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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Wed Aug 24, 2011 10:00 pm 
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Maybe Tony needs to add these new "digital marines" to the lists. :)

Winter A09/TQ4.0.56124E3
Cruz A19/TQ4.0.32751E8
O'Neil A27/TQ4.0.48215E9
Bella A03/TQ7.0.15618E4
Reid A71/TQ9.0.0943----

:)

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Aug 28, 2011 3:08 am 
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I had the pleasure of seeing the demo today at PAX (as well as being able to hang out with our Marines on-station - always a pleasure after three long years!), and I've got to say it looks really intense. I can't wait to see the finished product. It has the potential to be truly stunning.

As an aside, Chris and Angie hooked me up with some extra "Peace Through Superior Firepower" A:CM t-shirts, so if any of the UKCM would like one (all size L, FYI) then I can hook you up. :D

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Aug 28, 2011 11:31 am 
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Sounds great Pete and nice to hear :D I would like one of the Tee's for my wife pls :D when you have a wife who"ll show support by wearing genre Tee's well you just gotta ;)
Allowing photos of anything new at their display?

How's the HALO con going too Pete? If you pick up any UNSC freebies ;) stickers/badges etc :D

If any juicy tidbits HALO related plz start a post in Other section Pete :D

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Aug 28, 2011 9:34 pm 
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already reserved my copy...might pick it up in armor.....hmmmm

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 Post subject: New Aliens: Colonial Marines trailer!!!
PostPosted: Mon Aug 29, 2011 5:45 am 
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I had an eye orgasm after watching this, definitely getting it via Steam

http://www.youtube.com/watch?v=UMbxzlkvjLE

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Aug 29, 2011 6:18 am 
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Anubian wrote:
already reserved my copy...might pick it up in armor.....hmmmm

i've had the same thought cross my mind :lol:

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Aug 29, 2011 9:36 am 
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before i left for kuwait, my local gamestop manager (met her at a con) asked me to come in that night with smartgun on.

if i make it back from this sandy hell in time, oh heck yea!

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Aug 29, 2011 9:42 am 
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I know for a fact I am going to the 1 out here in Hollywood in full gear, BDU's Armor Pulse Rifle Motion Tracker the works!!!

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Thu Sep 08, 2011 3:27 pm 
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Check out this trailer....may have been posted before but I didn't see it!!
http://www.pcgamer.com/2011/08/23/alien ... screaming/

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Thu Sep 08, 2011 3:31 pm 
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HOLY SHIT!!!

That looks AMAZING!!!!

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Thu Sep 08, 2011 3:54 pm 
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From the trailer I have a few questions I'd love the game to answer:

1. How did so much of the colony survive 'a cloud of vapor the size of Nebraska'?
I'm thinking the wall around the colony was built to absorb the impact, but the fallout would have killed everything human..but that's a stretch.

2. Where did the Aliens come from?
By our count there were only about a dozen or so left at most after Ripley and the sentries were done with them.

3. Can they leave the story at the end open...for say a movie to follow on so we can get away from Ripley and the sequels?

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Thu Sep 08, 2011 3:57 pm 
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OH by the powers of Asgard this verily Looks like fun!

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 Post subject: Re: New Aliens: Colonial Marines trailer!!!
PostPosted: Fri Sep 09, 2011 3:22 am 
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thatonepolishguy wrote:
I had an eye orgasm after watching this, definitely getting it via Steam

http://www.youtube.com/watch?v=UMbxzlkvjLE
I peed a little.

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sat Sep 17, 2011 11:58 pm 
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Anubian wrote:
already reserved my copy...might pick it up in armor.....hmmmm


Funny you should mention this. I spoke to a guy at a local GameStop who turned out to be one of the marketing managers for the area. There have been plenty of releases in the past, according to him, where they've had costumers come in character to a midnight release and stand around for photos in return for store credit - 501st members at Star Wars game releases, for example. He seemed very interested in the idea of having Colonial Marine cosplayers at local GameStop stores for the release of A:CM, if it proves big enough for them to do a midnight release event over.

SO - Marines, once we get close to the launch of the game next year, I would suggest contacting your local "Recruiting Offices" and see if they're interested in having costumers for the launch event! At the very least, you might end up with a free copy of the game out of it, or something of that nature. 8)

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Sep 26, 2011 6:06 pm 
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New promo image:

http://www.avpgalaxy.net/wordpress/wp-c ... Promo1.jpg

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Mon Sep 26, 2011 8:36 pm 
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New video of gameplay coming on Thursday:

http://aliensvspredator.net/community/t ... ntry114795
Quote:
Posted Today, 03:07 PM
Gametrailers TV's next episode will feature 'more Aliens: Colonial Marines footage then you've ever seen'

The episode will be out September 29th.

Here is the link to the site where you can watch it.

http://www.gametrailers.com/episode/gam ... v/134?ch=1

I'm extremely excited. Are you?

Source: http://www.avpgalaxy.net/

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Last edited by PVB on Fri Sep 30, 2011 7:39 pm, edited 1 time in total.

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Fri Sep 30, 2011 7:36 pm 
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E3 gameplay video with commentary:

http://www.youtube.com/watch?v=-EOlzCrV ... _embedded#!

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Fri Sep 30, 2011 8:02 pm 

Location: Preston UK
That was cool, seeing the aftermath of the Operations battle really helps with the atmosphere.


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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sat Oct 01, 2011 5:53 am 
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couple things i noticed

1st being that they changed the PR, some kinda modern flip up sights on it and on the shroud some kinda half round thing(any clue?)

2nd. ...why call the "Crusher" a new specie...looked like a young queen to me*shrugs, i'm old school AvP pc)

3rd.....FUCKING A!!!!! great in game video

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sat Oct 01, 2011 9:38 am 
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A few things I Noticed

1) The Pulse Rifles seem to carry 50 rounds max, I am not sure if this is because they are shorter versions of the normal PR, or they just did it to even the game up. Either way I remember PR's being able to carry 99 rounds (95 to not jam the mag)

2) They added Iron sights on the PR, or more useable iron sights, I think I like this one.

3) I noticed the Crusher does look like a young queen to me.

4) I am not sure but it looked to me like they were never aiming down the sights of the PR, and just spraying from the hip.

5)I noticed no health or armor setting, from the looks of it, it seemed like it was a Cod style health(You flash red as you take damage).

6) I noticed no Smartguns , maybe they are just rare or something.

7) Definately CAN NOT WAIT TO PLAY THIS GAME!!!

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sat Oct 01, 2011 11:24 pm 

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Looks great. Some thoughts:

1. Finally a game that gets the Pulse Rifle hit effects right on hard surfaces. Just a brief, dramatic shower of sparks. I fully intend to spend my first 10 minutes with the game just hosing the room down. :)

2. The Xeno rendering and anim looks wonderful. However, they don't seem to come apart like they did in AvP1 and the old Sega arcade game. Look at how Vasquez takes the Xeno apart at the end of this video:

http://www.youtube.com/watch?v=nZ5J8ZiS2f8

If the coding is too far down the line to bring this in, at least improve the blood splatter effects, and add some animations for bits of chitin flying off when the bullets hit the Xenos.

3. Tracers. They look cool and useful. But they're not canon. Please make them optional or even have a slider in options to select how many rounds in every 5 are a tracer (0 to 5).

4. 50rd mags? Please don't get creative here! Everyone knows it is 95-99rds per mag. If you need to limit the volume of fire the marines can put out for gameplay balance, make the PR prone to overheating from long sustained bursts and force the player/AIs to let it cool off after a few seconds of heavy firing. Just because the PR carries 95 rounds. doesn't mean it was designed to fire them all in one long burst ;)

5. Extra sights on top of the PR handle. I'd love to trick out my PR with sights, grips, stocks, lights etc but please make it all optional and leave the basic PR just like it was in the film.

6. Notice how much militaristic clickety-clack the marines make in the film just moving around, as buckles and bits of equipment rub against armour and weapons, chambers are checked for rounds, etc. The more little bits of environmental noise you can get into the background like this, the more marine-ey the player will feel. Have a listen to the old Rainbow Six: Raven Shield for an idea of how this can work.

Overall though, I'm one happy camper and am v grateful to Randy & co for seeing this through and staying on point. :)


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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Oct 02, 2011 2:36 pm 
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Wow! I'll have to say that this game is looking great! For me the most exciting aspect of it is the nostalgia value of seeing the colony environment of Hadley's Hope again! We've all seen the film so many times that it has become something that we are very familiar with, I'm sure I'm not the only one here who has tried to study the various maps of the colony, just out of interest to suss out where all the rooms are in relation to each other. I wonder how accurate it will be within the game itself? I have played and enjoyed many great games over the years on all different consoles as they've evolved and I can't wait to get my hands on this although I will have to say that what I do miss in games these days is the ability to really explore an area at my leisure before being ushered on to the next "level/chapter". It seems that a lot of games nowadays have a pre-determined game path that rolls along and sort of guides the player through the game in chapters. I think that the games that I have enjoyed the most are games that give the player the freedom to go where they want and when they want to go there, securing each area before choosing to interact with the environment at their own pace/peril. The original Resident Evil and it's first few sequels were a good example of this, as was Metal Gear Solid. I really hope that Aliens:CM allows the player some freedom and choices? I'm hoping that the game will allow us to make decisions, weld closed/pry open certain doors/barricade certain areas/ place sentry guns where we choose to and use tactics that have some bearing on how the game unfolds and the overall outcome. Either way, it does look like it's gonna be a lot of fun and perhaps the Aliens "sequel" we've all been waiting a long time for.


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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Oct 02, 2011 9:38 pm 
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geo71 wrote:
It seems that a lot of games nowadays have a pre-determined game path that rolls along and sort of guides the player through the game in chapters. I'm hoping that the game will allow us to make decisions, weld closed/pry open certain doors/barricade certain areas/ place sentry guns where we choose to and use tactics that have some bearing on how the game unfolds and the overall outcome.


I was talking to my Brother yesterday about this. We are both hoping that we aren't "on-rails" to a large extent. We got a feeling from the video that it might have a lot of pre-scripted battles, and things you have to do, like a large Alien appears, so you are told to go to point B and press a button then go to point C and set up a Sentry Gun, then run out a doorway and weld it shut.

I'd rather just be given a situation and the tools I need and get on with it as I see fit. We'll have to see, but I'm sure it'll be really good fun.

Since it's a game and has to be fun, I guess they are just going to ignore the fact that there were almost no Aliens left after Aliens, and just put as many as they want in it. Also inventing new species is probably needed, otherwise it might get a bit repetitive.

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Sun Oct 02, 2011 11:55 pm 
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If they put some of the Brothers in Arms formula in, I can see a bit more freedom in accomplishing what you want to do.

But then again they are trying to right a "new canon" story and they most likely want you to follow that so I can see how this can rail, but then again BiA had a railed story but tactical problems were still onto the player to solve.

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 Post subject: Re: Aliens: Colonial Marines Thread
PostPosted: Fri Oct 14, 2011 4:50 am 
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Outcry27 wrote:
Anubian wrote:
already reserved my copy...might pick it up in armor.....hmmmm


Funny you should mention this. I spoke to a guy at a local GameStop who turned out to be one of the marketing managers for the area. There have been plenty of releases in the past, according to him, where they've had costumers come in character to a midnight release and stand around for photos in return for store credit - 501st members at Star Wars game releases, for example. He seemed very interested in the idea of having Colonial Marine cosplayers at local GameStop stores for the release of A:CM, if it proves big enough for them to do a midnight release event over.

SO - Marines, once we get close to the launch of the game next year, I would suggest contacting your local "Recruiting Offices" and see if they're interested in having costumers for the launch event! At the very least, you might end up with a free copy of the game out of it, or something of that nature. 8)



i'm thinking, rather than we try to ask each other store, how about we go to one store and do a Mass group shot(might go better if it comes to freebies.... :wink: )

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