geo
Senior Member

Posts: 1645
Registered: 10-05 |
THE GAME (no spoilers and I'll warn when there are slight spoilers) >>
The popup instructions are jarring if not archaic. With AvP 2K10 the popup instructions were subtle and you had a voice over telling you about them.
Blow torching through doors has a percentage of how far you are through the door and the bar just seems unneeded. AvP 2K10 had where you muscle open doors. HL1 expansion even had where you cut down doors. Both seemed like they belonged in the game. The percentage just didn't belong in the game. In fact the percentage meter shows for a lot of animations of you doing stuff. I guess that way you know when its time to take control again. Maybe these are nitpicks, but they just feel out of place now.
So what about map design? Uh straight forward tough to get lost. With AvP 2K10 it showed you your objective with a box you could see... it would be 3 meters away. The catch is you'd have to go around some clutter and junk to find your way to the objective. It wouldn't be as easy as walking straight. With Colonial Marines it is as easy as walking straight... over and over maybe turning a corner and walking straight again. Navigation can get marred by extremely dark areas (the flashlight isn't good enough). I did have to crank up the brightness. The environments are good, but AvP 2K10 environments are better and has more interesting lighting and environments. Its easy to be better when AvP takes place on a planet and CM seems to take place on a drop ship but maybe this ship goes down to the planet.
Xenomorphs feel like... boom right in front of you! They weren't there now they spring out! Then run toward you! There are uh background enemies that seem to really do nothing. Like they're no threat at all, they just run in circles and I feel like I'm okay with not shooting them to save ammo. The enemies are also big. Bigger than AvP so they require less aim. With AvP I felt like they were sleek and oh snake like with slender bodies. With this game they're big and bulky. Yet the face huggers feel tiny when they're away from your face.
Acid blood seems to do nothing. AvP 2K10 acid seemed to do something and had a nice effect on screen. You had to melee away from you and then kill. Plus if you run through an acid corpse it does nothing and AvP damaged you. That game made me want to stay away.
I was happy when human enemies appeared, because I felt like I had to use aim and or skill to kill some people. They hide behind things then stupidly jump out to get killed. In fact several times I didn't even have to move the crosshairs they just ran in front of it. Their other weakness seems to be flanking. They never notice someone that flanks them.
The section with humans of course (first section with human enemies of course) felt like my interest just dropped off a damn cliff. The music ended and stopped for what felt like 20 minutes. The tension ended. It turned into such a long boring level. Like zzz... I even decided to let my friendlies do the work but they just wouldn't. They'd literally bump into the enemies. There was no urgency. I'm falling asleep playing the game.
I felt too powerful even on normal difficulty. I was never surprised nothing comes to flank you or comes from the ceiling. They come from ahead or behind and always straight. Plus it only took a shotgun shell or 2 to put everything down :-( I never ran out of ammo in fact I was maxed out a lot of the time when with AvP I almost always had none even on easy.
There are times when my motion tracker is full of enemies... but they only attack one at a time. Friendlies are iffy on whether or not they'll even react to aliens coming out. If friendlies are in transit then they react and shoot at aliens but it doesn't damage the aliens from what I've noticed. In fact you can stand in their crossfire. Now I understand why the pro reviews complain about it. Its just glaring, constantly.
There is regenerating health like in AvP... but the catch is its not really a regen where it goes 10% 11% 12% this is like a huge jump where it will go 10% to 33%. It regens 1/3rd of your health with health packs to do the rest. Just like AvP, but I think they did it better without the health jump.
The weapons having a scope is nice and modernized I can actually hit what I'm shooting at unlike AvP 2K10 with its subtle crosshairs. Seeing xenomorphs even in a stage with human enemies would be nice. I'm sure it will happen. Hopefully the xenos will take on the humans with interesting results.
Oh and know what phrase I grew to hate... "hold em off while I get this open!" There was a time where the human enemies ran away and locked the door and I thought oh fuck... I'm gonna hear that line again. Nope the friendly just gave up. wtf? You blowtorch every other door open yet give up on this one without trying. Whatever.
This would feel at home in an Arcade... and the turrets sound like my grandpa's farm tractor.
SLIGHT SPOILERS THAT INVOLVE WHERE THE STORY STARTS BUT NOT ABOUT THE STORY >>
Dead or unconscious marine with his arm glitched slightly over the floor. Noticeably. Aliens in space. The game marines are on the same ship as the movie marines *I think* but there is some walkway that could be between 2 ships. Game marines are just woken up after the end of Aliens movie.
SPOILERS ABOUT HICKS AND BISHOP (used better than you'd think) >>
Hicks seems like a cameo that totally makes sense, but if he shows up in the game I'll let you know. Basically you quickly come across the cryo sleeping tubes from the survivors of the first movie pretty quick.
Bishop is in the game... but he's an android so this is like Bisop #2 of #100 or something.
IN CONCLUSION >>
Is it the worst thing ever? Nope. Is it engaging? Nope... but the last level I played was pushing my tolerance. When I start wondering what am I doing with my life playing this game, that is not a good thing. Will I play it to the end... sure. But after all of this being said I have an itch to go back and play AvP 2K10 instead.
Last edited by geo on 02-13-13 at 06:07
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