Showing posts with label aliens. Show all posts
Showing posts with label aliens. Show all posts

Sunday, January 5, 2014

The AvP Conundrum Part III



In Part II, I discussed the gameplay for each species as well some other nuances. Here, we go into multiplayer and features and finally conclude this conundrum.


Multiplayer:
In a lot of ways, 2010's Aliens vs. Predator did it right. The game modes are certainly appropriate. Besides the traditional Deathmatch, Species Deathmatch, Domination and Survival modes, they brought us Infestation and Predator Hunt. I think the concept is good for all of these, but the execution was off. The problem with a game like this is that it's hard to design a level where no species has the advantage. The dark, claustrophobic tunnels level, for example, clearly gives the Xenomorph a huge advantage. Moreover, Rebellion, god bless 'em, gave both the Predator and the Alien the "Instakill" ability by hitting the E key at the right moment (ei. behind an enemy or in front of a stunned enemy). The problem with this is that it allows Xenomorph and Predator players to spam the E key. This wouldn't be a problem if the timing window was smaller or the ability had a cool down. This and level design need to be addressed. Larger, open areas where they can keep enemies at range are the Marines' playground. More levels like that perhaps?

Other must-haves: 

Gore
Both of these fantastic franchises have always been what those in the movie biz call a "hard R". That's Rated R. Language, sure. But mostly gore. Not gratuitous gore, but not restrained gore either. Again, 2010's AvP got this right. They pulled no punches, but didn't over do it. They were faithful to the source material. These are brutal creatures! They don't slit throats and strangle victims, they disembowel their prey! This needs to stay in an AvP game!
Original Music
The soundtrack for both of these franchises is iconic. James Horner's orchestral score to Aliens is perfect for the material and the setting. Alan Silvestri's suspenseful score to Predator, with the use of bongo-type percussion and jungle-type beats really captures not only the mood but the Predator itself. Both of these scores are laser etched into the fanbase's memory, invoking an almost Pavlovian response when heard, with or without accompanying visuals.This needs to be in-game, whether completely pulled from the films or somehow made into an amalgamation and it needs to be dynamic. Tone and mood is so important for this franchise.



This is the tone and mood setter, just the thought of trekking though the jungle with Predator's iconic score surrounding me bring goosebumps.
Original sound effects
As with the music, the sounds of these franchises are iconic. The Pulse Rifle's almost electronic bangs and the guttural animal-like growls of the Predator and everything in between. Why would you bother to change these, not only are these sounds perfect and loved by the fans, it seems like it would be less work to use these as opposed to making new ones.
Abilities portrayed in the movies 
While the games, over the years, have included many of the iconic abilities of all three species such as motion sensors and cloaking, some are missing or have no implementation in multiplayer. For example, the Predator can record sounds and essentially "throw" that sound somewhere to attached a prey to that location. I'd like to see this ability in multiplayer. I can see players falling right into the trap if you playback the sound of a Xenomorph or Marine being killed.
Additionally, how about being able to place sentry guns as a Marine or spit acid as an Alien? There are too many to discuss, really, but think this would add a lot to the asymmetrical warfare that is AvP multiplayer.
Mission Editor,
I realize this is asking a lot, but fact of the matter is, fans have been imagining and creating scenarios in their heads with these nightmare creatures for decades at this point. Let the players have the ability to create whatever scenario they want. An entire company of Marines with armor and air support assaulting a Xenomorph hive in an icy tundra or stalking a small Marine base in the middle of a desert as a Predator. You think or it, you create it, complete with scripts and triggers. Not only is this feature fun, but it adds to the lifespan of the game by giving unlimited replayability.

Co-op Mode
Need I say more?

Bro-Ops!

Conclusion:

I realize much of this is cautiously optimistic to say the least, but as I said in part I, if the game is to be huge, then a huge game needs to be made. These are big-time, AAA franchises and need a big-time, AAA budget and team. Aliens: Colonial Marines failed miserably. While many point the finger at Gearbox (the developer) I feel it's a cautionary tale against publishers (Sega in A: CM's case). This theoretical AvP game would have to be crowd funded and given an open deadline and developed by a team that are fans first. This is why we'll likely never see a truly "great" AvP game (or movie). It needs to be big... big enough to meet the insane standards made by fans that have been in love since day one. This is Game or Die, last surviving blog of this conundrum... signing off.

Forever locked in battle... through subpar games.

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Tuesday, September 13, 2011

The AvP Conundrum Part II




In part I, I discussed my personal history with the AvP franchise, as as what's right and wrong with it in my eyes. In part II, I'm going to discuss how I think the ideal AvP should be.


General gameplay: Instead of some specific incident seen from three different points of view, thestoryline should evolve organically, similar to GTA IV, with many "side quests". Initially, the playerwill start out with a specific task, then certains events will unfold which leads the player to see a grander scheme, if you will. The latest AvP has a good thing going with the specifics of how you control the three species and I would definitely keep the light attack/heavy attack system. However I think the insta-kill should be much harder to pull off and I would even utilize some quick-time events to give the prey a chance to escape. This way you actually need skill to insta-kill someone and even then, it might not work. Furthermore, you wouldn't be confined to a specific compound or spaceship, rather I would unleash the player onto an entire planet, with a map on the scale of Fallout 3 or Armed Assault. This will cast off the shackles that previous games put on the player. I would also adopt the "landmarks" or "point of interest" concept from Fallout, so you can basically "quick travel" from one place to another once they've been explored. Of course, in a game like this, the planet must be teeming with life, most of which will be hostile. This way, the player won't get bored by lengths of trekking. Speaking of life, AI will be absolutely vital. The game should generate random wildlife, which should interact with the environment and each other. Imagine playing as a Predator, you spot some nasty alien wildlife that is clearly a predator in itself. As you move in for the kill, you can see start to stalk prey of its own. You witness it take down said prey and start feeding. Now that its guard is down, you move in for the kill. Speaking of the Predator...

Predator gameplay: The general theme amongst all three species is they should all play like their movie
Was sneaking off to take a piss worth it? Hmmm?
countparts. For the Predator, imagine being able to stalk and eliminate a combat patrol one by one or
facing off with a large beast in a clash of titans. It hasn't exactly been established how much damage a
Predator can take, but you shouldn't be able to take a squad of guys in a toe-to-toe fight. Therefore you
will have to stalk them, wait for one to break off and take a piss or create a distraction, perhaps by recording their voices and playing it back to them like in the films, to divide and conquer them. To eliminate the urge to pick them off from a distance, there should be an "Honor System" (something similar was featured in the very first AvP for the Jaguar), where you get zero honor for a shoulder cannon attack and maximum honor for close quarters kill. This not only makes the game more interesting, but it is faithful to the source material; Predators don't attack unarmed or harmless prey and they will fight hand-to-hand instead of using their shoulder cannon whenever possible. While you might not get honor for a long range kill, you can still salvage some by sneaking in and stealing the body for a trophy. So you should get bonus honor for taking trophies and/or for performing the classic "skin-your-prey-and-hang-them-upside-down", which maybe you can use as a scare tactic for prey you're stalking. Speaking of scare tactic, human and other prey AI should have a level of "fear" and/or "panic" that varies depending on a range of circumstances. Furthermore, it shouldn't be uniform because, to put it bluntly, some people are braver than others, so they're far less likely to lose their cool. On top of that, human prey should be tricky. Very tricky. For example, after losing some members of their squad, the remaining Marines will realize what's going on, and perhaps set a trap for you. So let's say you're tracking their movement by switching to infrared and looking for warm footprints etc., you're lead into a tripmine booby trap if you're not paying attention, or you're lead into a bottleneck, open for an ambush. Or, perhaps like in the movie, they attempt to snare you, Boy Scouts style. When stalking, the game should be programmed to allow for the squad to escape, basically letting them disappear into the jungle. This way, when you make a kill, they run and disappear and  you'll have to hunt them down. Essentially, when you find a squad, hunting them becomes a "mission" and each kill is a "chapter" in that mission, possibly involving a cutscene between kills to setup their escape. In the end, all this creates a sense of accomplishment when you finally manage to wipe them out. To eliminate any kind of lull between kills, you can take time to hunt other wildlife, this is what would necessitate having an environment teeming with life. For healing, the Predator should have a healing kit just like the film and to heal, the player needs to play a mini-game. The amount you heal correlates to how well you played. In multiplayer, I would replace this with the more traditional means from previous games.
All that said, your overall "goal" would be as simple as "Perform the hunt, your goal is X amount of honor" then let the game unfold from there. The player will get a chance to clash with local fauna (hell, maybe even some nasty flora), humans that might be on the planet, maybe even stumble upon an Alien hive. Specific quests can be picked up which can lead you to other locale such as a military base, caves, a spaceship... anywhere really.

Alien gameplay: For the walking weapon that is the Alien, there should be a healthy mix of teamwork and lone wolf action. The cool thing about the Alien is that it can be realistic (relatively speaking) for one Alien to take out many opponents or for it to take many Aliens to take down one or few opponents. It all depends on the circumstances. Therefore, the Alien campaign should be very story driven. It might first start out as collecting hosts for the hive, then later you stumble onto a Marine base or camp, so the queen commands all Aliens to attack. At that point you'll be part of a swarm, which can play out like a large battle that can be somewhat random but also have some scripted events. So, for example, maybe there's a heavy gun emplacement, might be manned, might not. Maybe the Marines try to evacuate via dropship, maybe they make it, maybe you stop them in time. Maybe they have sentry guns, but, as a scripted event, one of your swarm mates is able destroy the control panel in one of the bunkers, or maybe not and they fend off the attack. Maybe the Marines are prepared and the queen orders a retreat and a new plan. There are dozen of variables in that scenario alone. Imagine dozens of Aliens attacking a Predator camp as seen in the 2010 film "Predators". Maybe you decide you have what it takes to take the camp by yourself, ninja style.
Who IS this poor bald guy!?
Another neat feature of the Alien is the fact that it takes on the features of its host. There is a lot of potential in this arena. Perhaps there can be a system where you can capture some local wildlife, bring it to the hive to be impregnated, then choose to "switch over" to the Alien that's born. New weapons, new opportunity. Now maybe you can attack that Marine camp again as some kind of giant rhino-esque Alien. How about a flying Alien? Wouldn't that be something? Oh, or a burrowing Alien! Additionally, this can add to teamplay by having the RPG-esque roles. Some hosts might birth a "tank" Alien, another a "DPS" Alien, another a "healer" Alien and perhaps another that births some kind of acid-spitting "ranged damage" Alien, as seen in the latest AvP game as well as both Alien 3 and Alien: Resurrection.

Marine gameplay: Squad-based, squad-based, squad-based! This is something previous games did completely wrong. The "lone wolf soldier" gimmick was fine in Wolfenstein 3D, but it doesn't work nowadays and it certainly doesn't work in the AvP universe. It's also somewhat of a dicotomy, because, other than the player, the humans are potrayed as fodder, for the most part. So how are we to suspend disbelief when a lone Marine has the ability to take down dozens or hundreds of Aliens and even some Predators when the source material has always indicated otherwise. Sure, one guy did kill the Predator in the films (after the Predator slaughtered many) but that's the exception more than the rule. Since 1986, thousands of fans have dreamt of being in a squad of Colonial Marines and not one game has ever delivered that. That is a crying shame, so it's time to deliver (that said, look out for Gearbox's "Aliens: Colonial Marines" in 2012!) The Marines will need to be in some kind of conflict to have the setting make sense. According to the "Colonial Marines Technical Manual", the US is at war with China. That can easily be worked in. That way, it makes a bit more sense to have Marines patrolling an enemy controlled planet looking for the Chinese as opposed to looking for alien killing machines. Missions can vary as much as they do in real life. So, imagine you're on a patrol and you and your squad are attacked by a pack of Aliens. Besides the usual "bang bang! boom boom!", there needs to be a squad leader screaming orders. Squadmates should be yelling confirmations as well as things like "There more coming this way!" and the like. The Aliens should be fairly easy to kill and should not charge in right away. Why? Because imagine if the Aliens were all running in at full speed, then all of the Marines would run backwards and fire (or die) and it would all turn into a clusterf*ck. They addressed this in the latest AvP game; they had it so the Alien would come at you at a decent pace, not too quick, then leap sideway when it took fire or stumbled back from direct hits. This impeded their progress towards you. I would keep this feature, but make the Aliens more numerous. So, what happens after the attack is over varies wildly depending on what happened. Maybe you one Marine died and you move on, maybe 5 Marines died and you try to head back to base. Maybe just the squad leader died or maybe one member of the squad has some kind of breakdown. There might be some heated dialogue between two or more members of the squad. All these things create a very cinematic experience. You can get emotionally attached  to the different personalities in the squad and be genuinely pissed/saddened when he/she dies.
Yeah! Bald guy gets some payback!
It might sound like you're going to be patrolling a lot, but that's one mission example. Missions can vary as much as they do in real life. You might go on a demolition mission, rescue mission or seek and destroy. What you run into along the way can be different everytime you play. Instead of picking up guns along the way, you can choose your role in the squad which in turn will determine your role in the mission.
Aliens vs. Predator 2's Marine campaign had a very interesting sequence towards the end where you're being stalked by a Predator. You see him pointing his target laser at you, then disappearing. Then a few seconds later, you see him leaping from one rooftop to another up ahead. This is the closest I've ever come to feeling hunted. That needs to replicated, then turned up to 10. As discussed in the Predator gameplay section, the Predator needs to stalk you. So again, you're on a mission. A squad member takes  piss and disappears. You try to contact him via radio... nothing. The Predator took him, so the patrol turns into a search party. At this point you might see the Predator watching you from a tree, performing the "disappearing eyes" then vanishing. Then later you'll see him leaping between two boulders, only for a second. Or is it your eyes playing tricks? Maybe you'll find your missing friend skinned, hanging upside down. This showcases why it's important to have a good AI. The Predator needs to have a sophisticated "stalking" mode. There also would/should be many scripted events, but the overall campaign will be sandbox in that you accomplish objectives however you want and no two playthroughs will be the same. You may encounter certain lifeforms or not, depending on many variables. So, if your squad is going down a hallway, then an Alien pops out of a vent and grabs the guy in the back and tries to pull him in, maybe you make it in time to rescue him via quick time event, or you don't and he's taken. You load your last saved game and try again and  this time, maybe the Alien doesn't pop out at all. The world is your sandbox.

That's it for part II, in part III I'll discuss mulitplayer and other game modes as well some other must-haves.


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Friday, July 29, 2011

The AvP Conundrum Part I


If you take two beloved sci-fi franchises, each one being an absolute brilliant example of science fiction, entertainment and overall a milestone in popular culture, and put them together, you would think that you have a sure fire hit, right? Get Aliens and Predators and put them together on paper, PC, console or a movie screen and it's surely destined for greatness, right?
I WISH.
What the f... weak!
Specifically in the video game world, nobody has really been able to really make an Aliens vs. Predator game that really became great, like to the level of household names like Halo or Gears of War. In fact, nobody has even made a very successful AvP game. Of course, the definition of "successful" is up for debate, but I would say that no AvP game has been able to break through that proverbial glass ceiling that only a handful of franchises have. I find this sad... and a bit pathetic. How can you put together two phenomena so popular and beloved and not be able to smash said ceiling to bits? Let's focus on the three games made from Rebellion (oddly enough, all three have virtually the same name), as they are considered the best ones.
Oh, s**t's goin' down!
In 1994 when I was 9 years old, I practically defecated myself when I saw the article for "Alien vs. Predator" in my "Game Players" magazine (which I still own). The article included screenshots that made me realize it's a first-person shooter, not some crappy side-scrolling beat 'em up like the first two games to carry the AvP moniker. Not only could you be Predators or Aliens, but you could be my heroes: The Colonial Marines! I jumped for joy! Then, my heart was torn to bits when I read it was an exculsive for the Atari Jaguar. I didn't own one and I didn't know anyone that owned one. In fact, nobody owned one, which is why it was such a complete failure. So, despite a good critical reception, this game was doomed to fail financially, just like every other Jaguar exclusive. I ended up playing it several years later in late 90's, when the emulation scene started to flourish. I remember the emulation being less than perfect, but good enough. Maybe from ages 9 to 13 I had mentally built up what Alien vs. Predator could be like, so unsurprisingly I was disappointed. Yeah, it was different and a solid FPS, but ultimately the poor presentation ruined the atmosphere which, in turn, ruined the game. The sprite animations were poor, the sound was terrible, the level design uninspired... it just felt bleh. Maybe I was spoiled by having just finished Half-Life, I don't know. Really, a good AvP game cannot be made with 1994's technology, but at least they tried.
Apparently, in 1994, infrared was a big
orange mess.
Luckily, not long after I found out "Aliens vs. Predator" for the PC was set to be released in 1999. I read any and all gaming magazines to find out as much about the game, that was surely to become my favorite of all time, as possible. At the time, the internet wasn't quite at the point where you could find a plethora of articles and features on any game you typed into Google. In fact, I had never heard of Google in 1999, I believe I was using Lycos. Then, in my issue of Computer Gaming World (notice all the name-dropping?), I read that Aliens vs. Predator will require a 3D accelerator. This was unheard of! Some games recommended them, sure, but required!? Luckily by this point in my life, I had a healthy PC game piracy ring going as I was the only kid that was both a PC gamer and an owner of this deviced called a "CD burner" Ah, simpler times. So, after selling several games at 10 bucks a pop I picked up my 3Dfx Voodoo3 3000 AGP, I was ready to go.
Kudos to you, Rebellion.
I still remember my amazement during my first playthrough. The atmosphere was spot-on; I was terrified to move forward, my heart thumped as I slowly made my way down ridiculously dark corridors, I freaked out at every blip on my motion tracker. The sounds were straight from the movies (mostly) and gameplay was unique. Being able to blow limbs off of aliens and have them come at you was groundbreaking. All three species' campaigns were a blast. The multiplayer was awesome, and although it was a bit unbalanced, it kept me going for years after release. It even had online co-op and was one of the first FPSs (if not the first) to do so. Online forums were getting big at this time, and I was a big participant on AvP forums and on MPlayer. Oh yeah, I was definitely one of those annoying 14 year old kids. Later on, mods would come out and would keep me going even longer. This game was amazing. Unfortunately, it was a bit overshadowed by other games of the day and really wasn't quite the success that it maybe could have been. Additionally, despite my massive fanboydom, I always felt this game wasn't quite "there". It was awesome, but not anywhere near its potential. At the time I couldn't quite put my finger on it, but I just felt this tug in the back of my mind that really kept me (and apparently most gamers) from putting this game up there with Half-Life, Doom and other "name brand" FPSs. I now realize why, and I will get to that in a minute.
So, ten years (and one okay but disappointing non-Rebellion made AvP2) later, "Aliens vs. Predator" was released. Again, the atmosphere was captured pretty well and all three species' campaigns are a blast. The sites and sounds are wonderful. There is also a decent amount of multiplayer game modes. However, this time, the species of Alien, Predator and Colonial Marine are horribly unbalanced, even worse than before. The Aliens and Predators have the ability to "insta-kill" their prey if they can either stun them or get behind them. It's a very cool feature that really adds to the presentation of the game; instead of running up a clawing their opponent to death, for example, the Alien will pick them up and ram their secondary mouth through their skull. Very cool. However, the circumstances that enable the "Press E" command are extremely lenient; I can't tell you how many times I've turned around face to face with an Alien who then does his from-behind insta-kill. Basically, a Predator or Alien player can run around spam the E button and rack up kills fairly quick. The Alien can see players through walls and can run on any surface, so, thanks to level design amongst other factors, they have the greatest advantage. Playing as the Alien takes little to no skill whatsoever, so a skilled Marine player won't be able to outkill even a n00b Alien player. The Preds and Marines aren't just fodder by any means, and really the developers were probably sticking to being faithful to the source material, so it is what it is. Couple this with the fact that everyone spawns all over the map at random, multiplayer can be quite the clusterf*ck. Other multiplayer modes, like Infestation and Predator Hunt, aren't so bad, so I give kudos to Rebellion on their third attempt. Anyway, the game came out to mixed reviews and good sales. Cool, so there's still money in the franchise, which means more AvP games which always makes me a happy boy. Still, even the latest title is not quite "there", just like before. So, what is it? What is this missing attribute that been holding down the franchise?
AvP evolution
The thing that the boys at Rebellion and other dev studios don't seem to realize, is that the concept of both the Alien and the Predator are not conducive to linear gameplay. In other words, it must be free-form! Think along the lines of GTA IV or Crisis. To truely get your head around the experience of being one of these nightmare creatures, you must be free to do what you want and go where you want. You can't be restricted to certain small areas. Yes, it would be a grand undertaking but something as huge (or at least it used to be huge) as Aliens vs. Predator deserves no less. In fact, a great AvP game for the ages must be a grand undertaking because, despite the innumberable disappoints of the past, fans have built up in their minds what an AvP game should be like, just like myself some 17 years ago prior to the release of the first AvP. To meet these huge expectations, a huge game needs to be developed.
How can something like this be done?

In parts II and III, I will discuss general gameplay as well as species specific gameplay. Stay tuned.


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