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Aliens: Colonial Marines Contact Trailer - Extended Cut

Gearbox gears up for next week's launch of Aliens: Colonial Marines with a new extended cut version of the contact trailer for the first-person shooter. Word is: "Underlined with a classical piece of cinematic music by Golden Globe nominated composer Clint Mansell, the trailer takes viewers on a vertical ride through the USS Sulaco with US Colonial Marines fighting for their lives against an incoming wave of Xenomorphs."

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16. Re: Aliens: Colonial Marines Contact Trailer - Extended Cut Feb 8, 2013, 10:59 Beamer
Redmask wrote on Feb 8, 2013, 10:26:
An Aliens Walkthrough

I take it back, this looks WAY worse than I thought initially. The texture work looks like early first wave console games. The Aliens are a joke, it feels like a Call of Duty mod or something. I normally try to look on the bright side of things but this just looks terrible. 20 seconds in and a ragdoll gets stuck in the level geometry, horrible VA, consolized gameplay

Those graphics look way better than people are making it out. Seriously, the character models look fine. Anyone saying it looks like a game from 2002, or even from the launch of the 360, does not remember what games looked like then.

And yeah, it's a bit annoying that the AI friendlies take about a billion shots to kill something, but trust me, it's more frustrating if they're as deadly as you are. This guy was killing most people in one burst (what difficulty is this?) And he was ALWAYS lagging behind his AI teammates. If they were more deadly, he wouldn't be killing anything. He'd just be watching the friendlies kill.

Which is why friendly AI almost never manages to be deadly - it becomes them playing instead of you. Given that no room had a huge amount of enemies, I think it was fine that they were killing ~15%. It bugged the crap out of me in Call of Duty, where you'd be fighting 100 guys and they'd kill 5, but here? If they were as deadly as this guy wanted he wouldn't have been playing a game.

The things he complains about seem fine to me. The thing he praises, the level design, seems problematic to me. Clear room, walk into next room, clear room, walk into next room, clear room, walk into next room. It's Doom 3 without closets.
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