Aliens versus Editor
Recently, I had the chance to play Aliens: Colonial Marines and I’m going to try and write more than one thousand five hundred words about the experience without quoting Aliens once. Will I manage to describe two varieties of multiplayer from the perspective of both alien and marine without once using the words of Hudson or Hicks? Will I convey my thoughts about the small portion of campaign I experienced without inserting a Vasquez line or two? Probably not.
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Another bug hunt?
When I was over at Heatwave earlier in the year, checking out Gods & Heroes, a huge bug cropped up during Scrum. The team stopped gabbing. The silence of clever people racking their brains filled the room. From the back came a lone grunt, followed by “nuke the site from orbit. It’s the only way to be sure.” That’s how pervasive Aliens is, especially in games. The movie was fundamentally different from its subtle, stealthy predecessor Alien, owing more to Robert Heinlein’s book “Starship Troopers” or Night of the Living Dead, than Giger’s disturbingly sexual xenomorph. “It’s the game I’ve been ripping off my whole career” says the effusive and ubiquitous Randy Pitchford of Gearbox, demoing Aliens: Colonial Marines, “we put facehuggers in Duke Nukem 3D and working on the Half-Life series with its head-crabs and when we helped Microsoft bring Halo to PC, there’s the dropships and the sergeant is basically Apone. Yet we’ve never had a sincere, true sequel to it in videogame form”.
Apart from Rebellion’s amazing first attempt at Aliens versus Predator, I have to add.
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