Aliens: Colonial Marines
Aliens: Colonial Marines | |
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multiplayer |
Aliens: Colonial Marines is a 2013
Colonial Marines was developed over six years and suffered from a tumultuous development cycle. Because Gearbox decided to focus on other projects like Duke Nukem Forever and Borderlands 2, they outsourced a significant part of the game to other studios. The game was heavily inspired by Cameron's film. Concept artist Syd Mead, who collaborated with Cameron to design the Sulaco, was hired to design locations. Four downloadable content packs were released, adding multiplayer maps, a new cooperative mode, and a new campaign mode that takes place before the campaign of the base game.
Colonial Marines sold more than one million copies in the United States and Europe, but received unfavorable reviews from critics, who criticized its technical problems, low-quality graphics, short length, and weak
Gameplay
Aliens: Colonial Marines is a
As the fictional Colonial Marines military unit depicted in
In addition to the campaign mode, Colonial Marines features a competitive
Players earn
Plot
17 weeks after the events of Aliens, the Sephora spaceship sends a full battalion of Colonial Marines to investigate the Sulaco spaceship, now in orbit around the LV-426 moon. A massive Xenomorph infestation is discovered inside the Sulaco and several Marines are killed in the initial onslaught. Corporal Christopher Winter, private Peter O'Neal, and private Bella Clarison discover that hostile mercenaries working for the Weyland-Yutani corporation are in command of the Sulaco and have been breeding Xenomorphs on board for study. Shortly before both ships are destroyed in the ensuing confrontation, the Marines, along with commander Captain Cruz, Sephora android Bishop, and pilot lieutenant Lisa Reid, escape aboard her dropship and take shelter in the ruins of the Hadley's Hope colony complex on LV-426.
Although the Marines learn that Clarison has been attacked by a
Winter and O'Neal recover the manifest they were sent to find and rescue the prisoner, who is revealed to be corporal Dwayne Hicks. Hicks explains that Weyland-Yutani intercepted and boarded the Sulaco prior to its arrival at the Fiorina 161 planet. A fire in the hypersleep bay subsequently caused the Sulaco survivors Ellen Ripley, Newt, and Bishop to be jettisoned from the ship, along with the body of an unidentified man who was mistaken for the corporal. Hicks himself was captured by Weyland-Yutani personnel and subjected to torture during interrogation, overseen by android Michael Weyland in an attempt to learn more about the Xenomorphs' origins and to gain control of the Sulaco's weapon systems. From Hicks, the Marines also learn that an FTL-capable ship is docked at the research facility, representing the last chance for the Marines to escape from the moon.
After gathering the remaining Sephora personnel on the colony, Cruz orders an all-out assault on the Weyland-Yutani complex in the hopes of capturing the FTL vessel. Winter and Hicks spearhead the advance, but the ship leaves shortly before they can reach it. In a last desperate attempt, Cruz pilots a dropship up to the escaping vessel and crashes into its hangar. Winter is confronted by a Xenomorph queen in the hangar bay, and attempts to eject her using a cargo launching system, but fails when she climbs back aboard. Cruz sacrifices himself when he launches the crippled dropship directly into the queen, propelling both out of the vessel. Winter, O'Neal, Reid, Bishop, and Hicks confront Weyland, who is ultimately executed by Hicks. In search of useful intelligence, Bishop connects to the destroyed android and states that he has "everything".
Development
Design
Colonial Marines was conceived by
Although the final script for the game was written by Gearbox writer Mikey Neumann, Bradley Thompson and David Weddle, writers of the 2004 television series Battlestar Galactica, collaborated with Gearbox during the 2007–08 Writers Guild of America strike to develop the story and characters.[17] The game takes place shortly after the 1992 Aliens sequel Alien 3, but addresses the events that lead to it. As a result, Colonial Marines is considered part of the series' canon.[18] Several locations of Aliens like the Sulaco spaceship and the Hadley's Hope colony were recreated for the game.[18] To keep the same level of authenticity, concept artist Syd Mead, who collaborated with Cameron on the film to design the Sulaco, was hired to recreate its "mechanical mood" and design areas of the spaceship that did not appear in the film but would be used in the game.[19][20] The development team also contacted Kodak to get color channel details about the film's film stock.[20]
Originally, Colonial Marines was intended to feature squad-based gameplay, allowing the player to issue orders to Colonial Marines controlled by the game's artificial intelligence using
Production
Although Gearbox is credited as the primary developer of Colonial Marines, multiple development studios contributed to the game's production.
When Borderlands was released in 2009, the game turned out to be a critical and commercial success. This led Gearbox to immediately start work on a sequel, Borderlands 2, and outsource primary development on Colonial Marines to TimeGate Studios, who was developing Section 8: Prejudice at the time.[25] In late 2010, when TimeGate started to focus their work on Colonial Marines, the company realized that very little progress had been made to the game. According to one source, the game was simply a collection of unrelated assets that included a lighting and shadow renderer.[25] Although TimeGate handled primary development on the game until Borderlands 2 was almost complete in mid-2012, their work had to constantly be approved by both Gearbox and Sega. Because narrative designers were still writing the script of the campaign mode, entire scenes and missions were discarded due to story changes. One of these involved the player escorting a scientist who would be a secret agent working for the Weyland-Yutani corporation.[25]
To further complicate the situation, there were disagreements on how the game should be designed; Sega wanted Colonial Marines to be more similar to a Call of Duty game, with fewer Aliens and more Marines to shoot at, a view Gearbox and TimeGate disagreed with.[25] Developers also struggled to optimize the game after spending a significant amount of time increasing its graphical fidelity for a press demo, which ran on high-end computers not normally meant for general use. The game's shader and particle fidelity were then decreased significantly before release, and textures had to be reduced in size to fit into the memory restraints of the PlayStation 3 and Xbox 360.[25]
When Gearbox took the project back in mid-2012, the company was not satisfied with TimeGate's work, partially because the game could not run on the PlayStation 3.[25] With a release date set for February 2013,[30] asking Sega for an extension was not an option because the game had already been delayed several times. This resulted in Gearbox only having nine months to revise TimeGate's work and finish the game.[25] How much of the game was actually made by Gearbox was highly questioned by TimeGate.[22] According to Gearbox CEO Randy Pitchford, TimeGate "contributed 20-25 percent of the game's overall development time."[24] However, without considering Gearbox's preproduction time, Pitchford said that TimeGate's effort was equivalent to theirs.[24] A moderator on the official TimeGate forum revealed that the studio worked on the weapons, characters, Aliens, story, and multiplayer component, while some TimeGate developers estimated that 50 percent of the campaign mode in the released game was made by them.[22]
Several actors from the films were involved in the game.[31] Michael Biehn reprised his role as corporal Dwayne Hicks,[32] while Lance Henriksen voiced the androids Bishop and Michael Weyland.[33] Henriksen remarked that it was interesting for him to voice a character that he had not touched in more than 25 years.[33] In contrast, Biehn commented negatively on his experience in voicing his character, stating that there was a lack of passion from the people who were in charge of the project.[32] The soundtrack was composed by Kevin Riepl, who is best known for his work on numerous independent films and the Gears of War series.[34] Because the story of the game is canonical, Riepl's score was heavily influenced by Jerry Goldsmith's work on Alien and James Horner's work on Aliens.[35] The soundtrack was recorded at Ocean Way in Nashville, Tennessee.[36]
Marketing and release
A first-person shooter based on the Alien universe was confirmed to be in pre-production shortly after Sega acquired the license in December 2006.
At the
Prior to its release, Colonial Marines was criticized for not featuring any playable female character. When a petition was formed to change this, Gearbox included them in both the cooperative and multiplayer modes.
Downloadable content
Colonial Marines supports additional in-game content in the form of
The fourth and final pack, Stasis Interrupted, was released on July 23, 2013, and adds a new campaign mode that takes place before the campaign of the base game, exploring what happened to Hicks between Aliens and Alien 3.
Reception
Critical response
Aggregator | Score |
---|---|
1Up.com | D[63] |
Destructoid | 2.5/10[11] |
Edge | 5/10[64] |
Electronic Gaming Monthly | 9/10[65] |
Eurogamer | 3/10[4] |
Game Informer | 4/10[2] |
GameSpot | 4.5/10[3] |
GameTrailers | 5.9/10[66] |
IGN | 5/10 (PC)[67] 4.5/10 (PS3, X360)[68] |
Joystiq | [69] |
PlayStation Official Magazine – UK | 6/10[8] |
PC Gamer (UK) | 48/100[70] |
The Guardian | [71] |
Colonial Marines received unfavorable reviews from critics,
The game was criticized for having low-resolution textures, low-quality lighting, poor character models and animations, and uncontrolled aliasing and screen tearing.[68][4][3] Eurogamer noted that the game reuses graphical assets very often, resulting in many levels having "identical corridors and murky exteriors".[4] However, the Aliens aesthetic was praised by some reviewers,[6][65][71] with Edge noting that it was reproduced faithfully in the game and that it was still attractive years after the film was released.[6] The game's numerous bugs frustrated critics.[8][11][4] These included poor collision detection and glitchy artificial intelligence, causing enemies to freeze or fail to recognize each other.[11][4] Technically, the PC version was considered more polished than the PlayStation 3 and Xbox 360 versions.[67][68][71]
The story drew criticism for its lack of a consistent continuity with the Alien films.[72] Edge remarked that the game's Colonial Marines are in an inappropriate context because in the film they are depicted as Weyland-Yutani's private army and tasked with fighting Alien creatures. However, in the game, the Colonial Marines fight Weyland-Yutani's other private military armies.[64] Destructoid editor James Sterling criticized the story for its archetypal characters and immature dialogue, stating that the game fails to understand the essence of Aliens.[11] Sterling explained that the film "dissected its posturing 'manly man' stereotypes, and showcased how utterly frail a cowboy mentality can be when everything falls apart", while Colonial Marines "revels in its own testosterone, submerged gleefully in a pool of dank ultramasculinity."[11]
Journalists primarily criticized the gameplay for the weak artificial intelligence of enemies.[68][2][66][69][70] They remarked that Xenomorphs simply rush toward players, making the motion tracker useless.[4][69][3] According to GameTrailers, "there's never really the sense that you're being stalked by an intelligent enemy, and you'll always get a warning ping anyway."[66] The setting and level design were praised by Electronic Gaming Monthly,[65] but GameSpot noted that the levels were clearly not designed for cooperative gameplay.[3] VanOrd explained that additional players do not take the role of companions that are controlled by the game's artificial intelligence, but are simply added to the game, resulting in crowded matches with players fighting for space and trying to shoot enemies.[3] The Survivor and Escape multiplayer scenarios were highlighted as the strongest aspects of the game.[70][68][3][4][8] PC Gamer said that they encourage Colonial Marine players to coordinate their actions with motion trackers as Alien players try to hunt them intelligently.[70] However, the longevity of the multiplayer mode was questioned due to the limited randomization it provides and the lack of computer-controlled bots.[70]
Sales
In the United Kingdom, Colonial Marines topped the all formats charts in its first week of release.
Controversy and lawsuit
Upon release, Colonial Marines drew a significant controversy.[77] According to a report, Gearbox had been moving people and resources off Colonial Marines onto Borderlands and Duke Nukem Forever while still collecting full payments from Sega as if they were working on the game.[78] When Sega discovered this misconduct, they temporarily canceled Colonial Marines, leading to the round of layoffs at Gearbox in late 2008.[77] Gearbox outsourced a significant portion of the development to other developers to compensate for their mismanagement.[79] While Sega initially denied such outsourcing,[22] sources claimed otherwise, suggesting that the game was rushed through redesigns, certification, and shipping, despite being largely unfinished.[79] The game drew additional controversy when sequences from press demos were compared to the same sequences in the final game, revealing that the finished game is significantly lower in graphical quality.[80]
In April 2013, two players filed a
Notes
- ^ Additional work by TimeGate Studios, Demiurge Studios, and Nerve Software.
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External links
- Aliens: Colonial Marines Archived May 1, 2014, at the Wayback Machine at Sega
- Aliens: Colonial Marines at Gearbox Software