Aliens: Colonial Marines: Preview (Igomir 2011)

The beginning of an exciting story about “alien” creatures from an unknown planet was laid more than thirty years ago, when in 1979 the film Alien was released on the screens. The director of the picture Ridley Scott (Ridley Scott) opened the door to the terrible and mysterious universe, where fans from all over the world look around with trepidation to this day. It is precisely for such “permanent guests” that is created Aliens: Colonial Marines.

Private Hudson: “Hey Vasksuz, you have never been taken for a man?”
Ordinary Vasksuz: “No, but you?”

The developers did not make up slyly and decided to talk about what happened on the planet LV-426 after in the second part of the film series Ripley and the comrades smashed everything there to the damn grandmother. Remember how Corporal Hicks reports that the rescue detachment will come for the victims only after 17 days, and the private Hudson in hysterics exclaims that they will not last and 17 hours? So, the main characters are members of the same team sent to the rescue.

It is precisely due to the fact that the action of the game unfolds after the events of the second film, although we will not see each other with loved characters, but we will meet many references to what happened to them. The same corridors, compartments and premises in which the heroes of the picture tried to survive before us. For example, we will see the place of the death of an ordinary Vasksz with our own eyes when she undermined herself with Lieutenant Gorman and a good dozen creatures in addition.

According to the chief producer Aliens: Colonial Marines Matthew Powers (Matthew J Powers), very serious and significant people in Hollywood are involved in the work on the project. For example, employees Gearbox Software Applied for consultations to Ridley Scott, To find out his opinion and vision of the game, like the progenitor of this whole story. But the biggest contribution, perhaps, made Sid Foreign Ministry (Sid Mead). It was he who created the elements of the environment for the original film and kindly shared with the developers of the materials not previously involved. Agree, in this situation The same The atmosphere will be perfectly preserved, which is extremely important. The authors used almost all sid sketches, which for some reason did not appear in the movie. Of course, I haven’t gone anywhere The same Weapons (impulse rifle and flamethrower – in place) and a motion sensor with their characteristic and so charming sound, well familiar to all the fans of “Alien”.

Lieutenant Ripley: “They chopped off food”.
Private Hudson: “In the sense of chopped off food? How can they chop off food? They are animals!”

Despite the fact that the arsenal and the external environment will correspond to the original as much as possible, things are different with monsters. No, do not worry, the good old, slimy creatures with an additional jaw will not go anywhere – they will just look a little different, because thanks to close cooperation with the company 20th Century Fox Gearbox Software It was allowed to come up with their own “strangers”. Of course, everything within the framework of the original concept, moreover, in this matter, a kind of evolution will not be superfluous.

In general, such an attitude to the original source is worthy of praise. Most of those who work on the game are fans. The authors are trying to maintain a balance between the militant and the thriller, constantly juggling with hot battles and a tense lull with inseparable tracking the screens of the motion sensor. Actually, as it was in Aliens Cameron, After all Aliens: Colonial Marines created as his direct sequel. Unfortunately, James himself is not aware of the leading development, because “he is such an employed person” as he put it Powers, But for some reason it seems to me that the director would approve of such an approach to business.

Bishop: “Not bad for a person”.

So far, a fragment of a single campaign has been introduced to the public, but Matthew reminded that in Aliens: Colonial Marines We will find a cooperative for four and, of course, multiplayer battles. About what modes were invented in Gearbox, There is no official information yet, but in an interview Powers expressed a valuable and fair idea that multiplayer is not only an integral, but also an extremely important part of the game. He promised that everything would be at the highest level. And although this is quite a common advertising move, hope dies the last. Matthew also mentioned that he took part in work on network modes Medal of Honor And Modern Warfare, and he himself is not averse to “chopping off”, so https://centredge.com/account-mining-a-managers-perspective/ the multi -user part Aliens: Colonial Marines There are good chances.

It is not yet known how the project will look on personal computers – at the moment, there is a gameplay video on the official website only from the console. The picture is good or not-decide for yourself, but I personally hope that the version for PC will look better and will not suffer due to the “prefix” roots.

It is too early to judge, but Aliens: Colonial Marines, Of course, it will be interesting primarily to fans of the universe of the “strangers”. The rest are unlikely to see something more in her than just a shooter for several evenings. Although it is possible that sensible network modes will be able to captivate seriously and for a long time not only fans.

P.S. Stopgame.RU recommends reading the afterword exclusively “turned” on “alien”.

When demonstrating gameplay Aliens: Colonial Marines I drew attention to one curious detail. The very legendary and anxiously piking motion sensor captured targets, but on the screen, ally and harmless guys were marked with white dots, but monsters – red. In films, absolutely all moving goals were displayed equally, which is logical in terms of technology. To my question “Why did it happen that the sensor in some magical way began to distinguish between his and strangers?”Matthew was not at a loss and replied that such convention was allowed consciously. This is necessary in order to orient the player in a cooperative and multiplayer – so he certainly will not confuse friends and enemies. A reasonable solution, although, frankly, it would be terribly interesting to see the hardcore regime in which everything is marked in one color, and the user just does not understand who is behind the door – an ally or monster?

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