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| Aliens: Colonial Marines News The latest news about the Aliens: Colonial Marines game. |
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Looks good to me too. I can't wait.
The BUIS sights are kind of weird sitting on top of the carrying handle on the M41A. When if they'd really read the A:CMTM, they'd know that the M41A is supposed to have a type of sight in the rear portion of the groove in the handle. Something like this: l-U-l . "Sighting is made down a groove in the carrying handle, with an adjustable tangent leaf backsight positioned in the rear slot." The Crusher is different. It can only take damage from the rear. I think it's scheduled to be released in either Febuary or March next year, 2012. Last edited by Raider65; 09-30-2011 at 11:53 PM. |
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Ohhhh, so can't wait for this to finally hit that shops and my xbox.... Been waiting sooo long!!!
'thats it.... its game over man, its game over' |
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Back on topic anyway, it looks amazing and I can't wait to play this on my dear 360. They may even release a limited edition console for it, and would be very awesome. Longest wait EVER!
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"Think of what? We're fucked!" |
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I'm impressed with the demo. I feel the game promises exceptional graphics, animation, and sound design. Now I just have to wait.
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Holy sh*t, I almost came!
So far it looks brilliant (besides the Sentry Gun's fire rate of fire and sound ..) and definitely twice as good as I was expecting from it after seeing all those trailers and screenshots! By the way - it pisses me off when gameplay is show with console controllers ... looks kinda silly and lame how the in-eyes player can't really take a proper aim on almost anything .. :S |
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It became the norm a long time ago to show the console version only. Btw, the game seems to have quite a good frame rate for being on a console. I think It's got more than 30FPS, around 40 or so I'd say.
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Looks great. Some thoughts:
1. Finally a game that gets the Pulse Rifle hit effects right on hard surfaces. Just a brief, dramatic shower of sparks. I fully intend to spend my first 10 minutes with the game just hosing the room down. ![]() 2. The Xeno rendering and anim looks wonderful. However, they don't seem to come apart like they did in AvP1 and the old Sega arcade game. Look at how Vasquez takes the Xeno apart at the end of this video: If the coding is too far down the line to bring this in, at least improve the blood splatter effects, and add some animations for bits of chitin flying off when the bullets hit the Xenos. 3. Tracers. They look cool and useful. But they're not canon. Please make them optional or even have a slider in options to select how many rounds in every 5 are a tracer (0 to 5). 4. 50rd mags? Please don't get creative here! Everyone knows it is 95-99rds per mag. If you need to limit the volume of fire the marines can put out for gameplay balance, make the PR prone to overheating from long sustained bursts and force the player/AIs to let it cool off after a few seconds of heavy firing. Just because the PR carries 95 rounds. doesn't mean it was designed to fire them all in one long burst ![]() 5. Extra sights on top of the PR handle. I'd love to trick out my PR with sights, grips, stocks, lights etc but please make it all optional and leave the basic PR just like it was in the film. 6. Notice how much militaristic clickety-clack the marines make in the film just moving around, as buckles and bits of equipment rub against armour and weapons, chambers are checked for rounds, etc. The more little bits of environmental noise you can get into the background like this, the more marine-ey the player will feel. Have a listen to the old Rainbow Six: Raven Shield for an idea of how this can work. Overall though, I'm one happy camper and am v grateful to Randy & co for seeing this through and staying on point.
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Not impressed.
The shotgun sounds like a toy, the pulse rifle sounds all wrong, the Aliens look like weenies, and the usual problem that Hadley's Hope is still there. And you mean to tell me that you fall at least two stories out of Ops, land on your back, and are still conscious enough to butt an alien off of you with brute strength (which should be impossible, unless you are a Predator, and even then, it's iffy)?! I was okay with them using the Alien Res/AvP Aliens in the AvP game, but this should have Cameron's designs in play...maybe they are but they just haven't shown up in Act 2. I'm okay with the Crusher as long as it isn't a mutant. It should be something that naturally fits the species. The characterization was there and I liked it, but I didn't like Pitchford pretending that the loader being taken out wasn't a scripted event. Come on, dude, we play games, too. This is the E3 video, though. It will be almost a year old by the time the game ships, so there is plenty of time to work on little things. |
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| aliens, colonial, demo, gameplay, marines, walkthrough |
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