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Aliens: Colonial Marines Postmortem

There's an informal postmortem for Aliens: Colonial Marines on Kotaku based on conversations with "people with connections to the game" since "despite weeks of fan and press requests for an explanation about what went wrong with this game, representatives from Sega and Gearbox both declined to comment for this story" (as hard as it is to imagine what form such comments would take). The takeaway continues the popular conjecture that the cultures of co-developers Gearbox and TimeGate were not in sync, with differing development and management styles. The story says TimeGate was surprised how little was complete when they took over, and in turn, Gearbox had to throw out and rework a lot of TimGate's efforts when they got it back. They also report disagreements among SEGA and the two developers over the type of game they were making, and say along the way various bits of artwork and gameplay were discarded by each developer in an effort to complete the project. There is also an explanation of why the shipping game looks worse than the E3 demo, saying it was coded for high-end PCs, and was way over "performance budget" for older PCs, much less consoles (though this is something that every game made contends with, and is usually handled with lowered graphics on consoles and quality sliders for PCs). Thanks nin.

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25. Re: Aliens: Colonial Marines Postmortem Feb 25, 2013, 16:59 Flatline
 
bigspender wrote on Feb 25, 2013, 16:01:
I'm not buying those comments from "people that have connections to the game"
Especially about the graphics. It wasn't just coding, lighting and texture quality that are different between the e3 demo and real thing. You levels themselves are entirely different layouts with different art assets etc
The e3 demo is defs a "This is how we want the game to be" scripted/orchastrated or even pre-rendered sequence. And then they tried to make the game that way and failed. miserably.

I also don't buy the "SEGA and the two developers couldnt agree on the type of game they were making" you're telling they didnt have things planned out?

Actually if you look at the youtube "what the hell went wrong" video, the geometry architecture is actually almost A/B identical in most places, with a few sections completely overhauled and changed.

And if you don't buy the communications SNAFU, you obviously haven't read enough postmortems about the clusterf*ck that goes on between publishers and devs. It's pretty common. Not nearly to this extent, but it still happens a lot.
 
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