The worst Aliens game of all time: now with SP DLC

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Jax
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PostRe: Aliens: Colonial marines [NEW INFO]
by Jax » Mon Feb 22, 2010 12:47 am

NickSCFC wrote:New gameplay video - http://www.alienscolonialmarines.net

The last 4 seconds are new anyway.


I'm sure I've seen that video before, ages ago though.

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PostRe: Aliens: Colonial marines [NEW INFO]
by PJ » Mon Feb 22, 2010 12:51 am

Looking pretty shite in comparison to AVP. :\

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PostRe: Aliens: Colonial marines [NEW INFO]
by Mafro » Mon Feb 22, 2010 12:58 am

Cal wrote:Here we go again: another nail-biting wait to see if Gearbox are making a pig's ear of the corridors :|


Fixed ;)

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PostRe: Aliens: Colonial marines [NEW INFO]
by Hugo Stiglitz » Mon Feb 22, 2010 7:21 am

Footage is old, it was filmed nearly 15months ago and before the decision was made to release AvP first.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Photek » Mon Feb 22, 2010 9:43 am

Gearbox's last game Borderlands was rather spendid so this could be decent. All Gearbox games have crouch in them too so at least we'll have that option in this game. ;)

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PostRe: Aliens: Colonial marines [NEW INFO]
by Drunken_Master » Mon Feb 22, 2010 10:24 am

I thought Borderlands was bobbins. Bored the tits off me. :P It's not hard to create a 'good' aliens game. All they need do is rip off the Left for Dead games.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Wedgie » Mon Feb 22, 2010 10:28 am

Cal wrote:Here we go again: another nail-biting wait to see if Gearbox are making a pig's ear of this. :|


What about the corridors, Cal? What about them!?

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PostRe: Aliens: Colonial marines [NEW INFO]
by Cal » Mon Feb 22, 2010 10:41 am

Wedgie wrote:
Cal wrote:Here we go again: another nail-biting wait to see if Gearbox are making a pig's ear of this. :|


What about the corridors, Cal? What about them!?


I haven't seen any from this game, yet. But I can tell you that this is the gold standard they should be aiming for (from Ridley Scott's 'Alien', Ron Cobb's seminal corridor design - and remember, this was 30 years ago; how little the 'visual language' of sci-fi has changed)

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The designs that Roger Christian synthesised from Ron Cobb's prolific and extraordinary conceptual sketches for Alien (1979) are lingered over lovingly at the start of the movie. Ridley Scott knows that corridors matter in a horror (or 'haunted house') movie, but these marvellous sets are also being showcased to sell the gritty and grimy, commercial and industrial reality of the Nostromo as well. The upper sections related to the command deck were dirtied down with gold and black paint after a reshuffle of sections in order to convey the grittier world inhabited and Parker and Brett on the engineering level.

There's a distinctly different look and feel to the different sections of the ship. The corridor leading to the hypersleep section remains horribly creepy, despite being padded literally from wall to wall in cushion-like material, presumably to minimise the risk of accidents during turbulence, or from sleepy space-people tripping up on the way to the canteen.

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These sections are re-used for the corridor outside med-lab, and since the lab itself is another antiseptically white set, a truly spectacular and faithfully-rendered Ron Cobb design, the clean lines of the corridor make sense here as well. The medical context, as with the hypersleep chamber, disarmingly suggests the comfort and soft edges of the corridor.

Image

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PostRe: Aliens: Colonial marines [NEW INFO]
by Preezy » Mon Feb 22, 2010 10:45 am

But Cal, this game is "Aliens", not "Alien", so why should it have corridors reminiscent on the first film? Surely it will be aiming for the look and feel of the Cameron Corridors (TM)

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PostRe: Aliens: Colonial marines [NEW INFO]
by NickSCFC » Mon Feb 22, 2010 11:05 am

Cal wrote:
Wedgie wrote:
Cal wrote:Here we go again: another nail-biting wait to see if Gearbox are making a pig's ear of this. :|


What about the corridors, Cal? What about them!?


I haven't seen any from this game, yet. But I can tell you that this is the gold standard they should be aiming for (from Ridley Scott's 'Alien', Ron Cobb's seminal corridor design - and remember, this was 30 years ago; how little the 'visual language' of sci-fi has changed)

Image

Image

The designs that Roger Christian synthesised from Ron Cobb's prolific and extraordinary conceptual sketches for Alien (1979) are lingered over lovingly at the start of the movie. Ridley Scott knows that corridors matter in a horror (or 'haunted house') movie, but these marvellous sets are also being showcased to sell the gritty and grimy, commercial and industrial reality of the Nostromo as well. The upper sections related to the command deck were dirtied down with gold and black paint after a reshuffle of sections in order to convey the grittier world inhabited and Parker and Brett on the engineering level.

There's a distinctly different look and feel to the different sections of the ship. The corridor leading to the hypersleep section remains horribly creepy, despite being padded literally from wall to wall in cushion-like material, presumably to minimise the risk of accidents during turbulence, or from sleepy space-people tripping up on the way to the canteen.

Image

These sections are re-used for the corridor outside med-lab, and since the lab itself is another antiseptically white set, a truly spectacular and faithfully-rendered Ron Cobb design, the clean lines of the corridor make sense here as well. The medical context, as with the hypersleep chamber, disarmingly suggests the comfort and soft edges of the corridor.

Image


True dis

Wasn't the RPG supposed to be based on Alien and Colonial Marines based on Aliens?

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Drunken_Master
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PostRe: Aliens: Colonial marines [NEW INFO]
by Drunken_Master » Mon Feb 22, 2010 11:18 am

Anyone remember this game from a couple of years back? Made by Cryo interactive who did all those CD games.


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PostRe: Aliens: Colonial marines [NEW INFO]
by Cal » Mon Feb 22, 2010 11:35 am

Preezy wrote:But Cal, this game is "Aliens", not "Alien", so why should it have corridors reminiscent on the first film? Surely it will be aiming for the look and feel of the Cameron Corridors (TM)

Image


...Which are, frankly, p*sspoor compared to sheer quality of the set design in Alien. Just look at it, then compare it to the loving detail put into the first movie's sets. Aliens is truly the worst-looking film of the Alien franchise. Bland, hurried, generic and wholly unimaginative.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Preezy » Mon Feb 22, 2010 11:38 am

Cal wrote:
Preezy wrote:But Cal, this game is "Aliens", not "Alien", so why should it have corridors reminiscent on the first film? Surely it will be aiming for the look and feel of the Cameron Corridors (TM)

Image


...Which are, frankly, p*sspoor compared to sheer quality of the set design in Alien. Just look at it, then compare it to the loving detail put into the first movie's sets. Aliens is truly the worst-looking film of the Alien franchise. Bland, hurried, generic and wholly unimaginative.


But that still doesn't answer the question: why would a game based on the 2nd film use the corridors and style of the 1st film? Eh? EH?

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PostRe: Aliens: Colonial marines [NEW INFO]
by Wedgie » Mon Feb 22, 2010 11:41 am

Corridors...

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PostRe: Aliens: Colonial marines [NEW INFO]
by Drunken_Master » Mon Feb 22, 2010 11:42 am

Cal wrote:
...Which are, frankly, p*sspoor compared to sheer quality of the set design in Alien. Just look at it, then compare it to the loving detail put into the first movie's sets. Aliens is truly the worst-looking film of the Alien franchise. Bland, hurried, generic and wholly unimaginative.


Not fair. The second Aliens is set in a prefab colony, which according to the Burke is made in a 'factory'.

One would expect it look a tad bland and generic. For realisms sake you'd expect it to look a tad mundane.

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Cal
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PostRe: Aliens: Colonial marines [NEW INFO]
by Cal » Mon Feb 22, 2010 11:43 am

Preezy wrote:But that still doesn't answer the question: why would a game based on the 2nd film use the corridors and style of the 1st film? Eh? EH?


Let's ask Rebellion why they chose to model most of their interiors after those of Alien (the corridors are very reminiscent of the photos I have posted above) and Alien3 (the caverns). You figure it out - I see very little in AvP that draws on design cues from Cameron's 'neon and power blue' look for Aliens.

If I was designing for Colonial Marines I'd step right around Aliens p*sspoor design and look to the first and fourth films for most of my inspiration.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Mafro » Mon Feb 22, 2010 11:49 am

Genuinely not sure if serious :lol:

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PostRe: Aliens: Colonial marines [NEW INFO]
by Glowy69 » Mon Feb 22, 2010 12:08 pm

Cal wrote:
Preezy wrote:But that still doesn't answer the question: why would a game based on the 2nd film use the corridors and style of the 1st film? Eh? EH?


Let's ask Rebellion why they chose to model most of their interiors after those of Alien (the corridors are very reminiscent of the photos I have posted above) and Alien3 (the caverns). You figure it out - I see very little in AvP that draws on design cues from Cameron's 'neon and power blue' look for Aliens.

If I was designing for Colonial Marines I'd step right around Aliens p*sspoor design and look to the first and fourth films for most of my inspiration.


Fourth? Really?

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PostRe: Aliens: Colonial marines [NEW INFO]
by Banjo » Mon Feb 22, 2010 12:10 pm

The design of Alien Resurrection is the only good thing it's got going for it. It's really quite brilliant.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Drunken_Master » Fri Feb 26, 2010 3:05 pm

Bastard didn't mention anything about the corridors in the new game.

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