Aliens: Colonial Marines Collection - contact@rockpapershotgun.com (Nathan Grayson)

If Aliens could cry, entire planets, ships, and conveniently placed ventilation systems would be dissolving under a torrential downpour of acid-laced tears right now. See, in spite of their lovable looks and multi-mouthed charm, no one wants to take credit for, well, pretty much anything about Aliens: Colonial Marines. First, Gearbox kinda did, but then TimeGate was accused of incubating Colonial Marines’ loathsome single-player campaign – which prompted Sega to descend from its mountain of unreleased Shenmue sequels and tilt the needle back in Gearbox’s direction. Seems like a lot of fuss to make if it was really all Gearbox at the helm, though, huh? And that’s where a winding Reddit post by an alleged Gearbox employee enters the picture. Further, RPS reached out to a former TimeGate employee (who wished to remain anonymous) to clarify the situation.>

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Aliens: Colonial Marines Collection
Aliens: Colonial Marines


The word "door" appears no less than five times in the first patch for Aliens: Colonial Marines. It's a hefty day-one update for Gearbox's FPS, tweaking issues encountered in the campaign, co-op, and multiplayer, but the fact that more silly-sounding problems—NPCs passing through welded doors or bullets not passing through an open doorway—are being quashed just after the game's launch suggests Gearbox's smart-guns met trouble when targeting bugs during development.

The full patch notes continues the door dilemma with fixes for dead xenos breaking doors, AI companions trying to open sealed doors, and doors that just simply refused to work. Who would ever expect simple hatchways as a source of befuddlement for both battle-hardened soldiers and alpha hunter xenos?

On the multiplayer side, Gearbox restored the Spitter xeno's acid spray to its mouth as opposed to... wherever it came from before. Respawn and warping troubles were also resolved.

Brief yourself on the the patch's entirety at Gearbox's website. We recently emerged from the metallic warrens of Colonial Marines covered in xeno sweat, gunsmoke stains, and the ichor of disappointment.
Aliens: Colonial Marines Collection

How Aliens: Colonial Marines Fell Apart


Aliens: Colonial Marines is a bad game, by most accounts. Reviewers have almost all trashed it, fans don't seem to like it, and the final product looks nothing like the impressive demo that developer Gearbox showed last year.


So how did it happen? Although the full picture isn't quite clear yet, over the past few days we've heard that the six-year development process for Aliens: Colonial Marines was tumultuous and divisive, a product of multiple studios with conflicting visions. And it shows in the resulting game.


According to one person familiar with the project who spoke to Kotaku under condition of anonymity, Gearbox outsourced the bulk of Colonial Marines (codenamed Pecan) to a studio called TimeGate, most recently responsible for the shooter Section 8 and its sequel.


This comes on the heels of a massive Reddit post that's been making the rounds today from someone claiming to work at Gearbox. Although we can't confirm that the Reddit post is credible, everything we've heard from our source matches up.


The Redditor said TimeGate left the single-player campaign in "a pretty horrid state," and that last September after Borderlands 2 shipped, Gearbox was unhappy with what TimeGate had left them. Sega was already upset with Gearbox for asking for multiple extensions since the project launched in 2006, so Gearbox had to buckle down and release a game they knew wasn't going to be very good, the Redditor said.


The post on Reddit matches what our source has told us, but there's more. When TimeGate took over the project, our source said, they threw out most of what Gearbox had done beforehand. All of the art and design that Gearbox had produced during the previous four years was gone.


So from 2010 until late last year, while Gearbox was working on Borderlands 2 (internally codenamed "Willow 2"), TimeGate handled the bulk of development on Aliens. A small team at Gearbox helped out with multiplayer work, as explained by both our source and the Redditor, but TimeGate built the single-player campaign.


In late 2012, when Gearbox saw what TimeGate had done, most of their developers weren't interested in taking the game back, our source said. Gearbox's team was upset that their work had been thrown out, and they didn't want this to be a repeat of Duke Nukem Forever, a game that took over a decade to develop until it was finally finished by Gearbox and released in mid-2011 to tepid response.


But Gearbox had to finish the game, and according to our source, they had to throw out much of TimeGate's work and start from scratch. This lines up with what the Redditor claims:


Campaign didn't make much sense, the boss fights weren't implemented, PS3 was way over memory, etcetcetc. GBX was pretty unhappy with TG's work, and some of Campaign maps were just completely redesigned from scratch. There were some last minute feature requests, most notably female marines, and the general consensus among GBX devs was that there was no way this game was going to be good by ship. There just wasn't enough time.


Considering that SEGA was pretty close to taking legal action against GBX, asking for an extension wasn't an option, and so Pecan crash-landed through certification and shipping. Features that were planned were oversimplified, or shoved in (a good example of this are challenges, which are in an incredibly illogical order). Issues that didn't cause 100% blockers were generally ignored, with the exception of absolutely horrible problems. This isn't because GBX didn't care, mind you. At a certain point, they couldn't risk changing ANYTHING that might cause them to fail certification or break some other system. And so, the product you see is what you get.


People at Gearbox knew the bad reviews were coming, our source said. They knew that the game wasn't good.


We've reached out to Gearbox, but they would not comment on the record. However, in a recent interview with IGN, Gearbox head Randy Pitchford said that TimeGate handled development "probably about 20 or 25 percent of the total time," and that "if you take preproduction out of it, their effort's probably equivalent to ours. Now, it's not fair to take preproduction out of it, but that says a lot about how much horsepower those guys put into it."


Pitchford's statements also seem to match up with what we've heard.


We reached out to TimeGate this afternoon, but they have yet to get back to us. We'll continue to update as we hear more.


Photo via Liz Tells Frank


Aliens: Colonial Marines Collection

By almost all accounts, Aliens: Colonial Maries isn't a good game. Patricia certainly didn't care for it, saying that "it was literally a pain just to get through."


But hey, it happens. Sometimes, for various reasons, video games aren't as good as the people who made them wanted them to be. What's remarkable with Aliens: Colonial Marines has been the fact that the game's developer, Gearbox, showed A:CM off in numerous hands-off demos and previews, and those demos looked far better than the finished game.


In the video above, two chaps from VideoGamer.com put the demo footage side by side with the actual game. The results are… pretty galling, actually. (They've got the "Demo" and "Final" labels mixed up for a chunk of the video, but have remedied it using YouTube annotations.) Update: They've now posted a new video with the correct notation; that's embedded.


They're playing on PC with their settings maxed, and you can see how vastly different huge chunks of the game look—the final version is missing detail, environmental effects, dynamic lighting, even whole characters. They also take a look at the Xbox version toward the end.


In this video from last year, Gearbox president Randy Pitchford walks viewers through a demo presentation of the game. Patricia, who has played through the game, tells me that the final game is very different from this demo.


It's hard not to get the sense that the story behind Colonial Marines' development is more tortured than your average game. Watching these videos, it seems like Gearbox did know how to make a good Aliens game, but that somewhere along the way, they had to compromise the game.


I've reached out to Gearbox to get their perspective on why the demo differed so vastly from the finished product, and will update if I hear back. In the meantime, this is a good reminder that no matter what a game looks like before it comes out, it's always wise to take these sorts of hands-off demos with a grain of salt. Or a bucketful.


Aliens: Colonial Marines Collection

Most Reviewers Agree You Should Avoid Aliens: Colonial Marines Like The PlagueNot that they all agree, oh no. To call Aliens: Colonial Marines divisive would be an understatement. Reactions have ranged from disgust and feelings of betrayal, to indifference, and sometimes even awe and affection.


A lot of them think that there's more polish to Colonial Marines' multiplayer than its singleplayer, but how does that affect the overall picture? Here's a sampling of what they have to say.



Most Reviewers Agree You Should Avoid Aliens: Colonial Marines Like The Plague


Eurogamer


This certainly isn't a game that aims to shake things up. It's as basic as first-person shooting gets, with 11 campaign missions that involve little more than jogging from point A to point B, grabbing ammo, picking up armour and pressing buttons to open doors along the way. There's momentary pleasure in the way the creatures twitch under the sputtering fire of your pulse rifle, but that fleeting throwback to the movie is exhausted before the end of the first level. You may be playing as a Colonial Marine rather than just a space marine, and the monsters might be capital letter Aliens instead of mere aliens, but the framework is not so much set in stone as downright fossilised.



Most Reviewers Agree You Should Avoid Aliens: Colonial Marines Like The Plague


Gamespot


The Alien franchise deserves better than this. Aliens: Colonial Marines is a disappointing exercise in bland corridor shooting, dragged down by laughable dialogue and cooperative play that makes the game worse than when you adventure on your own. Colonial Marines is unremarkable in every conceivable way: it's far too easy, generally devoid of tension, and lacking in the variety it so desperately needed. It occasionally lets you peek at the game that could have been, allowing its rare scraps of unsettling atmosphere to seep into your bones. But brief moments of dread and excitement are quickly supplanted by more shrug-worthy shooting and a general aura of "whatever"-ness.



Most Reviewers Agree You Should Avoid Aliens: Colonial Marines Like The Plague


IGN


The point is that like any decent theme park attraction, Aliens: Colonial Marines presents a fairly convincing facade but its thrills are forced and entirely superficial. You don't ever feel like you're actually in danger. You don't ever feel overwhelmed. In fact, over the course of its six hour campaign the game never gets even remotely close to replicating the genuine feelings of fear and dread that simmer throughout James Cameron's cinematic classic, simply because its xenomorphic enemies are so mindless. These aliens aren't sophisticated human hunters, they're merely acid-fuelled fodder for the seemingly neverending rounds in your pulse rifle. Consequently, Colonial Marines is for the most part a disappointingly mundane, run ‘n' gun first-person shooter that fails to captivate once the initial rush of nostalgia has worn off. At its worst, it's simply feels unfinished—which is a surprise given how long it's been in development.



Most Reviewers Agree You Should Avoid Aliens: Colonial Marines Like The Plague


Edge Magazine


In its central exercise of man versus alien, Colonial Marines feels stiff, shallow and dated. First announced for a 2008 release before the Aliens franchise machine prioritised other projects, it feels like more work has been retained from that initial production period than either Gearbox or Sega would care to admit. The saying that follows fiascos around Hollywood is that nobody sets out to make a bad film; collaborations sour, commercial realities dawn, and sometimes, as seems to be the case with Colonial Marines, time simply passes. While the intentions of all concerned have no doubt been pure—Gearbox in its aim to create a true sequel to Cameron's punchy action hit, and 20th Century Fox in giving the developer a green light to tinker with the central thread of a billion-dollar film series—the final result is a familiar mismanagement of a rich and potent set of ideas and images. They deserve brighter and more sensitive custodianship than this.



Most Reviewers Agree You Should Avoid Aliens: Colonial Marines Like The Plague


Official Xbox Magazine


This is really a review of two games: a derivative story campaign (that you can play solo or with up to three friends in co-op) and a riveting, far superior multiplayer mode that allows you to compete as marines or alien xenomorphs in online matches. Considering Colonial Marines' relatively long gestation period—roughly six years—it seems more attention was paid to fine-tuning multiplayer than to the campaign.



Most Reviewers Agree You Should Avoid Aliens: Colonial Marines Like The Plague


Electronic Gaming Monthly


You'll visit familiar places, make use of all the equipment you'd expect, see a few old friends, and square off with a whole mess of uglies you might recall from childhood nightmares. I won't spoil too much here in terms of story, but suffice it to say that if you've ever watched an Alien film and gone "That was f***ing rad!" chances are you'll get an opportunity to experience the epicness at some point in the campaign.



Most Reviewers Agree You Should Avoid Aliens: Colonial Marines Like The Plague


Kotaku


A game based on existing media has three options. It can strive to be faithful to the original work, privileging authenticity above all else. It can try to do its own thing, using the original work as merely a jumping off point for something else. Or, it can try to find a balance between authenticity and originality. Aliens: Colonial Marines fails spectacularly at all three of these possible approaches.


Aliens: Colonial Marines Collection

No, really. Check out this hilarious video by grizzl360 that showcases the incredibly deadly, ultra fearsome alien threat in Aliens: Colonial Marines. I think the The Hello! Ma Baby song makes a strong case for why the AI in the game would have been better suited for a musical, don't you?


Now the question is, which performance is better? The one from Colonial Marines or the one from SpaceBalls?


Aliens Colonial Marines: All Singing, All Dancing [grizzl360 ]


Aliens: Colonial Marines Collection - contact@rockpapershotgun.com (John Walker)

Of course you remember Aliens, right? Who could forget Danny Glover kicking ass on the Discovery One, Sarah Hamilton shouting, “That’s how they git you. They’re under the goddamned ground!” Ah, the memories. John’s spent the day ploughing through Aliens: Colonial Marines, so he can tell you wot he thinks:>

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Aliens: Colonial Marines Collection - contact@rockpapershotgun.com (Alec Meer)

Edit – Sega Senior Producer Matthew J. Powers has said of this allegation that “Absolutely not, the game has been developed by Gearbox Software. Other studios [like Timegate] helped Gearbox on the production of single and multiplayer.” Which doesn’t really clear anything up, but there you go.>

By almost all accounts, Aliens: Colonial Marines, released this week, is a trainwreck. And not one of those cool trainwrecks with explosions, collapsing bridges and men in awesome hats leaping to safety at the last second. Instead it sounds like a sad, slow, drift off the edge of the track, toppling gracelessly onto its side and making a limp ‘pffffffffffffffffff’ noise. Mister John Walker will be along either later today or tomorrow to confirm or deny this, but in the meantime let’s have a confusing look at the Gearbox shooter’s odd gestation. I say ‘Gearbox shooter’, but it rather sounds as though other studios did the heavy lifting. (more…)

Aliens: Colonial Marines Collection

Last night, my review briefly touched on the disappointing enemy AI in Aliens: Colonial Marines—often, Xenos would run straight at you. According to this video by PCGamesN, it gets worse.


You can straight up run through the aliens, who forget about you once you're far enough (and by "far enough" I mean "once you're behind them.")


Mind: this video is the game on a higher difficulty—'Hardened'. The player is able to get through the entire level without firing a single shot.


I suppose the bright side to this is, if the awful shooting sound effects are driving you up the wall, welp. Maybe you don't have to shoot at all.


Aliens: Colonial Marines - Pacifist Mode [PCGamesN]


Aliens: Colonial Marines Collection
Some aspects of the UI - like the smartgun HUD - are very well realised.


Late in Colonial Marines' campaign you find yourself fighting through the xenomorph-haunted hallways of Hadley’s Hope accompanied by a smartgun-toting jarhead called O'Neal. He’s the model of a shooter sidekick: a bottomless well of bullets and exposition who always knows what the plot requires him to know and occasionally - just occasionally - needs you to watch his back while he hacks a door. The two of you turn a corner in time to see an anonymous marine get hoisted into a ventilation shaft by a xenomorph’s lunging tail-spike.

O’Neal gasps. “What the shit was that?”

“Well, Private.” You might wish to say. “It’s an alien. You know, from the movie Aliens. We have killed hundreds of them. Earlier I watched two of them circle you impotently, swiping at you and making those adorable little chittering noises. You turned them into paste with your smartgun, shrugging off their acid blood like it was hot apple pie filling. Besides - the same thing happened last time we were here.”

O'Neal's throwaway response bothered me. The game’s designers must surely know that it doesn’t mesh with either the player’s or O’Neal’s experience so far. The best explanation I can come up with is that 'what the shit was that?' sounds like the kind of thing someone might say in an Aliens movie - and as far as I can tell, ‘sounding a bit like an Aliens movie’ is the alpha and omega of Colonial Marines' narrative ambitions. It's a tiny example of an instance where the game sells its own story short in order to resemble the movie it is attempting to succeed. It's not the only example. Not by a long, long way.

Colonial Marines desperately lowballs its bid to be seen as the ‘true’ sequel to James Cameron’s movie. This is straight-to-video Aliens pastiche, an act of repetition rather than expansion. It’s by no means alone - this is territory it shares with the majority of subsequent Aliens fiction - but it’s clear from the game’s eighties-throwback opening titles that it perceives itself as being something purer. It isn't.

Meanwhile, in Thunderbirds.

Gearbox evidently have a tremendous love for the films, but it’s the kind of love that suffocates. Over the course of the ten hour campaign you are dragged through meticulous recreations of every significant location you can think of - the Sulaco, Hadley’s Hope, the surface of LV-426, the ancient spaceship. Colonial Marines’ greatest desire is to show you things you’ve seen before, regardless of their narrative status or significance. Hadley’s Hope may have vanished in a forty megaton nuclear fireball at the end of Aliens, but, well, it’s fine, thanks for asking.

These aren’t the operating parameters of a sequel, they’re the parameters of a Universal Studios Tour. Aliens: Colonial Marines couldn’t be more of a themepark ride if it spat out a polaroid at the end. For a sense of what that picture might look like, take a look at the blank stares on the faces of the game’s eponymous marines as they gun down yet another xeno, or the placid gurn of a man allegedly experiencing alien-baby-plus-sternum related trauma.

There are some dumb characters in Aliens, but it isn’t a dumb movie. The way the marines address one another stands in deliberate contrast with the forces surrounding and controlling them. There’s none of that context in Colonial Marines - it’s all space marine nonsense, all the time. Aliens has already been strip-mined by the videogame industry: if Colonial Marines was going to avoid vanishing into the mix, it needed to have something to say, and it doesn’t. Its attempt to explore the relationship between the Weyland-Yutani company and the military is ham-fisted in the extreme, taking Carter Burke’s reptilian corporate maneuvering and repackaging it as - deep breath - enemy mercenaries who wear corporate-branded baseball caps over their balaclavas and who fight the marine corps for some reason (?) to do with profit (??) derived from engineering new kinds of xenomorph (???). Your guess really is as good as mine.

Some aspects of the UI - like the smartgun HUD - are very well realised.

The game’s key interaction with Aliens canon is an egregious retcon whose hand-waved explanation is so thin it made me laugh out loud. Key sequences are underwhelming or fail outright due to scripting errors - including, for me, the one immediately preceding the game’s limp climax. As a narrative-driven shooter, Colonial Marines is a swing and a miss - it simply doesn’t have the nerve or spectacle to compete at the level it’s being pitched at.
A gun, pointing at an alien. This image is representative of the game's broader theme.

The heartbreaking thing about Colonial Marines is the persistent sense that it doesn’t want to be a linear shooter at all. Every now and then you get a glimpse of the systems-driven Aliens game that could have been - half-implemented mechanics that jut out of its landscape like derelicts. Movie-derived ideas like placing sentry guns to lock down corridors and welding doors shut arrive at predetermined moments, when they’d be far more interesting as a dynamic part of regular play.

As it is your time is spent running from objective to objective, pulling the trigger whenever a shiny xenomorph or enemy mercenary pops out in front of you. Use of the motion tracker is primarily an act of roleplay - with a bottomless ammunition supply and invincible companions, you don’t need it. Higher difficulty settings up the stakes a little, but they do so by increasing the health of your enemies which has an equivalent detrimental impact on the feel of your weaponry. The mercenaries are the biggest curveball - they’re notably more dangerous than aliens, requiring careful use of cover, and the range at which you engage them makes the spray-and-pray nature of most of your arsenal feel like a liability. When battles take place between all three parties you are effectively encouraged to target the other humans first, which strikes me as profoundly backwards both in terms of the fiction and the mechanics that should support it.

The campaign is at its best when it changes the rules of engagement. A mid-game mission sees you stripped of your weapons and lost in a sewer as you're stalked by a new type of alien that hunts by sound. It’s not especially difficult, but it does achieve a level of tension that the rest of the game lacks. Another highlight is a sequence where you’re asked to establish a perimeter around the original Aliens command centre in Hadley’s Hope. The relative freedom to explore lets you appreciate the devotional level of environmental detail in the manner of a museum, rather than as a rollercoaster. These moments make up less than ten percent of the experience. You’ll be fending off waves of xenomorphs with your pulse rifle within the first fifteen minutes, and that’s the pace the game maintains.

At times, the game turns into Men: Colonial Marines.

The behaviour of the xenomorphs is laudably unscripted, an apparent attempt to ensure that no two encounters against these familiar foes play out the same way. Unfortunately, the AI is all over the place. Aliens pop out of vents and pop back in again, get stuck on the ceiling, fall off walls and run in circles. Eventually they’ll give up and rush at you, open-armed, until you gun them down. It becomes quite sweet, after a while. A few hours in I got caught in a canned getting-murdered-by-a-xenomorph animation and it made me jump. The fact that these banana-headed morons could be scary struck me as a fun novelty. Then I remembered what game I was playing and the depth to which Colonial Marines demystifies Giger’s monster became vertigo-inducingly clear.

Colonial Marines’ atmosphere is likewise compromised by its heavy multiplayer focus. Its HUD, a throwback to the eighties tech of the movie, is just as likely to bombard you with level-up notifications as it is to draw you into the experience. You can unlock and modify a persistent set of weapons across both the campaign and multiplayer, which leads to some of the game’s most bizarre foibles - despite being limited to two weapons and a sidearm, you can swap guns in and out, ammo and all, at any time. Remember that bit in Aliens where the ammo counter on the pulse rifle flashed zero and the marine summoned a fully-loaded automatic shotgun out of thin air? No, me neither.

The appearance of the melee button prompt is a giveaway that you're about to be murdered by a xenomorph.

A co-operative mode for up to four players is available for the entire campaign, but its impact is not especially profound - or at least, it improves the game about as much as co-op improves just about anything.

Instead, Colonial Marines is most successful as a competitive game. Its versus mode splits players into teams of marines and xenomorphs across four modes, ranging from regular team deathmatch to objective capture, survival, and a Left 4 Dead-style game type, Escape, where the human players have to escape through a long, linear stage punctuated by defence sequences. These last two modes are genuinely enjoyable. Mechanics that never really cohere in the campaign - such as having to shoulder your rifle to use your motion tracker - come into their own when you’re coordinating with four other players to fend off enemies who are hunting you intelligently.

There are, nonetheless, issues. Xenomorphs are controlled in the third person and it’s very easy to become disorientated or stuck while attempting to move on the walls or ceiling. Likewise, the alien classes are deeply gamey - the vanilla one, the fast one, the exploding one, the ranged one - in a way that plays against the fantasy of being the universe’s apex hunter. As does the fact that you can unlock a giant rhino horn to stick on your banana-head.

"Eeeeeeeeeeeeeeee!"

There are only two maps each for Escape and Survivor mode, with a further five shared between the other two game types. The paucity of environments is something that Escape particularly suffers for. The lack of AI-controlled enemies and the fact that each ammo cache contains the same equipment from session to session makes raises the concern that multiplayer Colonial Marines lacks the staying power that Left 4 Dead’s randomisation provides. The first time my squadmates and I reached the final section of one map, we survived through a mixture of improvisation and skill. Every subsequent time, we arrived with a plan: two guys rush the objective while the other two grab the sentry gun that we knew would always spawn on the other side of the yard. It’s disappointing to find repetition setting in within the first few hours of play. Even when the game does make use of its dynamic systems, it could do so much more to captialise on them.

Colonial Marines ran well on max settings on a Intel i5 760 system with a Radeon HD 6970 and 8Gb of RAM. Graphical settings don’t go especially deep, but you can alter the field of view from the main menu. The game paints a few striking pictures - Hadley’s Hope in the shadow of the burning atmospheric processor, the Engineer vessel underlit by searchlights - but suffers from some very low-res environmental textures up close.

Aliens: Colonial Marines is deeply underwhelming. Neither staged carefully enough to be scary nor dynamic enough to be exciting, it succeeds only where other players are capable of breathing life into it. There are better linear shooters, better asymmetrical multiplayer games, and better Aliens sequels, and your love of the motion tracker and pulse rifle would need to be profound to surmount those obstacles. I really wanted this game to be good: having played it, I still want to play the game it sometimes gestures at being. It's one to study, maybe - but it isn't one to bring back.
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