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Re: Aliens: Derp Marines - The blunder of the Century

Posted: Wed Feb 27, 2013 3:27 pm
by TheTurnipKing
Ad7 wrote:What they should have done is have it like the first ghost recon, where its pretty much one hit kills you.

For a horror game, it's not ideal. What you need is a way to take injuries that affect your character in ways both cosmetic and ones with real gameplay implications.

The simplest implementation is something like Resident Evil's system of limping and slower movement as you get injured, though there's room for a lot of refinement in that system. Imagine a first person ragdoll system, for example, where your character can be knocked over? As part of that, you lose your grip on your currently equipped weapon. You need to reorient yourself, and climb back to your feet, locate your gun (or switch to another weapon) and rejoin the fight. Now imagine that is extended to not just the player but every NPC combatant and suddently you have the potential for a fight which FEELS threatening but doesn't just kill you outright.

Injury and debilitiation are mechanics that aren't really properly explored in FPS games, but which should be critical in a horror game. Imagine an FPS in which you could lose a hand. And not just as a story event, but as a random freak of gameplay? There's a huge gulf of experience between "alive" and "dead", but video games usually reduce the experience to just a binary switch.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Wed Feb 27, 2013 3:31 pm
by Skippy
Ad7 wrote:What they should have done is have it like the first ghost recon, where its pretty much one hit kills you.

You start with say 10 marines and as you die, you change to another. You only get these 10 to make it through the whole game.


I like that. Or maybe something like XCOM in regards to marines having one life and how you get to select and build your squad. Wouldn't be turn-based though

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Wed Feb 27, 2013 3:33 pm
by Victor Mildew
BAck to ghost recon again i'm pretty sure you could take a non fatal hit but you'd be strawberry floated. It'd just be a nice way to introduce some genuine panic when you're walking around.

Yeah it'd be rock hard and the COD crowd would complain, but it'd be better than whats ended up as a reskinned COD clone.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Thu Feb 28, 2013 11:23 am
by ITSMILNER
Noticed this has dropped to £26.99 on X360.....won't be long until it hits £17.99 then i'll bite

Is the online good then?

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Thu Feb 28, 2013 12:06 pm
by KjGarly
Not really, no.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Thu Feb 28, 2013 12:10 pm
by Gandalf
No.

The 4 player co-op had it's moments, but on the whole No.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Thu Feb 28, 2013 12:27 pm
by TheTurnipKing
Ad7 wrote:BAck to ghost recon again i'm pretty sure you could take a non fatal hit but you'd be strawberry floated. It'd just be a nice way to introduce some genuine panic when you're walking around.

Yeah it'd be rock hard and the COD crowd would complain, but it'd be better than whats ended up as a reskinned COD clone.

The point to my suggestion is to allow you to take enough hits to make the game playable while still maintaining a proper sense of threat. You'd get tired. You'd get wounded. You'd get injured, you'd get disoriented, you get disarmed. These are mechanics that rarely make it into fps games that could go a long way to restoring a proper sense of horror.

All of these things could happen frequently before the game decided to kill you.

Think of the aliens as cats and the player as a bird.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Thu Feb 28, 2013 1:30 pm
by kommissarboris
TheTurnipKing wrote:
Ad7 wrote:BAck to ghost recon again i'm pretty sure you could take a non fatal hit but you'd be strawberry floated. It'd just be a nice way to introduce some genuine panic when you're walking around.

Yeah it'd be rock hard and the COD crowd would complain, but it'd be better than whats ended up as a reskinned COD clone.

The point to my suggestion is to allow you to take enough hits to make the game playable while still maintaining a proper sense of threat. You'd get tired. You'd get wounded. You'd get injured, you'd get disoriented, you get disarmed. These are mechanics that rarely make it into fps games that could go a long way to restoring a proper sense of horror.

All of these things could happen frequently before the game decided to kill you.

Think of the aliens as cats and the player as a bird.


Pretty much.

Limit the ammo, maybe finding extra ammo from dead marines you come across.

I said earlier in this thread, you should have been allowed to customise your marine, choose their sex, and tag their armour.

strawberry float the weapons, you're a marine, you're getting standard issue weapons, that is all.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Thu Feb 28, 2013 1:37 pm
by Gandalf
kommissarboris wrote:I said earlier in this thread, you should have been allowed to customise your marine, choose their sex, and tag their armour.

strawberry float the weapons, you're a marine, you're getting standard issue weapons, that is all.


You cannot make those kind of ideas, you're just a grunt. No offence.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Thu Feb 28, 2013 1:38 pm
by Victor Mildew
None taken.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Thu Feb 28, 2013 1:44 pm
by TheTurnipKing
Heres another. Your marine takes visible cosmetic damage, acid splashes, etc.

Restoring your health just tops up your health. It doesn't reset your appearance, which persists the length of the game. You can wind up a walking horror show by the end of the game.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Tue Mar 05, 2013 2:05 am
by Alvin Flummux
Uh-oh Chongo!
 
TimeGate, specifically the team which worked on Aliens: CM, has laid off 25 people today. Now, whilst this hasn't been officially confirmed, sources from inside TimeGate are saying that the reason for the layoffs is due to a publishing deal which fell through suddenly last month, after the reviews for Aliens came out, when TimeGate's involvement with it was also uncovered.
 
Source

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Fri Mar 08, 2013 5:52 am
by ITSMILNER
I've got the power loader figurine and hive box from the CE of this game was going to stick it on ebay but would anyone here be interested in it?

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Tue Mar 19, 2013 3:11 pm
by Xeno
There is a pc patch out, 3.8 gig in size.

General

Improved texture resolution.
Various visual improvements.
Added mouse smoothing to options menu.
Fixed crashes tied to launch and motion tracker.
Added additional safeguards to better protect save data.
Resolved an issue where a player's level could sometimes appear incorrect when backing out of a party.
Addressed several scenarios under which players could spawn without a weapon.
Changes to better prevent audio from sometimes cutting out during end of mission cinematics.
Fixed issue where Xeno death animation was not properly calculating momentum of the killing blow.
Smart Gun animation now properly tracks targets.
Addressed some instances where Xenos would display erratic animations.
Increased light radius for player's shoulder lamp.
Adjusted aim assist to better reflect player input.
Addressed an issue that could sometimes cause co-op player revival to not work under certain circumstances.
Addressed issues with players not spawning into a level properly.
Fixed a marine player invincibility exploit.
Resolved several instances where players could walk or fall outside of maps.
Addressed an issue where Ripley’s Flamethrower (bonus content) would sometimes fire continuously without player input.
Fixed an issue that could cause localized text to sometimes display incorrectly.
Addressed an issue where weapon ammunition was not always highlighted properly.
General user interface improvements.
Miscellaneous bug fixes.

Campaign

Tweaked enemy and friendly AI to be more aggressive and responsive.
Modified campaign difficulty to account for improved AI responsiveness.
Improved enemy collision detection regarding doors and Power Loader.
Addressed some issues that could cause improper warping for co-op players.
Various tweaks to address instances where NPC characters would not always properly navigate to objectives.
Players will no longer bleed out immediately when downed in a Power Loader.

Versus

Fixed issues that could cause clients to report inaccurate results and statistics.
Addressed instances where a map would appear to “pop in” when loading into a new match.
New Xeno appearance customization added.
Multiplayer teams should now correctly auto-balance between rounds.
Increased duration of Lurker Pounce Challenge “Cat-Like Reflexes” from 10 to 20 seconds.
Fixed issue where certain multiplayer challenges would not unlock properly for all characters.
Crusher pick-ups now correctly appear as highlighted for clients.

2/11/2013 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.

Versus

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.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Sun Mar 24, 2013 8:57 pm
by ITSMILNER
So just started this on X360 and I'm finding it very annoying! Whats the best way to tackle the ailens? Once more than 1 of the bastards are about i'm killed in what seems like seconds :?

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Sun Mar 24, 2013 9:03 pm
by KjGarly
magicmilner wrote:Whats the best way to tackle the ailens?


Turn the game off?

;)

Never had a problem dealing with the Aliens in the game and always stuck to using Hick's shotgun (Found in a room on the Sulaco) and Hudson's burst pulse rifle (Think I found that at the colony - before that I was fine with the standard pulse rifle)

Downloaded it again through Steam to see how it looked since the graphical update patch. Like gooseberry fool still but now with a film grain filter as Brer said :fp: Uninstalled it again.

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Sun Mar 24, 2013 9:58 pm
by ITSMILNER
Turned the game off and went straight on Amazon to trade it in....will send it off tomorrow! What an awful game

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Sun Mar 24, 2013 10:01 pm
by Victor Mildew
magicmilner wrote:Turned the game off and went straight on Amazon to trade it in....will send it off tomorrow! What an awful game


If only people had posted some negative opinions in here, then this situation could have been avoided :simper:

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Sun Mar 24, 2013 10:03 pm
by ITSMILNER
I know, i should have listened really...i'll never doubt GR again

Re: Aliens: Derp Marines - The blunder of the Century

Posted: Mon Mar 25, 2013 12:39 pm
by Cal
Actually the new higher-res textures Gearbox made available through the 4GB update do work rather nicely; you can definitely see the difference in the game world. I quite like the 'film grain' effect, too. Started to replay this and it's a much moire enjoyable experience now that the game just looks so much less offensive to eye.