- Joined
- Apr 2, 2011
- Messages
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Kotaku source:
http://kotaku.com/5986694/from-dream-to-disaster-the-story-of-aliens-colonial-marines?popular=true
Escapist source:
http://www.escapistmagazine.com/news/view/122365-The-Story-Behind-Alien-Colonial-Marines-Failure?utm_source=news&utm_medium=index_carousel&utm_campaign=all
I'm missing where the information isn't justified. Gearbox got the license from Sega. They sat on the license, developing their own games. Sega presses for some return on their investment, after the RPG falls through (though there may still be hope). Gearbox can't spare development time, because they've got their in-house IP to work on. They farm the business out to another dev, thinking that the heavy lifting will be done while they focus on other projects. 9 months prior to release date they get back a game that might be release ready in 12 months. They rush to finish the project, cutting substantial corners.
Gearbox pushes the game out the door "on time." The game sells on the strength of the franchise, and reviewers are stifled until it's too late.
Disregarding the catty crap slung between companies, you've got two studios with completely different visions working on the project. Taking the most positive view, let's say both companies have a track record of releasing quality products (I know this may be difficult). The underpinnings weren't adequately defined, so there are two different sets of goals.
All of this would be reason for a functionally passable game, if nothing special. There were two factors that bring the media s##t cannons to bear; Gearbox was responsible for the similarly mediocre DNF and the sales figures were vastly inflated because people absolutely love the Aliens franchise (combined with a very promising trailer).
Is this as bad as it is being made out to be; no. It's a lot like Prometheus. If you removed the Aliens pedigree you'd have something generic, but decently playable. Unfortunately, they used name recognition for sales, and the media is using that to crucify Gearbox. The only response the could give, that won't earn them more rage, would be silence and a stream of free patches to fix some of the more egregious issues.
People say you are "in denial" because there are vocal defenders of this game. I think we can reasonably agree that the game has flaws. You've found ways to fix some of them on the PC, but what about the console? People without a gaming rig are playing a different game, which is what they are reviewing. Can you honestly say the vanilla game isn't a disappointment?
It is my intention to pick this game up with all the DLC, and the substantial official patching it needs, when it hits $5 in a Steam sale. I choose that number because games like The Binding of Isaac, Alien Breed, and Overlord are all under $5 and offer more fun with the same (or longer) campaigns. $60 for one game, or $60 for 12 games. I don't think this game can compete.
http://kotaku.com/5986694/from-dream-to-disaster-the-story-of-aliens-colonial-marines?popular=true
Escapist source:
http://www.escapistmagazine.com/news/view/122365-The-Story-Behind-Alien-Colonial-Marines-Failure?utm_source=news&utm_medium=index_carousel&utm_campaign=all
I'm missing where the information isn't justified. Gearbox got the license from Sega. They sat on the license, developing their own games. Sega presses for some return on their investment, after the RPG falls through (though there may still be hope). Gearbox can't spare development time, because they've got their in-house IP to work on. They farm the business out to another dev, thinking that the heavy lifting will be done while they focus on other projects. 9 months prior to release date they get back a game that might be release ready in 12 months. They rush to finish the project, cutting substantial corners.
Gearbox pushes the game out the door "on time." The game sells on the strength of the franchise, and reviewers are stifled until it's too late.
Disregarding the catty crap slung between companies, you've got two studios with completely different visions working on the project. Taking the most positive view, let's say both companies have a track record of releasing quality products (I know this may be difficult). The underpinnings weren't adequately defined, so there are two different sets of goals.
All of this would be reason for a functionally passable game, if nothing special. There were two factors that bring the media s##t cannons to bear; Gearbox was responsible for the similarly mediocre DNF and the sales figures were vastly inflated because people absolutely love the Aliens franchise (combined with a very promising trailer).
Is this as bad as it is being made out to be; no. It's a lot like Prometheus. If you removed the Aliens pedigree you'd have something generic, but decently playable. Unfortunately, they used name recognition for sales, and the media is using that to crucify Gearbox. The only response the could give, that won't earn them more rage, would be silence and a stream of free patches to fix some of the more egregious issues.
People say you are "in denial" because there are vocal defenders of this game. I think we can reasonably agree that the game has flaws. You've found ways to fix some of them on the PC, but what about the console? People without a gaming rig are playing a different game, which is what they are reviewing. Can you honestly say the vanilla game isn't a disappointment?
It is my intention to pick this game up with all the DLC, and the substantial official patching it needs, when it hits $5 in a Steam sale. I choose that number because games like The Binding of Isaac, Alien Breed, and Overlord are all under $5 and offer more fun with the same (or longer) campaigns. $60 for one game, or $60 for 12 games. I don't think this game can compete.