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

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Cal
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PostRe: Aliens: Colonial marines [NEW INFO]
by Cal » Fri Feb 26, 2010 3:17 pm

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


Typical.

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PostRe: Aliens: Colonial marines [NEW INFO]
by NickSCFC » Fri Feb 26, 2010 3:56 pm

Brerlappins little hat wrote:ITS NOT DEAD

http://www.mcvuk.com/news/37740/Aliens- ... resurfaces


o/

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PostRe: Aliens: Colonial marines [NEW INFO]
by Agent47 » Fri Feb 26, 2010 5:17 pm

Let's hope it's better than Rebellion's recent (lack of) effort.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Tragic Magic » Fri Feb 26, 2010 5:19 pm

Watched Alien on Wednesday night. The corridors. :wub:

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PostRe: Aliens: Colonial marines [NEW INFO]
by tomvek » Sat Feb 27, 2010 3:30 am

Hoping this is good too, I have faith Gearbox will do decent things with the I.P.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Cal » Sat Feb 27, 2010 9:28 am

Tragic Magic wrote:Watched Alien on Wednesday night. The corridors. :wub:


Things of beauty and wonder. The first eight minutes of Alien are the entire visual lexicon of the subsequent 30 years of SciFi set design. Quite an achievement.

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PostRe: Aliens: Colonial marines [NEW INFO]
by NickSCFC » Sun Feb 28, 2010 7:38 pm

tomvek wrote:Hoping this is good too, I have faith Gearbox will do decent things with the I.P.


Considering how bad Rebellion's reputation is, Aliens vs Predator isn't too bad. Considering Gearbox's reputation if they can put enough variety into the game it SHOULD be a classic.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Skarjo » Sun Feb 28, 2010 8:25 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.


But, but, that's the whole point of Aliens? Well, not the whole point, but it's something actually addressed in the plot of the film. The colony on LV-426 is, I can't remember the exact phrase used, but I think the guy calls it a 'cookie cutter colony', dropped in and built with a load of factory-built bits in a hurry.

Also Alien's organic, cavernous feel is supposed to reflect the inward looking body horror themes of the plot, whereas Aliens, with its 'Nam-esque high-powered Marines being overwhelmed by a technically inferior but smarter guerilla army, would have a 'destroyed military' feel to the art direction. Which it does.

By comparison, Alien 3's art is, whilst interesting, not particularly contextually appropriate or even coherent and Resurrection is just Alien plagiarised to the hilt and tinted green. It might look nice but it doesn't have a single original idea on screen throughout, it simply takes Alien's ideas and multiplies it by X until the end result doesn't make sense as a ship or an Alien lair.

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PostRe: Aliens: Colonial marines [NEW INFO]
by jamcc » Sun Feb 28, 2010 8:37 pm

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PostRe: Aliens: Colonial marines [NEW INFO]
by PJ » Sun Feb 28, 2010 8:52 pm

Skarjo wrote:But, but, that's the whole point of Aliens? Well, not the whole point, but it's something actually addressed in the plot of the film. The colony on LV-426 is, I can't remember the exact phrase used, but I think the guy calls it a 'cookie cutter colony', dropped in and built with a load of factory-built bits in a hurry.


Close, it's a shake 'n' bake colony. I actually liked the look of the buildings in Aliens.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Skarjo » Sun Feb 28, 2010 8:59 pm

PJ wrote:
Skarjo wrote:But, but, that's the whole point of Aliens? Well, not the whole point, but it's something actually addressed in the plot of the film. The colony on LV-426 is, I can't remember the exact phrase used, but I think the guy calls it a 'cookie cutter colony', dropped in and built with a load of factory-built bits in a hurry.


Close, it's a shake 'n' bake colony. I actually liked the look of the buildings in Aliens.


Damn! So close!

But yea, the whole point of LV-426 is that it's a generic, identikit colony like any one of a thousand others. Not only is it explained in the story, it actually makes contextual sense as well; it's a colony meant to spring up overnight and be low maintenance, so it makes sense it's made of generic, low-budget materials making it look samey. Not only that but it's imperative to creating the 'metal jungle' effect needed to reflect the sci-fi Vietcong they get wiped out by.

I don't know why Cal's so hard on Aliens to be honest, it's common knowledge that, no matter which of the first two instalments you consider to be the best, that the other is an extremely close runner up.

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PostRe: Aliens: Colonial marines [NEW INFO]
by chalkitdown » Sun Feb 28, 2010 9:04 pm

Cal and his corridoor gooseberry fool again :lol: :fp: strawberry floating hell.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Cal » Sun Feb 28, 2010 9:18 pm

Skarjo wrote:I don't know why Cal's so hard on Aliens to be honest...


Oh, there are many reasons, but mostly it's one of aesthetics. Stack the first and second films together and judge them on a purely visual basis and it's easy to see which was directed by a trained visual artist and which by a high concept talent for hire.

I'll take Ridley Scott's genre-defining eye for detail over any number of Cameron's low-rent one-liners.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Mafro » Sun Feb 28, 2010 9:24 pm

Cal, what do you do for a living?

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PostRe: Aliens: Colonial marines [NEW INFO]
by Skarjo » Sun Feb 28, 2010 9:29 pm

Cal wrote:
Skarjo wrote:I don't know why Cal's so hard on Aliens to be honest...


Oh, there are many reasons, but mostly it's one of aesthetics. Stack the first and second films together and judge them on a purely visual basis and it's easy to see which was directed by a trained visual artist and which by a high concept talent for hire.

I'll take Ridley Scott's genre-defining eye for detail over any number of Cameron's low-rent one-liners.


But! But! Shake and Bake! SHAKE AND BAKE!

The visuals perfectly suit both films, reversing them either way would hinder both films. Alien would be destroyed by Aliens art direction, but similarly Aliens would have been destroyed by Alien's. They're both evocative art directions because both reflect the underlying themes of the films.

You can't judge them on solely aesthetic merit, you have to judge the aesthetic by how well it mirrors the storyline and themes of the film. If you take Alien's art direction on a purely visual basis, with no understanding of the storyline or theme, and just cut and paste it into an Alien storyline what do you get? Resurrection. A very pretty, terrible film.

Aliens doesn't take Alien's aesthetic because it doesn't suit (nay, would bordeline contradict) the storyline and themes of the film.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Cal » Sun Feb 28, 2010 9:32 pm

Mafro wrote:Cal, what do you do for a living?


Regret the many roads not taken. :( I also fiddle about with graphic design and somehow get paid for it.

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PostRe: Aliens: Colonial marines [NEW INFO]
by Buffalo » Mon Mar 01, 2010 2:08 am

Have you considered a career in interior design, Cal?

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PostRe: Aliens: Colonial marines [NEW INFO]
by Alvin Flummux » Mon Mar 01, 2010 2:21 am

I'd love to see Cal design a house interior themed on Alien corridors.

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PostRe: Aliens: Colonial marines [NEW INFO]
by NickSCFC » Mon Sep 06, 2010 11:57 am

http://www.computerandvideogames.com/ar ... ?id=263136

As if Duke Nukem rearing its pension-taking, ever-illusive mug wasn't megaton enough, Gearbox Software has gone and shown brand new images of long, long in-development Aliens game, Colonial Marines.

Speaking during a panel at PAX, Gearbox head Randy Pitchford reassured fans that the developer hasn't forgotten about its Aliens games, and showed off these fresh images to prove it.

The last time we saw Colonial Marines was via magazine previews in early 2008. Last year Pitchford told CVG in our own Colonial Marines interview that Gearbox is "working hard" on the illusive FPS.

At PAX, Pitchford said that Gearbox is continuing to work with Aliens movie studio 20th Century Fox and publisher Sega to bring the project along, but (yet again) he wouldn't be pushed on a release date.


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PostRe: Aliens: Colonial marines [NEW INFO]
by Cal » Mon Sep 06, 2010 12:04 pm

http://www.computerandvideogames.com/ar ... ?id=263136

...Last year Pitchford told CVG in our own Colonial Marines interview that Gearbox is "working hard" on the illusive FPS.


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Surely that should be 'elusive'..? Games journalists, eh? :roll:


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