With the abject failure of Aliens: Colonial Marines, now seemed like the best time to revisit
an old classic. While Aliens Infestation
for the Gameboy DS is a fun 2D side-scroller and 2010’s Aliens vs. Predator is nowhere near as bad an FPS as many claim,
neither are what you’d call fantastic games. To see a truly great example of
what can be done with the xenomorph licence you’d need to look back to the
early 2000s when Monolith Productions were allowed a shot at making a sequel to
an already big success with Aliens vs.
Predator 2.
However, rather than being a review this is to be a
comparison. A step by step detail of each aspect of both games to detail why
one is a lauded success fondly remembered by fans and the other is a hated wreck.
Both for reasons obvious and otherwise.
Story:
Being a direct continuation from one of the strongest films
in a famous franchise, Colonial Marines
had its work cut out to live up to fan expectations. At its core I think this
is a major part of the problem.
The title didn’t have had much of a life of its own and
instead felt like some add-on to a much bigger production. As a result it got
all of the baggage that it could have done without. It needed to explain away
the presence of xenomorphs on the planet after Ripley and co. nuked them to
hell and back. LV-426 was going to be without its most identifying location
with Hadley’s Hope having been obliterated and most of all it needed to have a story
following on from the film. Even after all the characters had been killed
either in Aliens or Alien 3 and there was practically
nothing left to follow directly on from. It needed to quickly justify the Sulaco suddenly being in orbit again,
having colony still be there and characters to follow on from the last film –
All of which it did with simple handwaves.
While it doesn’t excuse its overall quality of writing it
does give justification for a few of
its shortcomings and leaves you wondering why Gearbox didn’t take a more
obvious route: Have it set in an alternate reality. With either the events of Aliens following a different path from
what was seen in the film or have the game play out the film but repeatedly
throw curve balls at the players. It would have allowed Colonial Marines to be more of its own story. Had it rely far less
on fan service, and quite frankly that’s what was desperately needed.
Aliens vs Predator 2
by comparison was very much a story
of its own. Any connection it had to the previous films of either franchise was
tentative at best and distant with Alien
3 having taken place fifty years prior. The only direct link it had was
that Wayland-Yutani had managed to recover the Engineer derelict’s flight
telemetry and used it to find another world infested with xenomorphs. After
which it decided to study them for its own use –Simple and direct. Effective without
having to handwave away certain characters and locations surviving the previous
saga when we saw them die/be destroyed.
Atop of this the characters in the game stood alone. They
were not being overshadowed by the more iconic figures of Hicks, Hudson,
Vasquez or risked having direct comparisons made between them. This allowed
them to be fleshed out and have interesting histories without previous
continuity hanging over them. This allowed boss battles to be meaningful,
something I’ll get to later, as the player knew their background and connection
to the protagonist. Even when the player characters themselves were blank
slates you could be distracted from that by the environment which you were
exploring. One new with fresh ideas whereas by comparison we, again, knew just
about everything which had taken place of LV-426. Plus rather than just being
limited to one character to do this there were multiple ones available. Each
story linking in to one another and allowing a much greater level of
replayability and longer life than Colonial
Marines offered.
Also when sequel baiting was present it was only a brief
moment in one ending for one character, not any huge dramatic revelation.
Enemies:
If you’ve seen any gameplay by now you’ll have heard the
many problems with the enemies present in Colonial
Marines. The xenomorphs are effectively cannon fodder. While Alien fans might have complained that Aliens took an iconic villain and
reduced them to mook status, this game really shows how much more dignity they
had in the film.
The xenomorphs are reduced to simple rushing of your
location from head on. They never seem to try and hit you from behind or ambush
you from hidden location. Much of this can be put down to the environment but
for a creature best known for ambushing its prey and acting as intelligent
beings they seem desperate to get shot. Much of this can be put down to their
spawn point locations and programming but there’s also another factor in which
many are turned into simple jokes.
While given the ability to crawl up walls and run along the
ceiling, xenomorphs seem to have this notorious habit of getting caught in
jutting pieces of debris or in corners. Many clips and .GIF parodies have shown
the menacing creatures flailing madly, phasing through one another or seemingly
dancing on the spot.
Even ignoring the above issues, the “Ooh-Rah!” attitude of
the marines and lack of anyone cracking under the pressure undercut any menace.
Something only made worse by their ability to seemingly mow the aliens down by
the hundreds with little to no effort. Even the introduction of new variants of
the aliens seemed to do little to improve this. Spitters seemed to think they
were bullet sponges and held their position, Crushers were reserved for a one
shot boss fight, and boilers have become infamous for looking like someone
shoved a rod up their arse.
What’s more is that entire sections have you purely fighting
humans in one note firefights, something which was not advertised and no one
came to play the game for. They act as you would expect, predictably at best,
and lack any interest or momentum. Their inclusion might have worked well had
they followed Half-Life’s example and
introduced them late on, at a critical moment to increase tension, but they’re
not. They just show up and start shooting early on resulting in an
underwhelming unpleasant surprise.
By comparison AvP2
had its xenomorphs show remarkable intelligence. Rather than being bullet
munchers everyone but the humans, with a few exceptions, proved to have a
surprising degree of intelligence. Xenomorphs made at least a token effort to
have a sense of tactics, making ambushing leaps to remove a huge chunk of your
health and then breaking off to flee again. The few times they do wade directly
into combat they’re inflicting enough damage between the acid blood and clawing
to make them a truly credible threat. The only times they will really go down
quickly is via the marine’s meatier weaponry or the predator’s game-breaking
plasma cannon.
Humans are more like cannon fodder but they at least have
lots of firepower and coordinated attacks to back up an assault. Things which
help to give them an edge along with technological enhancements such as combat
androids and the classic sentry guns. These aspects made you fighting them something
you could come to dread and try to avoid any direct fights whenever you could. Predators
meanwhile are an even bigger nightmare to fight to the point where taking on
just one as a xenomorph is a minor boss battle. Requiring you to circle perform
hit and face attacks rather than enter in any kind of slugfest.
While not all were foes which were constantly terrifying you
could at least see them as a viable threat you had to treat with seriousness,
not casually slaughter your way through.
Level/map designs:
This is a flaw which goes hand in hand with the lacklustre
enemies: The level designs in Colonial
Marines were just bad. While the game might have just been able to surviving having a bad story the terrible AI and limited
environments are what ultimately killed it.
To capitalise upon nostalgia many
areas of Hadley’s Hope were turned into tight corridors and confined spaces
which really hurt any chances of enemies being a threat. Without any room to
dodge and no real programming to use ventilation systems, ambush you from above
or even stalk the area around you, much of the xenomorphs' menace was gone. Even if they
had included the relative intelligence and high damage which had made them such
a terrifying foe in the original Aliens
vs Predator, many levels were too bright for you to be ambushed.
Exceptions to the long corridor hunt were a few of the
exterior locations and slightly larger internal rooms. None of which ever took
real advantage of the more open locations as the demo showed and often just
resorted to again running at you. This limitation on the overall design and
frequent use of corridors led to the motion tracker being useless. A tool for
roleplaying at best, at worst a pointless distraction.
The only thing which made the layouts at all endearing was
how many sections resembled the familiar colony designs so well remembered from
the film.
AvP2’s layouts on the
other hand had a much clearer direction behind them. While corridors and narrow
walkways are a part of the game’s levels there are far more open areas and the
game’s enemies were programmed to actually account for rough, broken terrain. This
also made the motion tracker a vital tool as you had to pick out and spot
aliens dropping in around you. Frequently out of sight or striking you from
behind, not jumping up in front of you and just begging to get turned into
acidic Swiss cheese. You can call this part of the problems with the enemy’s
intelligence if you wish but the fact the environment was designed to
incorporate their more stealthy ambushing aspects is still something well worth
noting.
The few times long corridor sections are used completely for
levels, it’s to make life more interesting for you in the xenomorph campaign.
Forcing you to avoid guards, crawl through air ducts to ambush moving patrols
and flip around to run along the ceiling. Something which took a lot of getting
used to but added a new dimension to gameplay the overall layout of each level.
Even those without you playing an acid-blooded Spider-Man did feature some
depth to them such as one section of the predator campaign which required you
to move underwater, jumping from one level of a submerged tunnel network to the
next.
Bosses:
It’s hard to argue that Colonial
Marines even has any kind of boss battle. The few it does have are basic
puzzle fights so basic they make the average Zelda boss battle look like something from God of War.
One aforementioned boss fight, if it can be called that, was
against the xenomorph Crusher. A giant bull-like creature which gores its
enemies by smashing into them with full speed. While the demo seemed to
advertise its presence as a type of enemy you would infrequently encounter only
one was met in the game and was effectively just a beefed up plated beetle from
Metroid Prime. The sort of enemy so
lacklustre many games turn them into a recurring minor enemy. The only other
one of real note is even less of a fight, at least against the Crusher you shot
bullets. The “battle” before the final cutscene consisted of you punching
buttons to fire the alien Queen out of a catapult Loony Toons style. I wish
that were a joke.
AvP2 had you fighting
multiple bossess on each separate story. These ranged from a cloaked predator,
to an Queen backed up by multiple drones, to a Russian general in a combat
modified power loader. The game also took the time to make sure you knew how
they are, their relationship to you, their motivations and even managed to make
two of the three antagonists somewhat sympathetic when you discover their
backgrounds. This made them feel far more compelling and meaningful to fight as
they were an integral part of the plot and, sometimes, your character’s own
history. They were not just thrown in with writers expecting the story to work
around them.
Atmosphere/Environment:
In what little praise the game has been given Colonial Marines is effective in its
occasionally tense atmosphere and nostalgic feel. Many of the sound cues,
effects and even the classic pulse rifle sound were directly carried over from Aliens and this worked extremely well.
Making the game feel at least initially like a genuine sequel to the film.
Even ignoring the sound effects, there are several highly
praised sections of the title which show how much promise there was behind this
game. When searching through the Sulaco
the build-up towards first encountering the xenomorphs is palpable and makes them
initially seem like a serious threat. Later sections where you flee from the
rogue Raven xenomorph, hiding from its repeated attempts to capture or kill you
and the graveyard populated by boilers have great tension. Where you have been
robbed of your weapons and you have to think your way through situations, not
just shoot at everything in sight.
Further minor details are utilised to make the game feel
more authentic to the films, most notably on the weapons. Both the iconic scrolling
digital numbers displaying the remaining bullets in the pulse rifles and the
HUD system for the smartgun make appearances. They are admittedly nice touches
which might have helped for an immersive experience were it not for all its
other flaws.
The landscapes and large sections of the exterior
environments also help to draw you in. Despite some very low quality textures
at times, not to mention the god-awful rain on screen effects, there are quite
a few areas which look as if they would make for a genuinely good horror game
if handled right. Some bits of environments are nice distractions with sights
such as Bishop’s still present lower body and Hudson’s fate thrown in your path
along with the legendary weapons you are tasked with finding.
AvP2 doesn’t have
the same benefits as Colonial Marines
in being able to directly copy a very well done and thematic environment to use
as a basis for its levels. Even accepting that its graphics have not aged well
the game lacks the same dark shadows for many levels with the xenomorph and
predator enhanced vision abilities being able to peer through them.
That being said the environments it has feel very
interesting, especially in the human facilities, which are an ingenious blend
of industrial and clinical facilities. Ones made in such a way that you do not
feel any twinges of nostalgia or feel as if you have been there before. This is
again an aspect which helps to give it an edge over Colonial Marines, it felt like something new and not seen before in
the universe (at least to some degree) whereas the recent game was all too
often re-treading old territory. The few times in which it does attempt to
reference the films are usually brief moments kept to a minimum and in the
background, or have you being distracted by something else. The battle against
the Queen is one clear example, taking place around the iconic fossilised
remains of an engineer pilot.
The game ultimately includes moments of fan service but it
has not been outright built around them.
Weapons:
Colonial Marines weapons
options are definitely both good and bad, with a decent variety but a great
number of guns limited to pre-orders and collectors editions. Promising ideas
such as phase plasma rifle, Ripley’s sellotaped together flamethrower, exploding
harpoon gun, and sonic electronic ball breakers (yeah Hudson wasn’t making
those up) are all limited to certain exclusive editions.
Instead what the game has is the classic iconic
weapons such as the pulse rifle, two pistols, two shotgun variants incinerator unit, sentry
gun and smartgun. Plus a few reworkings of older designs into new weapons such as the sub-machinegun, assault and battle rifles. The smartgun especially is worth mentioning because of the
extremely short time in which you are actually permitted to use it. Despite
being easily the meatiest weapon in this list you only get the smartgun for a
few minutes at most. Almost as soon as you get the gun it’s taken away from you
and you’re just left with the few others, assuming you didn’t fork out cash to buy
a pre-order version.
To try and distract you from the small number of options the
game has a Call of Duty style upgrade
system with you being able to give weapons war paint, extensions, laser sights etc.
While some of this might have seemed like a good idea, many inclusions such as
the silencer are ultimately only for show because you never get the opportunity
to sneak up upon someone. It’s also one of two severely immersion breaking
aspects of the title as it links directly to the multiplayer but we’ll talk
more about that in the next section.
The weapons in AvP2
are clearly much more varied and give the player many more options. Even
ignoring the various melee attacks available to the xenomorph and all the
wonderful toys the predator gets, the marine arms up with everything from a
combat knife to a full blown exosuit. While each has its own feel and problems
to balance out their power there’s no real
limitation upon what you can carry. For example the aforementioned smartgun
repeatedly shows up in the game at multiple points and it’s not even the most
powerful weapon available to you. There’s no clear limitation which is being
placed upon you to prevent you overwhelming any primitive AI and this is a
definite bonus in AvP2’s favour.
Similar to Colonial
Marines, the game does have various weapons which are only available
through additional purchases but this was through a expansion pack. With sentry
guns and turrets only being included once Primal
Hunt was installed. Not a series of weapons which would only be available
to certain people willing to fork over a metric ton of cash prior to the game’s
release. Plus the game didn't feel the need to replicate more than one type of weapon to buff out its arsenals.
Even when it comes to comparing basic equipment AvP2 is is again visibly on top, willing
to learn from its predecessor and containing items which made use of the
limited lighting of the game. Its previous title was famous for many areas
being pitch black with awaiting xenomorphs, even during the opening level. As a
result AvP2 allowed for a vast number
of limited methods of increasing light such as fifteen second flares, shoulder
lamps and limited night vision capability. All of which were based upon limited
resources and had to be rationed to when needed the most. Colonial Marines only offers you the most basic option, the
shoulder lamp, which recharges when not in use and doesn’t offer the same
tension as being armed with limited numbers of flares. Something which removes
a lot of its horror survival aspect.
Multiplayer:
If there is one thing critics seem to think Colonial Marines truly got right it’s the
multiplayer section. According to rumours it was the part Gearbox worked on the
most and did not subsidise to other developers. If this is the case it shows. While
horde mode is being introduced in DLC, the four modes available offer far more
fun than would ever be found in the campaign. They offer more in upgrades than
you would hope to find in single player with sentry guns and flamethrowers
becoming available as death matches escalate. The xenomorphs themselves feel vastly
more deadly than they ever would in the actual title under the control of human
beings, who take full advantage of their abilities and increased ferocity. With
your common or garden xenomorphs now being able to leap and strike down a
marine in seconds and crushers lacking the stupidity which made them such a
lacklustre boss fight.
The customisation available for skins also adds further
interest with the different modifications available for both xenomorphs and
marines. While just for decoration they do show certain designs we’ve not seen
before and help to make each side feel more dynamic. Even accounting for age
there is little which AvP2 can
admittedly do to compete with this, largely due to all the advances with
multiplayer titles since its time. AvP2’s
multiplayer games being limited to what you’d expect to find in something
like Turok: Rage Wars or Goldeneye.
However, there is one distinct thing which is a problem with
the multiplayer. At many points in Colonial
Marines’ single player campaign you’ll be building up points and ranks with
images occasionally flashing overhead reflecting your progression. This is
something which only really counts in the multiplayer and as with the gun
customisation it’s something which drags you out of the experience. Even if you
manage to look past all of the games problems, suddenly seeing “Rank-up! Master Sergeant Shooter Sergeant
Important Person of Sergeants Extreme!” clubs what little immersion you
might have to death. The point is that while the game’s plot suffered from Aliens hanging over it, single player
suffered from multiplayer intruding into it. All too often one kept spilling
over into the other and seeming like the single player was just meant to be a
grind towards the multiplayer segment and boost stats. That’s something you
should never have in a title if you plan to have the story mean something.
While AvP2 might
have definitely had worse multiplayer options, it at least kept single and
multiplayer completely separate entities and did not have one constantly interrupting
the other.
Conclusion:
Comparing Colonial
Marines with the older title shows that many of its problems extent from
its basic concepts as much as they do bad programing. As a result having a
domino effect upon many other aspects of the title –
- It wasn’t enough of an entity in itself due to its direct link with the film franchise,
- This in turn resulted in it not forging a story of its own and instead relying far too much upon fan-service,
- The map designs intended to emphasise upon this fan service resulted in maps reflecting the film’s location with tight corridors and confined spaces,
- Finally the presence of the legendary weapons of the characters likely resulted in the game’s armoury being largely limited to what we saw being used by the films characters and barely extending beyond that.
A smaller scale example could be seen as the multiplayer
being favoured over its single player segment and the game suffering badly as a
result of this.
Even without all the problems the game suffered under given
half of what we’ve heard since release all of these would have likely still
been present to some degree. While a single developer with a single direction
might have been able to make something good, the long development cycle
prevented this. Gearbox sat on the licence for too long. They needed too many
other developers to come in and do their work for them. They lacked a
distinctive direction for the game to move in. Plus there were all other
problems they likely had trying to account for the progressions in technology in
the title’s six years of development. They needed to be more focused upon creating a story of their own rather than an extension of an already existing one and actually get it finished within a few years of development.
Whether you agree or not is entirely up to you but as always
the thoughts of anyone who agrees or disagrees is naturally welcome.
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Aliens: Colonial Marines and all related characters and media are owned by Gearbox Software and Sega.
Aliens vs. Predator 2 and all related characters and media are owned by Monolith Productions and Fox Interactive.
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Aliens: Colonial Marines and all related characters and media are owned by Gearbox Software and Sega.
Aliens vs. Predator 2 and all related characters and media are owned by Monolith Productions and Fox Interactive.
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