Aliens: Colonial Marines Tester Sheds Light on the Game’s Dark History
Hardly a week since its release the internet has been swept up by the behind-the-scenes controversy encircling Gearbox Software’s licensed abomination, Aliens: Colonial Marines.
Following the anonymous allegation that Gearbox outsourced the majority of the title to different studios, namely TimeGate Studios (Section 8, F.E.A.R. Files), a recently yanked Reddit AMA with a “confirmed” Sega employed tester has been brought to light. Obviously breaking their non-disclosure agreement in two, user “soetester” not only says Colonial Marines was handed over to TimeGate early on, but also claims Gearbox was using Sega’s Aliens financing to secretly fund both Borderlands installments.
More shocking, soetester says the title didn’t degrade from the promising E3 2012 demo that sent fans’ hopes skyward. In fact, the tester alleges Sega never got their hands on anything like that demo, that the gameplay shown wasn’t even running on Unreal 3 (like the final game), and lambasts the footage as “100% false advertising.”
While the AMA was removed — giving it an air of inadvertent legitimacy — you can still view a capture of the session here. Below are some highlights:
- The game wasn’t released under the pretense it was anything more than awful. By the time Gearbox turned its attention on it “the damage was done.”
- Sega only received it to test in the middle of last year. Unwilling to delay it further (and lose more money), the game released as you see it today.
- soetester posits Sega may take legal action against Gearbox.
- The Wii U version may very well be “the worst” of them all. Framerate issues, slow texture loading, and poorly conceived GamePad mini-games may keep the Wii U A:CM from seeing the light of day.
- Gearbox “did much more of the game than [TimeGate]” evidently. soetester admits TimeGate’s contribution left the game in a horrid state, though.
- Cutscenes better explaining some of the game’s shittier plot choices were cut; interactive parts of the game including a proper, playable introduction to the marines and the Sephora were folded into cutscenes.
- In response to how much the tester enjoyed the game: “I hate it.”
In more hopeful news, the Sega tester also claims they’ve seen a build of Creative Assembly’s Alien game which is intended for next-gen hardware. The tester says their game’s shaping up to be dark, atmospheric, and “slow paced (in a good way).” I think after this disaster, the gaming public would openly embrace more horror and less horrible.
If you need another stern warning against Colonial Marines, check out my review.
On paper Aliens: Colonial Marines sounded absolutely ace. A direct continuation to one of the most influential and timeless science fiction films of the last fifty years signed off as official canon by 20th Century Fox, developed by Gearbox Software, one of the most renown and rejoiced gaming studios of this generation.
Colonial Marines should have been great. Living and breathing Jimmy Cameron’s universe, a perspective on the future that countless, countless games, novels, and films still unabashedly rip off to this very day, should have made for an engrossing interactive experience that its imitators could hardly match because, instead of playing loose homage to the 1986 film, Colonial Marines had free reign to tap from the source.
I’ve been a huge fan of this franchise since early childhood; my immediate, almost unconscious response to “What’s your favorite movie?” is always “Aliens" without hesitation, and I’ve been excited about this game for a very long time. By the time this review posts, you’re likely to already have heard the sordid truth. It hurts me to say that Aliens: Colonial Marines doesn’t just miss the mark, it makes a vapor cloud the size of Nebraska fifteen miles away from it.
Aliens: Colonial Marines - New, Redeeming Trailer and Season Pass Info
Gearbox has once more let loose a new trailer for their canonized, video game sequel to 1986’s Aliens, and thank Weyland for that because the recent "Kick Ass" Trailer was so tremendously shitty, it had the distinction of being the only piece of marketing to actually jam a hazy cloud of doubt into my head about Colonial Marines.
This two-minute spot is a return to form, though, and gives us yet another atmospheric taste of the game’s competitive multiplayer, including insights into some of the abilities both camps — Xeno and Marine — are outfitted with. Running and gunning won’t be a prevailing strategy when the enemy can swarm you from just about every dark, dank crevice, so you know the drill; assholes and elbows, people!
Moving on, a recent Gamestop listing has shed some light on a mixed blessing of news: Colonial Marines will have a Season Pass accompanying its release, priced at $30. More content is always good on paper, but I don’t take kindly to the fact that getting the most out of my game also means having the most taken out of my wallet — $90 if you’re just nabbing a standard copy and the pass.
Much like Borderlands 2's setup, this Season Pass scores you four separate content packs planned for a spread out release between March and sometime in the Summer of 2013. No exact specifics were spilled regarding the content packs, but fans can expect both campaign and multiplayer add-on's including new maps, new modes, and items for character customization. With each DLC at $10 a pop, you'll save yourself a tenner by springing for the Season Pass.
Aliens: Colonial Marines (PC/PS3/Wii U/X360) - February 12th, 2013
You’re looking at a game built from the ground up on fan service. From the multitude of xenomorph designs including H.R. Giger’s original palpitation inducing concept and Cameron’s spiney, perpetually pissed off war machines to the hulking derelict wreck prevalent in Ridley Scott’s Alien and Prometheus…Even the sound design is plucked directly from the films for authenticity’s sake. This is the Aliens game we’ve been craving since we first heard the hollow sputter of a pulse rifle burst and, more than that, pre-release buzz has it that this one’s an extreme amount of fun.
Gearbox, you have my trust and, soon, you’ll have my money.
Why, hello out there! I didn’t see you there. Or, rather, you didn’t see me here because I haven’t committed to a Roundup for damned near weeks now. First of all, sorry. Second of all, kindly step off my dick. Third of all, sorry for snapping at you. Fourthly, if I had to be honest, you are kind of needy and I know you hate hearing that because more than one ex has tossed that word at you, but come on, seriously, you’re gonna chalk that up to coincidence?
…Fifthly, sorry again. Video games. I don’t know why you let me get sidetracked. Welcome back to the Roundup, anyway.
Making Aliens: Colonial Marines Episode II - Those Goddamn Xenomorphs
Gearbox has opened up the hood on their video game love letter to the Alien franchise in another web doc, this time focusing on the acid/hate filled xenomorphs. Gearbox is going above and beyond in order to capture the essence of Jimmy Cameron’s flick, but more interesting to learn is how the developer is filling in the gaps the films never covered.
What does a marine see when he slips on a smartgun’s digital eye-patch? If the xenos are like ants — each with a specific purpose in its “hive” — then are there different kinds of aliens we haven’t seen before? Gearbox has answers to both and the results almost serve Colonial Marines to the point where it could’ve fit snugly in the movie saga if it had been filmed in live action instead of coded on computers.
Spotlight of the Day: Sean the Colonial Marine
This is Sean Maio and he’s what you’d might call a professional cosplayer. Sean built his colonial marine garb from the ground up with exacting detail, going to excruciating lengths (and great personal finance) to replicate the parts and processes used by the crew behind 1986’s Aliens. Gearbox, the minds crafting next year’s Aliens: Colonial Marines, were so impressed by Sean’s walking authenticity, they wanted him and his likeness in their game. A “red shirt” marine, as Sean describes it, you’ll be able to either select him as a skin in online multiplayer or alternatively maul him as an enemy xenomorph.
He walked into Play N Trade (wherein which I reside), picked up a copy of Sega’s Aliens: Infestation, and asked if any of us had played it. Unable to suppress my urge to geek the hell out on anything Aliens, I engaged, gabbed about the game’s Metroid-vania play-style (DS people, you should really pick this one up) and soon learned of his involvement with Gearbox’s title.
The way he tells it, Gearbox and Sega are going to untold lengths in order to bring you an extremely faithful adaptation of the Aliens universe, from the art style to sound design, it’s all ripped directly from the film. Oh, and Alien diehards, expect some glee-inducing surprises the closer we get to the game’s February release. Seriously, you’re gonna shit joy.
Thank you, Sean, for being supremely cool and geeking out with me. Check out an interview he did at PAX where Sega had him showing off his custom made smartgun and where he talks up his cosplay group The Aliens Legacy.
Aliens: Colonial Marines (PC/PS3/X360 - Feb. 12th, Wii U -TBA)
Even though I don’t agree with the concept of seeing things I can’t immediately have — it’s unfair and it’s fucked — but here’s a little bit more of Gearbox’s sci-fi horror magnum opus. Randy Pitchford claims the very best looking version of the game can only be found on the Nintendo Wii U. He must’ve forgot they’re putting it on the PC.
Aliens: Colonial Marines Has an Official Release Date…For Next Year
One of my most anxiously anticipated games of 2012, originally pegged for the Fall, has gone the way of Bioshock Infinite and has been revealed by Gearbox’s CEO/President Randy Pitchford to be slated for February 12th, 2013. I’ll say it for you: sonuvabitch!
The closest thing to a true sequel to the first three films (since Prometheus is both a prequel and actively distancing itself from anything recognizably xenomorph), Colonial Marines fills in the dots left floating between the cracks in the franchise while delivering a high-octane shooter that encourages cooperation with teammates lest you enjoy having your screaming marine’s body yanked into a ventilation shaft.
I feel like I’ve been waiting damned well forever for this title — I do recall when Sega announced a Gearbox-less version of the game for the PS2 — but Pitchford blames eager marketing and press releases hyping up A:CM well before a proper gestation cycle. In reality, the total amount of development time actually spent on the project more closely mirrors the time expended on the first Borderlands.
"We’ve remained true to our vision. We’ve been committed to it, through and through. We’ve always prioritized the goals we had for the game over any particular launch window," Pitchford attested to on the Gearboxity blog. It sounds as if production was more stop and go as opposed to a straight race to the finish; I’d imagine Borderlands 2 wouldn’t see its September date if the former were the case (you get a little leeway for that, Gearbox — this time).
Feb. 12 sees the PC, PS3, and Xbox 360 versions of the game unleashed, with a Wii U date still to be announced.
Real Life Pulse Rifle
Modeled after the favored weapon of James Cameron’s space marines in 1986’s Aliens, Gearbox Software had an actual pulse rifle created during the production of their game Aliens: Colonial Marines. The biggest difference between this replica and the props used on Cameron’s set? Gearbox’s pulse rifle fires real .45 caliber rounds from the main barrel and 12 gauge shotgun shells from its under-barrel.
When asked why Gearbox wanted the replica to fire live ammunition, the studio could only answer, “Just in case.”