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Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

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Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Old 02-12-13, 09:41 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

48 out of 100 PCGamer

I'm out...

http://www.pcgamer.com/review/aliens...ines-review/2/
Old 02-12-13, 09:52 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Aiiiiii. I'm sad but not surprised by these reviews.
Old 02-12-13, 10:15 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Damn bummer
Old 02-12-13, 10:23 AM
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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/
Old 02-12-13, 10:29 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

That EGM review is hilarious. Here's an outright lie from the first paragraph:

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.
Borderlands didn't come out until 2009.
Old 02-12-13, 10:34 AM
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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.
Old 02-12-13, 10:35 AM
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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.
Old 02-12-13, 10:37 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Trust me, that is not the biggest problem with that review.
Old 02-12-13, 10:39 AM
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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.
Old 02-12-13, 10:40 AM
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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]
Old 02-12-13, 10:46 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Fun fact: Gearbox made 2008's Samba de Amigo for the Nintendo Wii.
Old 02-12-13, 11:15 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by 19K
That is true. I'm not sure what Gearbox made before Borderlands but maybe they already had a decent résumé.
Or maybe not?
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.
Old 02-12-13, 11:17 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by chuckd21
You guys might want to reconsider after reading this 9/10 review from EGM...

http://www.egmnow.com/articles/revie...onial-marines/
No. Look at user comments. The reviewer has a history of high reviews for bad games, like hes being paid of for it.
Old 02-12-13, 11:20 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by stingermck
No. Look at user comments. The reviewer has a history of high reviews for bad games, like hes being paid of for it.
I was kidding.
Old 02-12-13, 11:26 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by chuckd21
I was kidding.
Whew. I am disappointed. Me and 2 other friends were going to get this today. Glad we hit the breaks. Maybe when it hits $10.
Old 02-12-13, 11:30 AM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by stingermck
Whew. I am disappointed. Me and 2 other friends were going to get this today. Glad we hit the breaks. Maybe when it hits $10.
Maybe by this weekend.
Old 02-12-13, 12:11 PM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

This makes me sad. Why is it so hard to make a decent Aliens game? I don't get it at all.
Old 02-12-13, 12:13 PM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by Mordred
This makes me sad. Why is it so hard to make a decent Aliens game? I don't get it at all.

Because mo-capping those fucking aliens is a bitch!
Old 02-12-13, 12:19 PM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by Rob V
Because mo-capping those fucking aliens is a bitch!
Just use greyhounds, what's the problem?
Old 02-12-13, 12:22 PM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by pinata242
Maybe by this weekend.
Lol!!!
Old 02-12-13, 12:57 PM
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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.
Old 02-12-13, 01:11 PM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by Mordred
This makes me sad. Why is it so hard to make a decent Aliens game? I don't get it at all.
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.
Old 02-12-13, 01:31 PM
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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 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.
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.
Multiplayer
  • 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.
Old 02-12-13, 01:52 PM
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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?
Old 02-12-13, 01:53 PM
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Re: Aliens: Colonial Marines (Gearbox, Sega) - Spring 2012

Originally Posted by pinata242
Maybe by this weekend.


I feel bad for those who were genuinely looking forward to this.

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