Artículo Game Informer
"A few years ago, we made a list of a lot of projects that we would really like to work on.
At the top of my list was Aliens"
Brian Martel, creative director
(reminder: Starcraft, Doom and Halo, etc. marine concepts WERE ALL INSPIRED BY Aliens,
the ultimate movie and ultimate space marine xenomorph survival universe.)
"We're finally at the point where the game in a similiar blockbuster style as the movie was -
and be a legitimate treatment, not a watered-down version."
Brian Cozzens, art director
Aliens : Colonial Marines is a First Person Shooter with mechanics that stress working
together as a unit. Four Colonial Marines investigate the Sulaco. Unlike many FPS titles,
thre is not one central hero character (awesome!!!), the role is shared among the whole
squad. The game reinforces that notion by assigning the player to control a set marine
for a particular mission; you will experience everyone's perspective.
Marines carry four weapons:
*Primary weapon
*Secondary weapon
*grenades
*handgun
Primary weapons like pulse rifles and smartguns, are how class will be represented.
"We wish to remain authentic to the true soldiers, so characters generally do not drop
or pick up weapons. That is one of the reasons we switch character during the story -
to keep our soldiers realistic, but still give the player access to different weaponry
throughout the game".
The secondary weapon will vary and be customized according to the character,
like Hicks' shotgun in Aliens.
Each character will also carry a special item they can interact with allies or the
enviornment.
*Hacking tool for sealed doors
*Torch can weld things shut
*Medical Kit can revive as well as neutralize acid burns.
There are Squad Commands. Besides move and attack orders, you can also
use context senstive commands like hacking doors, sealing vents, and setting up
gun turrets.
There will be elements at highlight horror and suspence from the film. Aliens
will use the enviornment to their advantage. Air ducts, ceiling pipes, gratings on
the floor. Position, firepower and cooperation will be important. Motion tracker
confirmed and flamethrower confirmed.
FOUR PLAYERS CO-OP CAMPAIGN
2 players Splitscreen and 4 players online play!
players can join and drop, a.i. takes over the vacancies.
There will be moments whre you can barricade yourselves to survive an onslaught
of aliens. With more feelings of tension and desperation to survive.
Character depth will is being worked on. "That's something people forget:
The characters DO matter." Everyone thinks 'Oh, they're going to be fodder',
but if you don't care about them, they're pointless."
The game will go beyond the Sulaco, there will be human enemies involved that
was the aliens as biological weapons. And the mystery of the space jockey's species might
be also revealed.
"We have squadmates that need to survive, until we kill them in the story."
[This could throw a wrench in the workings of the group, especially if it leaves a player
without a marine to control. Gearbox is aware of that but hasn't settled on the best way
to resolve the situation. "We are going to make the absolute best co-op game we can
make to the extent that it doesn't interfere with the best single player game we can make."
"Obviously there are some things we can't do if there are always four people alive, but
there are ways around that situation. We are going to find them, because it's our job to."
CLose-Encounters system. "Close encounters are almost unlimited in their ability to
let us do what we want to do. Aliens can interact with the world - it isn't just a bunch
of button presses until its over. The alien could leap back onto a cabinet, or another one
of your squadmates. He could leap back and through a duct and out of sight."
The marine's actions in the example are initiated by the player through responding to
less intrusive instructions. A subtle flash of green on the right side of the screen
tells you to move the analog stick in that direction, whereas one in the upper left corner
could be a prompt to pull the left trigger. By abandoning the usual control scheme,
close encounters makes it possible for the team to create those one-of-a-kind combat
situations that caputre the flavor of the most iconic moments in Aliens.
"If we were to recreate the power-loader battle against the queen, that would be a
close encounter."
TYPES OF ALIENS: "There won't be porcupine aliens shooting spines at you. It
can't be goofy or stupid. You have the original Alien, and we sort of think of him
as the smart one, as a scout. He'll hide and ambush people. Then there's the Warrior
Alien, which we see in Aliens, which is going to be the one that rushes you and comes
in volume."
"It's the granddaddy of military sci-fi. With next-gen technology, we can finally do it
justice. We can really make the aliens look scary, we can make the setting freaky, and
we can creat the characters the players care about."
THE GAME WILL HAVE MULTIPLAYER CAPABILITIES in addition to the
4 players co-op campaign.
Revolution Returns to Mars in THQ's Groundbreaking Open World Shooter Red Faction(R): Guerrilla(TM)
AGOURA HILLS, Calif.--THQ Inc.today announced that Volition, Inc.’s critically acclaimed Red Faction® franchise will make its open-world, next-generation debut with Red Faction®: Guerrilla™. Set 50 years after the climactic events of the original Red Faction, this third-person open-world action-shooter will return to Mars and once again re-define the limits of destruction-based game-play. Red Faction: Guerrilla is currently in development for Microsoft Xbox 360® video game and entertainment system from Microsoft, Sony PLAYSTATION® 3 computer entertainment system, and Windows-based PC, and is scheduled to ship in THQ’s fiscal year 2009.
"Red Faction is one THQ’s most successful and critically acclaimed original franchises to date, with a huge global base of loyal fans waiting to join the new revolution," said Brad Carraway, director of global brand management, THQ. "With the game’s unique pairing of true physics-based destruction, fast-paced guerrilla warfare style combat, and a massive world to explore – Red Faction: Guerrilla will redefine the limits of open-world gaming.”
“Red Faction: Guerrilla expands the signature destruction elements of the series and pushes the boundaries of next-gen gaming on a massive, terra-formed Mars where gamers can literally tear down the enemy EDF presence brick by brick,” said Mike Kulas, president of Volition, Inc. ”With a new 3rd person perspective, a full cover system that allows for guerrilla style tactics and a diverse planet to explore we’re excited to revitalize the gripping world of Red Faction for high-definition platforms.”
About Red Faction: Guerrilla
Red Faction: Guerrilla is a 3rd person, open-world action shooter set on Mars, 50 years after the events of the original Red Faction. Players will take the role of an insurgent fighter with the newly re-established Red Faction movement as they battle for liberation from the oppressive Earth Defense Force. Throughout their fight for freedom, players will carve their own path, wreaking havoc across the vast, open-world environment of Mars, from the desolate mining outpost of Parker to the gleaming EDF capital city of Eos. Utilizing improvised weapons, explosives and re-purposed mining equipment and vehicles, Red Faction: Guerrilla allows players to tear through fully destructible environments in an unforgiving Martian landscape swarming with EDF forces, Red Faction resistance fighters, and the downtrodden settlers caught in the cross-fire. Red Faction: Guerrilla will also feature a robust multiplayer component, including several modes focused on destruction-based gameplay. Currently in development for Microsoft Xbox 360, Sony PLAYSTATION 3, and Windows PC, Red Faction: Guerrilla is expected to ship to retailers worldwide in THQ’s fiscal year 2009.