feels like a product out of time; one of those scrappy FPS games mid-tier publishers could boot out between Triple-A titles back in the day, when Metacritic didn’t exist and a studio wasn’t shut down if the game they made failed to sell a bajillion copies.

Picture imperfect

ACM3

First, the bad news: Aliens Colonial Marines could have done with a massive visual polish. While environments evoke the universe in the James Cameron film and are beautifully lit, they suffer on closer inspection. Textures look blotchy close up and positively last-gen in some instances.

Similarly, the character models don’t look great. When the player is charging through a heated gun battle or fending off snarling beasts in dank corridors, they may notice jerky movements or poor running animations in their human compatriots. Some cut-scenes look horrible; in some instances, contour lines and facial details pop in an out and break the spell of the story completely.

The xenomorphs, for their part, look convincing and their animations are well rendered – provided they’re on all fours. When they stand erect on two feet, they have a tendency to bob towards the camera with their arms outstretched as though they’re about to give the player a hug. Admittedly, these visuals ticks and glitches are more pronounced on the console version that I played than on the PC version. If you have a high-end PC, the odd texture looks lousy, but the characters look decent and there are fewer instances of alien ‘jazz hands’.

Visual issues aside, however, Aliens Colonial Marines has an awful lot going for it. The developers have absolutely nailed the look and feel of the James Cameron film; each environment – be it aboard the deserted Sulaco space cruiser or the dilapidated colony Hadley’s Hope on the rain-and-windswept LV-426 – could slot comfortably into the Aliens universe.

Gearbox also uses rather effective lighting and a fairly worthy musical score to create exactly the right mood for every set-piece they toss at the player. Even better, they vary the level design significantly to make use of the game’s choking atmosphere and prevent everything from becoming one-note. In one tense, white-knuckled moment, for example, the player has to make their way, unarmed, through some sewers without disturbing any hibernating xenomorphs, while in the next, they’re frantically setting up a perimeter of remote turrets to turn a loading bay into a turkey shoot before a ton of slavering aliens come crashing down from the ceiling.

The weapons all feel weighty and they’re sonically on the money. The standard issue pulse rifle sounds exactly the way it did in the film and it’s an absolute blast to use it to riddle xenomorphs with bullets – even if its undercarriage grenade launcher feels a little underpowered.

Over the eight or so hours in the campaign, players will get their hands on several pieces of the film’s iconic weaponry including flamethrowers and – best of all – the smartgun, which allows them to tear apart multiple targets by dotting a reticule around the HUD.

The campaign’s plot is also one of the better stories I’ve seen in a shooter in a while. In it, the player takes on the role of a marine called Winter who is part of a military operation to find out what became of the soldiers who accompanied Ripley to LV-426 on the Sulaco. Once aboard, they quickly find themselves trapped on the ship with a pack of aliens. They also discover that the shady corporation who financed the mission – Weyland Yutani – has been tinkering about with xenomorphs and would rather no one back home on earth found out about this.

The plot’s also populated by characters who are a cut above the usual one-note testosterone-fuelled types one tends to find in games featuring soldiers these days. Yes, there’s a certain amount of macho posturing at the start, but it’s interesting to see how quickly that descends into terrified panic and cowardly self-preservation once the aliens pitch up. There are also a couple of tragic notes that players can pre-empt if they’re familiar with how the xenomorph birthing process works.

Every enemy the player kills in the campaign earns them XP, which feeds into a “marine” profile they take into the online mode once they’ve blitzed the single-player. They also earn XP for picking up dogtags, audiologs and legendary weapons – such as Hicks’s shotgun or Vasquez’s smartgun – they’ll find hidden about the different levels. They can then spend the XP on weapons augmentations such as reduced kickback for machine pistols or firebomb grenades for the pulse rifle.

Online …

ACM2

This means that by the time they’re ready for the online mode, their marine profile will be rather seriously tooled up, which is useful, because multiplayer initially favours the players who control the aliens. For a start, their HUD are in infrared, enabling them to see into every nook and corner of the map, which appears shrouded in shadow to the players controlling the humans. Second, the aliens’ vision seems to be based on sonar, meaning they can see their opponents through walls, floors and ceilings. Finally, the aliens are able to climb on any surface, enabling them to come at opponents from pretty much any angle.

What this all means is that the players controlling the aliens have a lot more freedom in how they tackle their opponents and, unless they’re battling experienced opposition, teamwork is optional.

The marines, however, are on the back foot unless they work together. Controlling the marines is very similar, tactically speaking, to playing a quick round of Left 4 Dead; success hinges on watching each other’s backs and lone wolves shouldn’t even bother joining a game (unless they’re actively looking for people to annoy).

Source: Guardian

The maps and match-types compliment this asymmetrical style of play. The maps themselves put the players at close-quarters and apart from Team Deathmatch, the multiplayer’s match types require the players controlling the marines to complete mini-goals, whereas the alien players are always simply tasked with wiping out their opponents.

The objective-based gameplay keeps the tempo moving and forces players to be creative; marines are advised to bottle-neck any well-lit areas and keep one eye on their motion sensors, while xenomorphs should feel free to make use of the map’s infrastructure – including the air vents.

Both sides have special weapons that spawn somewhere in the map; alien players can climb into the husk of an acid spraying boiler or armour-plated crusher while marines who brave the odd darkened corridor can be rewarded with a smartgun or sentry turrets. Both sides also gain XP for kills and objective-based gameplay, which they can use to unlock further weapon augmentations (for the marines), new attacks (for the xenomorphs) and visual customisation options.

Playing as the marines is a hair-raising experience; players will invariably fall into a pattern of anxiously checking darkly-lit corners as the motion sensor’s pinging sound ratchets up the tension.

Siding with the aliens is far more fun; believe me when I tell you there are fewer things in gaming more satisfying than creeping above a frantic marine and biting a hole through their face just in the instant they turn in your direction. It never gets old.

That’s the game’s trump card in a way: Aliens Colonial Marines continues to be enjoyable for hours on end. It plays so differently to other online fragfests that it constantly feels innovative and fresh.

It’s not perfect and its visual issues hold it back from unqualified greatness, but Aliens Colonial Marines is consistently fun to play throughout. It’s also the first game in ages to elicit a cry of genuine shock from yours truly the first time a face-hugger came surging towards the screen …