Aliens: Colonial Marines, developed by TimeGate Studios for Gearbox for Sega, is a far cry from the quality promised by 2012's demo - and Gearbox boss Randy Pitchford has claimed to be looking into why.
Gearbox head Randy Pitchford has stated that his company is investigating the reason why the supposed gameplay demo for Aliens: Colonial Marines, released last year, is of significantly superior quality to the final game.
To say Aliens: Colonial Marines has had something of a chequered past is putting it mildly: five years ago we reported on Sega's plans to
release the game on PC, Xbox 360 and PlayStation 3 in late 2008, explaining that the game was being developed by the little-known Gearbox Software - a company whose biggest release thus far had been the Half-Life: Opposing Force expansion pack.
Sega promised much all those years ago: a story written by Bradley Thompson and David Weddle would see the player take a first-person perspective in a shooter teeming with squad-based tactics as a member of an elite team of Colonial Marines - the state of the bad-ass art troopers found in the Aliens film. Sadly, 2008 would come and go without an Aliens: Colonial Marines release, with Gearbox boss Pitchford
breaking his silence in June 2009 with the admission that the game would be pushed back to at least 2010.
In a recurring pattern, that date would be pushed back time and time again with Gearbox apparently choosing to focus its efforts on first-party action role-playing game shooter Borderlands and its sequel instead. In fact, Gearbox would even have time to finish Duke Nukem Forever, a thankless task it inherited when it picked up the rights to the game after well over a decade in development hell.
Duke Nukem Forever, of course, would receive terrible reviews from critics, while Gearbox's Borderlands series would go on to win awards - something that appears to be repeating itself with the
poor critical reception of Aliens: Colonial Marines.
That Aliens: Colonial Marines is a bad game, but nevertheless one with moments of joy to be found, is at this point unquestionable - but videos have surfaced demonstrating an apparent bait-and-switch on the part of developer Gearbox and publisher Sega. One excellent example,
published by VideoGamerTV, puts footage from the supposed gameplay demo released last year next to footage of the actual game - showing significant differences in quality between the two, to the point where the final release feels almost like a fan remake of the much better game that was originally promised.
With that video, and others, demonstrating that the final release appears to have little to do with what was claimed to be a recording of gameplay footage from a work-in-progress version of the engine, gamers have been up in arms about what appears to be an attempt to mislead them into purchasing a game substantially different from Sega's promises - an accusation seemingly backed up by the company's decision to place an embargo on reviews until after the game had hit shop shelves and eager fans had picked up their day-one purchases and pre-orders.
Now, Pitchford has promised fans that Gearbox is looking into the problem. Responding to a customer question on social networking service Twitter, Pitchford
posted: '
[Wanting an explanation as to the differences between the demo and the final game] is understood and fair and we are looking at that. Lots of info to parse, lots of stake holders to respect.'
The admission that there is, perhaps, a case to answer came as Pitchford responded to a veritable torrent of complaints and abuse by blocking those he claimed were not offering constructive criticism and re-posting messages he received in support.
With claims that Gearbox
took milestone payments intended for Aliens: Colonial Marines and used them to fund the development of Borderlands and that the bulk of the work was
outsourced to tiny TimeGate Studios while Gearbox got its own game ready for launch, the result of Pitchford's investigation should be interesting indeed.
32 Comments
Discuss in the forums ReplyIts a sad state of gaming today that a lot of cross platform releases don't take advantage of what good PC's have to offer, instead they opt for what works on all.
Even with that said though, it doesn't explain the PC version. Although, usually studios come up with some guff about ...'having to ensure the same experience across all platforms' (why?) . Which usually means, we didn't want to spend anything optimizing for PC .
http://www.moddb.com/mods/aliensdx10-better-grafik-and-light
That said, I wasn't even impressed by the gameplay demo mentioned in the article, although it certainly looked to be of much higher quality than the released game.
the made it for last gen and just took that piece of the game and really worked on it (gearbox prob did only this part as much) for the 2012 demo to get hype.
garebox knew what was going on.
Ouch ouch OUCH!
To anyone reading this who plans to make an Alien game in the future:
1) Watch the first two films.
2) Program an AI that reacts to the player and actively tries to attack from a direction which no-one is looking in.
3)
???Co-op.4)
ProfitAll motion sensor, all the time.i would say in co-op, give each a role. one has just a pistal and the motion sensor, another the big tracking gun, etc.. get my point? true co-op, with fear that just one team mate going down is like a limb coming off. up the intensity.
and why not have a multiplayer match where all have been impregnated and have limited time to get into status or something with i dont know injections along the way if u can risk going off the path to give u more time. and u have to be on ur guard for enemies and each other for when they "might" burst out of ur once partner then u need to kill them before they burst. but killing a team mate is like i said, cutting off a limb. now that will be super exciting! IMHO
He must at least have some idea already.
I'm of the opinion Gearbox made the decision to hand the SP over to a cheap (read: crap) studio knowing full well the next generation of consoles were on their way, and they wanted to focus both in money and manpower on next gen titles.
This game failing is one thing, a next generation title flopping could nearly kill off a studio. Risk management pure and simple.
Aliens, next time.
I'm eager to know on what game are Turtle Rock Studios working now...
I thought it would be the other way around. Check why the release was so bad, because it was supposed to be much better?
But then, when you look at the DX:HR cinematics, that video had a lot of stuff that never turned up in the actual game. No gameplay elements, but the visual elements didn't transfer.
That might be the case but my point was that you can't blame everything on "dumbing it down" for consoles, there are countless successful games that work well on all platforms. Ultimately as shirty mentioned, the graphics are the least of the games problems. Dumbing the graphics down for consoles does not explain the issues it has on ALL platforms in fundamental areas; the story, gameplay, AI, bugs etc etc. Those issues almost all come from using a lesser cheaper studio so that Gearbox can put their full resources into next gen titles. The issues not attributed to the studio they fobbed the game off onto come from its long development cycle. There were warning signs nearly a year ago that this game would never live up to the hype.
I doubt better graphics could ever redeem Aliens: Colonial Marines based on gameplay reviews, but it is very curious looking at the demo graphics versus final release. There is a stunning difference between the two. I remember watching the original ACM demo, and thankfully I waited till the reviews came out. It's a damn shame they failed to deliver on the teases they provided in the demo.
It sure as hell didn't to my eyes... And even when they did release the high res pack it's still let down by crap animation.
Yeh, got to agree here. Only mods really make Skyrim shine.
Any suggestions of games I should try that look better?
But seriously, answer his question. We're curious.
Any suggestions of games I should try that look better?[/QUOTE]
off the top of my head:
Witcher 2
planetside 2
BF3
RAGE
Shattered horizon (well, it's utterly gorgeous lighting system is better)
quite a lot of recent UE3 games as well (although that one is arguable)
I didn't mean this in a hostile way, just that there are a fair few games that look nicer :P
This is a case where the marketing people should be put up against a wall and those of us who were lied to allowed to shot them with non lethal but OMG painful weapons, for as long as we like.
If this had been a real product, then the office of fair trading would have stepped in. But as its a game, who cares if the consumer is ripped off and lied to.
It still is unfortunately, I've tried many times to get into the first game but never did due to the crashes. Will no doubt end up skipping it and playing the second.
Similarly with Witcher 2, EE is stable and smooth. Unlike some studios, their developers actually continue to improve the game, add content and give it away for free to reward those who purchase.
Have you taken out a Loan to buy A:CM, with payment-protection insurance???
To reclaim your mis-sold or mis-lead Payment, or season pass, if your answer is 'Yes' to any of the above please call Gearbox and demand a Refund
Hurry time is running out to make your claim....
But RAGE looks like total ass! You have some Hi-res textures mixed in with the most god awful low res muddy mucky muck textures all in the same scene. An early example is where John Goodman hangs out. Look at him (he looks great) then the till directly to his left. Looks like something from 10 years ago.
That's just 1 obvious example, in the same room there's dozens more. Not only that but none of the items have physics built into them. Try shooting the hanging skulls, the traffic cones, any of the desk clutter and nothing happens.
The disparity between textures is so bad I thought something must be wrong so I started reading up on it, but nope, that's how it is. We are taking about a fully patched version too, I only bought it recently.
Rage really is like a pre-Half life 2 era game in every way except some of the models look great. Which only adds to the jarring nature of actually playing it.