User Information

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Author Topic: Aliens: Not Colonial Marines  (Read 913 times)

Feb 17, 2013, 02:16:41 AM
Topic on: Feb 17, 2013, 02:16:41 AM
 For a long time I thought I had an idea of what A:CM was supposed to be. Of course it turned out differently lol but over the years I had some expectations of the game as well as a personal Ideal. The kind of game that I thought this game would be in a perfect world. I figured id go ahead and share for fun because lots of this was inspired by my impressions of how A:CM was going to be.

 Spoilers everywhere to keep details neat and organized, but in general the concept is a survival horror game, really about choices. The kind of game that you think youre gonna die, your probably gonna die, if you dont die itll be a miracle or because of solid teamwork and careful descision making. I think that you could spend a mission trying to construct a hamburger and bring it across the map and still be scared, yet determined to succeed.

Basic Concept:
Spoiler (click to show/hide)

Thats the general idea, just get from point A to point B without wiping. But heres some specifics to give a solid idea of how it all
goes down.

The Basic Classes
Spoiler (click to show/hide)

Aight, how about Xenos...
Spoiler (click to show/hide)

I know I know, it actually seems like innovation compared to some of the things weve seen over the years. So how do these Aliens

Spoiler (click to show/hide)

Neat so... what about that human controlled Xeno?

Spoiler (click to show/hide)

Wow, you mean a tough as @#$% Alien with human intelligence? Thats like a whole mechanic itself! Btw... wtf is an Encounter?

Spoiler (click to show/hide)

How exactly do you plan on preventing these awful things from happening?

Sealing Things:
Spoiler (click to show/hide)

Man they just cant catch a break huh... how do they defend themselves, what can they get?

Spoiler (click to show/hide)

Forget I asked... Alright gimme an example of the game part.

General Gameplay:
Spoiler (click to show/hide)

So even a player joining or leaving is a big deal and presents the group with issues to sort out at often inconvinient times.

 When i was a little kid Id go outside at dusk and pretend Aliens were swarming just out of my sight. Id sneak around corners and get imaginative that a Xeno would pop out of someones shed and Id have to run because nothing stops those things! After a while the shadows got creepier and every sound meant something. Eventually id scare myself back inside thinking something was out to get me.

 With a game like this... something IS out to get you and you cant stop it. Leave the explosions and cawwadoody bull@#$% at home. I dont need a story or canon or predators or freakin donuts, I just wanna get scared. My Ideal.

Snow Leopard
Feb 17, 2013, 02:21:43 AM
Reply #1 on: Feb 17, 2013, 02:21:43 AM
Took my time to read some of it and I like the stuff about the android and his perks

« Last Edit: Feb 17, 2013, 02:33:17 AM by Snow Leopard »

Feb 17, 2013, 02:25:51 AM
Reply #2 on: Feb 17, 2013, 02:25:51 AM
Yea its a lot lol. Its sort of a free pass because you can freeze and let an Alien pass but dude that was creepy enough in A:CM, imagine if they put that in a real game with real Aliens lol. when I say freeze though, im mean you cant move the mouse to turn or anything. If you bump your desk its GG.

Feb 17, 2013, 01:02:12 PM
Reply #3 on: Feb 17, 2013, 01:02:12 PM
Liked everything except the human controlled xeno. Keep people the f**k out of my single player.

Solid idea for a co-op experience though, in which case I wouldn't mind human controlled enemies. But this drop in drop out solo stuff needs to die a f**king death, separate the two modes, single player OR co-op, not both at the same f**king time.

Feb 17, 2013, 01:59:19 PM
Reply #4 on: Feb 17, 2013, 01:59:19 PM
Sounds fun but it doesn't sound like a Colonial Marine game.


Facebook Twitter Instagram YouTube RSS Feed