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We have collected 8 reviews of the Aliens : Colonial Marines. Experts rate Aliens : Colonial Marines 4.3/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Aliens : Colonial Marines and Xbox 360 games.
Great news everybody: this is the Aliens game we've been waiting forever for. Sadly, that's in technical terms only: announced in 2006, we've waited a long time to see if Colonial Marines can live up to its promise. It can't. Most distressingly, the three (!) development studios involved seem to have no idea what makes the franchise itself so compelling.Instead what we have is yet another attempt to chase the Call of Duty dollar. Colonial Marines is an uninspired, cynical cash grab with Syd Mead's and James Cameron's legendary designs propping it up. Even that veneer is poorly implemented. Graphically the game looks awful - like a Doom 3 mod, all shiny surfaces, flat textures and static environments. Explosions look like something out of a PS2 game. The cutscenes are rendered at a resolution unfit for human consumption. And the animation of the Aliens themselves is laughable: they often run at you on two legs, looking for all the world like they want to give you a hug. When I played it, Xbox 360 controller in hand, another member of the VideoGamer team looked on and remarked that there was always the PC version, they supposed.It was the PC version.
Sega first announced Aliens: Colonial Marines way back in 2006, impregnating gamers with the promise of a modern squad-based alien kill-fest in one of science fiction and horror's most loved (and feared) universes. Unfortunately, what has finally emerged from Gearbox in 2013 is a shooter plays very much like a seven-year-old first-person game. Scratch that: it plays like an unpolished seven-year-old movie tie-in that acts like some of the major events from the films it's based on never actually happened. The single-player campaign is a big swing and miss. With the developer of Borderlands and Brothers in Arms at the helm, I'd gone in expecting something pretty fantastic, or at the very least an improvement over the last couple Aliens vs. Predator games we've seen. Not so much. While the multiplayer provides some Xenos-versus-Colonial Marines fun, the campaign is a big swing and miss, particularly for Alien fans like me who are left trying to figure out what the hell Colonial Marines means to Alien lore. (Gearbox has said it is part of the official Alien series canon, as recognized by 20th Century Fox.) I'll avoid spoiling anything for you in this review, but I will say there have been some major changes to the Alien tale that we've been told up to this point, and most of them don't make a lick of sense.
All the parts were there. Five years ago, Sega announced that Gearbox was going to develop an FPS based on the Aliens franchise. The studio had demonstrated its chops through the Brothers in Arms series. Not only that, but Aliens: Colonial Marines had Fox's blessing to tell a canonical story that bridged Aliens and Alien 3. It looked pretty good in demos, and for a moment it seemed as though, after being disappointed for decades, Aliens fans were finally going to get the game they deserved. Unfortunately, the result of the long wait is something that feels like an abandoned mod. As for Colonial Marines' much-hyped story, there's clearly a reason why a canonical bridge between the films didn't exist: Absolutely nothing of any consequence happened. A bunch of no-names walked through the aftermath of Aliens (Nuke? What nuke?), fought some more xenomorphs, and met up with a familiar face in a ridiculous bit of revisionism. Plenty of nods to memorable events pop up, but it feels like walking through a funhouse with the lights on. It makes once-powerful moments seem shabby and low-rent. It's great to see Bishop (or part of him at least) in a hangar, but at the end of the day, it's just a pair of gooey pants.
If James Cameron ever built his own theme park, Aliens: Colonial Marines would be its haunted house. You'd visit it after you'd taken a spin on the Titanic Teacups and stopped in at the Termin-Eater burger stall for a bowl of greasy Schwarzenuggets, served to you by a guy who looked a lot like Edward Furlong because he was in fact the actual Edward Furlong. Hey, at least he'd be working. 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.
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. "Tepid" isn't likely what you want from a shooter--nor is it what you look for in an Alien narrative. Easter eggs are there for the fans of the film franchise who want them, but even when the game pays homage to the films that inspired it, the results are lackluster. A gruesome event that remains Alien's most well-remembered image is replicated here without a hint of fright or gusto, and Colonial Marines frequently relies on visual and dialogue references to fill in for proper storytelling. (Hey, that guy just mentioned Ripley!)
As Gearbox CEO and President Randy Pitchford walked towards a makeshift stage at the Hickory Street Annex -- the venue for Gearbox Software and Sega's big Aliens Colonial Marines event in Austin, Texas -- it was hard not to notice the lengths publisher Sega had taken to drive home the message of authenticity regarding their new Aliens game. A swarm of marine-style folding chairs surrounded the stage, with a couple of Nerf-style pulse rifles that fire foam darts scattered about. The dinning area was dressed to resemble the cafeteria aboard the U.S.S Sulaco from Aliens, complete with a friendly catering staff dressed in military fatigues. A prop knife could be found at each table for any brave attendee to try their luck with the roulette-style "thing with the knife" the android Bishop performs in the film. Even the 1986 original movie prop of the Alien Queen was there -- on loan from 20th Century Fox -- assuming a menacing pose as she stood tall behind members of the press seated at the event. In fact, she was the first thing we saw as we exited the elevator. Dozens of outlets had gathered to see a stage demo of ACM's campaign mode before diving into hands-on multiplayer sessions.
"This is the sequel to Aliens that we've all be waiting for, that I've been waiting to play since I saw that film so many years ago," says Gearbox President Randy Pitchford. Moments ago I saw a brief campaign mission from Aliens: Colonial Marines, the first time I've seen it in action since the proof-of-concept E3 demo almost a year ago. And while Gearbox has done an amazing job of capturing the look of the classic films, going so far as to to have a camera filter in place to replicate the film stock Aliens director James Cameron used in the 1986 classic, and bringing Syd Mead in to help replicate his movie sets, the make-or-break point for me will be Gearbox's ability to tell a good story, something that is (debatably) not one of the studio's strong suits. 17 Days Story details are, of course, hard to come by, but I couldn't help but ask about the MacGuffin. The last time we saw the U.S.S. Sulaco it was automatically putting Hicks, Ripley, Bishop, and Newt in an escape pod at the beginning of Alien 3 (and we know how well that turned out). So how does the Sulaco make its way back to planet LV-426? Where do these extra Marines come from? Remember when Ripley asked, "How long after we're declared overdue can we expect a rescue?"
Has Gearbox's take on Aliens been worth the wait?In the Aliens franchise, Xenomorphs have an uncanny knack for going unnoticed. You'll be strolling down a sombre Weyland-Yutani corridor, not a care in the world, and somehow you'll fail to notice that your physical surroundings have started to move. With any luck, you'll have just enough time to shout, "THEY'RE COMING OUT OF THE WALLS!" before one of the spiny chaps bites a hole in your stupid careless face. Game over, man. Game over.You could argue that Gearbox's Aliens: Colonial Marines has pulled off the exact same trick. True, we didn't exactly forget about the game; it just seemed so long since we'd heard anything that some of us thought it might be dead. Then, suddenly, the project reappears out of nowhere, bursting from the chest of E3 to take us all by surprise. We'd had hints (here and here that the game was on its way, of course, but no-one saw that Wii U announcement coming, did they?The Wii U version wasn't on show at the Gearbox's E3 presentation room, but the game that we did see certainly provided plenty of food for thought.
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