Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
#154
DVD Talk Legend
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
You guys might want to reconsider after reading this 9/10 review from EGM...
http://www.egmnow.com/articles/revie...onial-marines/
http://www.egmnow.com/articles/revie...onial-marines/
#155
Moderator
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
That EGM review is hilarious. Here's an outright lie from the first paragraph:
Borderlands didn't come out until 2009.
So, when Sega announced in 2006 that they’d tapped the crew at Gearbox Software—creators of the beloved Borderlands titles—to take a stab at the Alien universe, it gave gamers and Xeno fans alike a reason to hope.
#156
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
Technically it doesn't say Borderlands came out in 2006, it says they got Gearbox involved in 2006.
#157
Moderator
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
But it says that Gearbox's involvement in 2006 gave people hope because of Borderlands...not even remotely possible.
#159
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
That is true. I'm not sure what Gearbox made before Borderlands but maybe they already had a decent résumé.
#160
DVD Talk Hero
Thread Starter
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
I'm pretty sure they didn't announce Gearbox as a partner until much later. My OP in this thread is from June 2011 and it reads like that was when it was announced that Gearbox was taking it over. It could have been sooner, but it certainly wasn't 2006.
Edit: I stand corrected. Per wiki:
On December 11, 2006, Sega announced they had purchased the electronic rights to the Alien franchise from 20th Century Fox.[26] On December 15, Gearbox Software and Sega announced that they were working on a completely new game based on the franchise.[23]
Edit: I stand corrected. Per wiki:
On December 11, 2006, Sega announced they had purchased the electronic rights to the Alien franchise from 20th Century Fox.[26] On December 15, Gearbox Software and Sega announced that they were working on a completely new game based on the franchise.[23]
#162
DVD Talk Hall of Fame
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
http://en.wikipedia.org/wiki/Gearbox_Software
They have a long history of taking a successful title, and then fucking it up. See Half-Life Blue-Shift/Decay, Counter-Strike: Condition Zero, shitty Brothers In Arms sequels/expansions, etc.
#163
DVD Talk Legend
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
You guys might want to reconsider after reading this 9/10 review from EGM...
http://www.egmnow.com/articles/revie...onial-marines/
http://www.egmnow.com/articles/revie...onial-marines/
#164
DVD Talk Legend
#165
DVD Talk Legend
#166
DVD Talk Hero
Thread Starter
#168
DVD Talk Legend
#169
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#171
DVD Talk God
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
For as much as Randy Pitchford was pimping this on Twitter, you'd think it would've been better. Wow. those reviews are awful.
Weird how a company can make such a great game series (Borderlands) and then put out garage like this.
Weird how a company can make such a great game series (Borderlands) and then put out garage like this.
#172
DVD Talk Hall of Fame
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
I have no way to objectively evaluate whether it was truly great or just not-awful use of the license, but I loved the trilogy game on the PS1. That came out right before my freshman year of college and it ate up a lot of hours.
#173
DVD Talk Hero
Thread Starter
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
Guys, get ready for those reviews to be updated after this day-1 patch!
2/12/2013 Update
General
General
- General user interface improvements.
- Various performance improvements.
- Fixed issue where a door may not function properly if a Xeno was killed while opening it.
- Addressed issue where players could become stuck in a close encounter after killing a Lurker that had pounced them.
- Fixed collision issue where bullets would not pass through certain open doorways.
- Fixed an issue related to clients incorrectly interrupting Xeno melee encounters.
- Addressed an issue where doors would sometimes not open properly.
- Addressed an exploit where players could melee while throwing a grenade or placing a claymore.
- Fixed some collision detection issues that could result from a close encounter.
- Prevented campaign pop-ups from appearing outside of campaign.
- Fixed an issue that could prevent NPCs from getting on the elevator in the Sulaco.
- NPCs no longer attempt to open doors while being welded.
- Fixed issue where Raven could sometimes pass through welded door.
- Implementing a message to warn players that campaign progress will be overwritten if they try to start an offline campaign game from within the co-op campaign UI.
- Adjusted the distance between players before they're warped to the location of furthest player in co-op.
- Fixed issue where torch would sometimes appear incorrectly to co-op clients.
- Fixed issue where difficulty could sometimes become stuck incorrectly after switching modes.
- Fixed issue where co-op player would not recover properly after being saved from a close encounter.
- Fixed issue where Russian players could not drop into a co-op match in some missions.
- Updated late-game close encounter moment to disable player input, which could cause them to become stuck.
- Splitscreen: Weapon Radial menu no longer appears for other players when the pause menu is opened.
- Splitscreen: Fixed issue where if the Game Menu is opened while accessing the Weapon Radial, it stays up on does not function properly.
- Resolved issue where campaign Motion Tracker could incorrectly in multiplayer loadouts.
- Fixed issue where clients would sometimes be invisible after spawning in No Hope in Hadleys.
- Multiplayer teams are now randomized (parties excluded) if percentage difference in scores is greater than 15%
- 'Switch Teams' option removed from the Pause menu.
- Corrected issue where server and client could get out-of-sync when switching out of a power-up while firing.
- Fixed issue where controller would vibrate during the scores screen if Rage ability was active upon match end.
- Fixed issue where Cloak ability would not conceal the Lurker when walking or jogging.
- Corrected bug where clients appeared to spawn outside of world before match start.
- Removed placeholder text from appearing on scoreboard in certain situations.
- Improved camera transition when Xeno enters a vent.
- Fixed issue where Xenomorph HUD could sometimes appear in the wrong color.
- Fixed issue with Spitter acid sometimes preventing players from deploying a Sentry Turret for a short while.
- Spitter's "Acid Spray" now originates from the mouth.
- Escape: Fixed issue where Xenos could spawn in unplayable space.
- Escape: Fixed issue where Xeno players could lose functionality if warped to next area while in a vent.
- Escape: Addressed issues where players would spawn with no weapon if they were the last Marine to die in Escape.
- Escape: Fixed issue where Cat-Like Reflexes ability would not properly complete in an Escape match.
- Escape: Improved timing and placement of warp locations in Emergency Evac map.
#174
DVD Talk Hall of Fame
Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012
Not even 24hrs and that many patch/updates.....makes you wonder after one month. The question then becomes...why release it knowing all those issues? Where the hell was the QA Department and beta testers? And....if they had released a demo/beta version a few weeks ago they might be getting far better reviews. Wonder if there is still some small hope?
#175
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