Aliens: Colonial Marines: how too many cooks may have ruined the game
By all accounts, Aliens: Colonial Marines is a mess. Even after two delays, the game had a lot of issues that not even a huge day-one patch could fix. The game looked promising early on, so how did it end up so bad?
Aliens: Colonial Marines, by all accounts, is a mess. Even after two delays, the game had a lot of issues that not even a huge day-one patch could fix. The game looked promising early on, so how did it end up so bad?
Apparently the bulk of the problem is too many cooks in the kitchen. According to a story pieced together by Kotaku, Gearbox Studios had four years of development on the project, but outsourced the single-player campaign to TimeGate Studios as it worked on Borderlands 2. TimeGate then proceeded to get rid of all the art and production work that Gearbox had done and replace it with its own from 2010 to late last year, according to an unnamed source speaking to Kotaku. Once Gearbox got the game back and saw what had been done, it basically had to start from scratch to try to retain the game it had envisioned. The version from Kotaku's source lines up with a Reddit thread posted by someone claiming to be a Gearbox employee:
"Campaign didn't make much sense, the boss fights weren't implemented, PS3 was way over memory, etcetcetc. GBX was pretty unhappy with TG's work, and some of Campaign maps were just completely redesigned from scratch. There were some last minute feature requests, most notably female marines, and the general consensus among GBX devs was that there was no way this game was going to be good by ship. There just wasn't enough time."
Gearbox had already gotten a nine-month extension from Sega and was not going to get another one, so Gearbox supposedly was forced to do what they could to make the game certifiable:
Features that were planned were oversimplified, or shoved in (a good example of this are challenges, which are in an incredibly illogical order). Issues that didn't cause 100% blockers were generally ignored, with the exception of absolutely horrible problems. This isn't because GBX didn't care, mind you. At a certain point, they couldn't risk changing ANYTHING that might cause them to fail certification or break some other system. And so, the product you see is what you get.
A responder in the Reddit thread with apparent knowledge of TimeGate's side said, however, that TimeGate only did what it was told to do by Gearbox:
Everything Timegate did was under clear and explicit direction from Gearbox. Gearbox had creative control of everything that occurred at TG. In addition, Gearbox was responsible for firing some of the most talented people (and internationally recognized as such) TG had employed, all of which were snatched up immediately by competitors. It was Gearbox's shitty oversight of the project that led to the product you all now have before you.
The day before the game came out, Gearbox head Randy Pitchford maintained to IGN that TimeGate only handled the game for about "20-25 percent of the total time." He also acknowledged assistance from Nerve Software on multiplayer maps. Ryan Hawkins commented that some Polycounters worked on the project late in the development cycle, and that a lot of the art assets were outsourced to Shanghai.
Videogamer did a comparison of a demo from last year and what was actually released, pointing out some glaring differences in how the same locations were shown, including the lack of dynamic lighting and even missing characters.
Shacknews received a late copy from Sega, but expect our review soon.
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John Keefer posted a new article, Aliens: Colonial Marines: how too many cooks may have ruined the game.
By all accounts, Aliens: Colonial Marines is a mess. Even after two delays, the game had a lot of issues that not even a huge day-one patch could fix. The game looked promising early on, so how did it end up so bad?-
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Not saying Borderlands 2 isn't fun. I said its overrated. Big difference.
I would play Skyrim or Fallout for hundreds of hours before playing Borderlands 2. It just felt like too much of the same.
I enjoyed DNF because I grew up on Duke Nukem Forever but my Alpha comment relates to how buggy it is. As someone who works in Project Management in Software, to see such a sorry state of code is more than bit frustrating. We have acquired other companies codes before and before we released we took months and thousands of man hours to fix problems and re-write bits of code. It may not be a video game selling millions of copies, but I know our several thousand customers appreciated it each and every one. They could have at least done a little more for the valued 'customers'.
At that point in the cycle it becomes either what is termed a 'loss leader' (adding value to a future Duke Nukem title based off the fact 'look at how bad this one was' and maybe used as a 'here is something free' in the future as well as how much it lost) or it becomes a surprise hit. Give it a fighting chance.
This comes from someone who has been in and around the indie game development scene as well and also setup studio with a number of other like minded people before our self funding ran dry. The difference is I won't compromise my values, integrity or quality of a game. And I wouldn't throw another company under the bus.
Gearbox has just gotten two big for its britches. That's what it boils down to. And yes I would walk up to Randy Pitchford and tell him he is an asshole to his face. -
I forgot that they did the Halo PC port.
You know how some people have complained that Borderlands feels floaty? You know what it actually feels like? The Halo PC port. I don't actually think it feels bad, but at least two characteristics (the shield/health dynamic and the floaty movement, particularly the way jumping feels) are similar between the games.
To be clear, I'm not suggesting that the Halo PC port feels very different from the Xbox version; I never played the Xbox version, so I can't comment on that. Also, for full disclosure, I didn't care for Borderlands 1, but I think Borderlands 2 is significantly improved (from the little amount of time I've been able to spend with it). -
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They explicitly stated that the goal of shipping DNF was to preserve what George B and the folks at 3DRealms (and later Tryptic) were making.
It's a game that started production in 2008, that plays like a mediocre game released in 2007, that came out in 2011.
If anything was a mistake, it was selling the game at a full 59.99 when it should have been a budget game ($40 at most) which I would blame on 2K and not Gearbox. Heck I bought it from Green Man gaming at $35 a few days before release and I don't feel any buyer's remorse for it.
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An anonymous Valleywag (now-dead former Gawker blog) post was a source for Gerstmann-gate back in late November 2007. http://www.shacknews.com/article/50160/claimed-gamespot-editor-rails-against
To be fair, Remo started the article with this: "First things first: this could be complete bullshit." But it ended up meshing well with other sources, and meshed well with what Jeff himself disclosed in the March 2012 video when CBSi acquired Giant Bomb: http://www.youtube.com/watch?v=GagFPnSG0j4
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incoming 8GB patch rumor http://www.inentertainment.co.uk/20130214/aliens-colonial-marines-update-incoming/
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Highly unlikely:
Source: https://twitter.com/Smoolander/status/301868864462008321
Also relevant: https://twitter.com/MarcRader68/status/301874920080687104
tl;dr
Source was from a Tweet. When asked where he heard that an 8gb patch was incoming he admitted it was just a joke.
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Hahahaha, a Shacknews editor put "Developer: _No Company" for A:CM's game database entry. http://chattypics.com/files/evilbannerad_ej4da58buy.jpg
(BTW, that "where you can download free games" ad in the center right is pretty damn disgusting; I copied the link URL in case it has an ID string that's useful for contacting the ad provider for a complaint. I don't want to post that URL here, but I can Shackmessage it to an editor or moderator). -
Boy do I feel silly now. After salvaging what they could from Duke, releasing a great piece of work in Borderlands 2, and Colonial Marines looking good in demos I was a believer in Gearbox.
http://www.shacknews.com/chatty?id=27708352#item_27708352
http://www.shacknews.com/chatty?id=29631067#item_29631067 -
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Honestly, I feel sorry for Chris, Steve, and Maarten, because after this mess, we're probably not going to hear anything other than the official marketing messages from Gearbox that have passed through Pitchford and legal. If Sega is gearing up for a potential lawsuit, then we won't hear anything honest for a few years.
In a way, that's the mess they walked into, but back in 2009, none of us knew it was going to get this deep.
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http://kotaku.com/5984456/maybe-mods-can-improve-aliens-colonial-marines-on-pc
One such mod adds DirectX 10 support to the game, enabling better lighting, shadows, weapon reflections and muzzle flashes. It also makes the game load faster.
Another is called SweetFX, which gets a little more artistic, playing around with the game's shadows and lighting to try and make it feel more like an authentic Aliens experience. -
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