Gameplay Trailer: http://www.youtube.com/watch?feature=player_embedded&v=uiU57B1dfss
Randy Pitchford Talks Aliens: Colonial Marines Release Date, Prometheus Possibilities
More in the link.
Randy Pitchford Talks Aliens: Colonial Marines Release Date, Prometheus Possibilities
http://blog.us.playstation.com/2012...arines-release-date-prometheus-possibilities/PSB: Would you describe the FPS feel as grittier and more realistic, or focused on arcadier accessibility?
RP: I would say that the player’s experience for Aliens: Colonial Marines will tend closer to the gritty realism side. I say that because sometimes the gameplay footage we use for marketing will tend to focus more on the action — which is definitely in there — but you can’t really feel difficulty and challenge as well when you’re trying to promote and market the game using promotional footage.
Aliens: Colonial Marines for PS3
PSB: How are you approaching the control scheme? Does the game feature aim down the sight and a two-weapon limit? Are there any equipment slots or ways to customize your character?
RP: Looking down the sights properly is a big deal. Gearbox is really proud of its heritage in the evolution of down-the-sights views having really pushed that feature forward in the first Brothers in Arms game. Since then, every shooter we’ve created has featured direct down the sights views with ballistic weapons — including Borderlands. There are still some things we’re bouncing around between with respect to how we’re managing weapon slots and equipment with ACM, so I’ll reserve making a commitment on that right now.
Peer review and testing with customers is really important to us in the tuning process. If any of your readers are in Dallas, TX and want to be part of our user testing program, they should check out our website for more information.
Aliens: Colonial Marines - Tension Shot
PSB: Displaying the aliens themselves is a tricky balance between showing too much and showing too little. What’s your philosophy when it comes to showing them in the game?
RP: It’s been fun for us to dream up the presentations, but we’re not approaching it like no one knows what a xenomorph looks like. We do have some awesome new variants to reveal for the first time, so we try to get value out of those moments for the experience when you’re playing the game.
PSB: Finally, how important is the multiplayer experience to Aliens: Colonial Marines? Can you give us any hint as to the way it will play?
RP: Multiplayer is a big deal for us. It’s getting a huge amount of attention. I think we’ll be looking for some opportunities very soon to get some people outside of our studios, including some journalists, to have a chance to preview the multiplayer game and play a bit of it. We’re really looking forward to testing it against other eyes and getting some feedback from that, so it shouldn’t be too long before we make that happen.
More in the link.