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Aliens Vs. Predator

Posted: Fri Jan 29, 2010 5:21 am UTC
by Griffmo
I've been waiting for someone else to make this thread since I don't feel like logging in (I'm lazy) but screw it, I'm too excited.

Aliens Vs. Predator.

Holy fucking shit.

Finally, the follow up to some of the best first person shooters ever made, and in stunningly beautiful graphics. It's being released February 15th, so if anyone wants to join me (I'm 15, but as I hope you will learn, not a complete twat) my Gamertag is SketchyGriff.

New Trailer: http://www.youtube.com/watch?v=D5tZpUbF8J0

Re: Aliens Vs. Predator

Posted: Fri Jan 29, 2010 8:53 am UTC
by aion7
It definitely looks cool. I'll probably buy it during a Steam sale at some point.

I'd like to take a moment to say how much I respect the devs of this game They appear to be one of the few developers left over that are making a real effort not to screw over their fans.

Re: Aliens Vs. Predator

Posted: Sat Jan 30, 2010 1:13 pm UTC
by psion
aion7 wrote:I'd like to take a moment to say how much I respect the devs of this game They appear to be one of the few developers left over that are making a real effort not to screw over their fans.

I feel that's offset by this. If they don't want to screw over their fans, they're not showing it too well. Granted, Bethesda can share some of the blame.
Anyway, it looks exactly like the old AvP games. Which means it should be fun, if uninspiring.

Re: Aliens Vs. Predator

Posted: Sun Jan 31, 2010 6:50 am UTC
by aion7
Everyone makes a few terrible games (except Clover/P*). Valve made HL:S, Konami made the 3D Castlevanias, etc.

Re: Aliens Vs. Predator

Posted: Mon Feb 01, 2010 3:08 am UTC
by SummerGlauFan
Looks like it will still be scary as crap to play humans. :)

Re: Aliens Vs. Predator

Posted: Tue Feb 02, 2010 2:19 pm UTC
by Aikanaro
SummerGlauFan wrote:Looks like it will still be scary as crap to play humans. :)

GOOD :twisted:

I like that it's being made by the same company as the first game, which went for "realism" instead of balance, i.e., the human is fucked.

Re: Aliens Vs. Predator

Posted: Wed Feb 03, 2010 1:42 am UTC
by Griffmo
I'm curious as to how many people will actually be playing Marine on multiplayer, or how they'll be balanced. I think Space Marines kick ass, although I'd hate to be shat on every match for playing them. What do you guys think? Will it be balanced?...Somehow?...

Re: Aliens Vs. Predator

Posted: Wed Feb 03, 2010 6:12 am UTC
by LuNatic
aion7 wrote:It definitely looks cool. I'll probably buy it during a Steam sale at some point.

I'd like to take a moment to say how much I respect the devs of this game They appear to be one of the few developers left over that are making a real effort not to screw over their fans.


Unfortunately the publishers aren't. There is a US$15.00 markup on purchasing this game through steam if done so from Australia. I intend to make use of a naughty workaround that will net me the game at the US price.

Re: Aliens Vs. Predator

Posted: Wed Feb 03, 2010 6:52 am UTC
by SummerGlauFan
Griffmo wrote:I'm curious as to how many people will actually be playing Marine on multiplayer, or how they'll be balanced. I think Space Marines kick ass, although I'd hate to be shat on every match for playing them. What do you guys think? Will it be balanced?...Somehow?...


Well, there's two possibilities for balance that i can think of off the top of my head. The first is some sort of "class" system, like i believe the last avp game had, where each race had various classes with varying amounts of damage-dealing and health, available in multiplayer. The second option is, well, stuff like smartguns, motion-tracker turrets and the heat-seeking missiles :twisted:

Re: Aliens Vs. Predator

Posted: Wed Feb 03, 2010 7:21 am UTC
by Aikanaro
That, and there's one other adjustment they had in the first game: They KNEW Predators were just plain better, so killing a Pred in deathmatch got more points than killing a Marine. Now, they really shoulda adjusted it to make the Marine kills worth less than Alien kills, too, but they also allowed you to manually adjust it, so it balanced out okay if you were playing with sane-ish friends. I think we usually had it set to 75, 100, and 150 points for the Marine, Alien and Predator respectively.

Oh, and one other thing they had in the first game: In multiplayer, there was only one class of Pred, and one class of Alien, but for each weapon you could spawn as a Marine "specialist." The specialist could only use that one weapon and pistols....but they spawned WITH that weapon and pistols every time. And a Marine minigun specialist is SCARY to Predators :twisted:

Re: Aliens Vs. Predator

Posted: Thu Feb 04, 2010 4:35 am UTC
by Griffmo
Multiplayer demo tomorrow!

My live account is : SketchyGriff

add me.

Re: Aliens Vs. Predator

Posted: Sun Feb 07, 2010 3:58 pm UTC
by psion
Marine firepower has always balanced the marines lack of perception.
I tried out the demo, the backstab-kill mechanic is kind of annoying. I was playing alien, and I managed to backstab a predator. During the animation, another alien came up behind me and grabbed me. During his animation, another predator went up behind him and grabbed him. During that, yet another alien ran up and grabbed the predator, and about that time I respawned nearby and grabbed the alien. Congo!

Re: Aliens Vs. Predator

Posted: Wed Feb 17, 2010 3:01 am UTC
by Aikanaro
Okay, just bought this game, installed it, updated it, got steam installed and updated (I bought a physical copy, not a download), and now when I try to run it, it says there's a Steam error, and the game is currently unavailable. WTF? Anyone have any suggestions?

Re: Aliens Vs. Predator

Posted: Wed Feb 17, 2010 7:04 am UTC
by LuNatic
Try right clicking on the game in your steam games list, and clicking properties. Somewhere in there is an option to verify integrity of game cache, or something similar. That fixes 90% of steam game problems in my experience.

Re: Aliens Vs. Predator

Posted: Wed Feb 17, 2010 1:31 pm UTC
by Aikanaro
Nvm, got it working, apparently resetting my comp let it start installing something ELSE so it could work :shock:

Anyways, started on the Alien campaign, and I have to agree with the backstab complaints. I mean, seriously, get your God of War out of my FPS, those animations are pretty, but they take way too damn long! It should NOT take a xenomorph that long to kill someone silently! Why decapitate when you can just slit the throat, THEN munch on the brains as a bonus?

Re: Aliens Vs. Predator

Posted: Mon Feb 22, 2010 6:38 pm UTC
by Darkname
Although the back stab animations some times can be helpfull

Playin the marine one night and i get the first 1/2 a second of the alien back stab but then a pred comes out of stealth with a backstab on the alien thinking im dead...

Lets just say a scary as hell death turned into a D-D-D-DOUBLE KILL

Still takes forever and leaves you WAY to vulnerable on pred and alien needs to be removed/shortend consideralby and no possible way to survie after starting the animation.

Marines are awsome anyone got that Giant motion tracking weapon yet in that one spot in the demo map?

Re: Aliens Vs. Predator

Posted: Mon Feb 22, 2010 10:56 pm UTC
by Aikanaro
Eh, or at least they need a way to cancel out of it once it starts. And the gun you're thinking of is the smartgun, another AvP staple (I recently went through all the single player campaigns, and was a bit disappointed). The marine has FOUR weapons not counting pistols, and there is NO MINIGUN. I mean, come ON, people! This game just feels way too stripped down overall, with content removed just to fit in more gorn.

Re: Aliens Vs. Predator

Posted: Tue Feb 23, 2010 1:54 am UTC
by Garzahd
Yeah, the back stabs could have been done better. But, generally, you don't really need them to do well. When I'm playing as alien I'm on the ceiling 90% of the time. Just heavy attack down to kill marines. Preds and aliens are harder to kill like that though.

Re: Aliens Vs. Predator

Posted: Tue Feb 23, 2010 3:55 pm UTC
by Mactabilis
This game got horrible reviews from reviewers, but all the user reviews are favorable whats the verdict?

Re: Aliens Vs. Predator

Posted: Tue Feb 23, 2010 8:11 pm UTC
by Garzahd
The general feeling I got was that the campaign wasn't really all that great but the multiplayer (although limited) is very fun. But I haven't actually played the full game, I just read some reviews and played the demo. I'm going to wait for a price drop before getting it, which probably won't be too long considering the meh-ness of the reviews.

Re: Aliens Vs. Predator

Posted: Tue Feb 23, 2010 10:36 pm UTC
by SecondTalon
Anyone able to compare it to AvP2?

Re: Aliens Vs. Predator

Posted: Tue Feb 23, 2010 11:21 pm UTC
by Adacore
I've not played it myself, but I played AvP2 and I'm watching my housemate play this one. The impression I'm getting (and this is just singleplayer) is that it's more limited (fewer weapons, for example). It's also a lot less polished. The Alien movement in particular just doesn't work right most of the time - transitioning between surfaces frequently doesn't work properly, so the alien just gets stuck or clips onto the wrong wall. A couple of times it was impossible to drop from the ceiling despite there being nothing in the way, and there are several doors that are impossible to get through when on the ceiling, which kinda ruins the entire point of being an alien.

Also, a lot of the levels are reused for the three different campaigns, which isn't terrible, but makes it feel a bit light. And some of the battles seem really quite repetitive and not very well done (especially the Alien mission where you have to kill Preds).

Having said all that, it looks like a decent game worthy of the AvP mantra, just not up there with the brilliance of AvP2, imo. It doesn't really seem polished, and it's not got that 'spark' that I thought AvP2 had, but maybe it's just been a long time and my memories of AvP2 are overly fond.

My aforementioned housemate didn't play AvP2 as much as I did, but pretty much agrees with the above.

Re: Aliens Vs. Predator

Posted: Wed Feb 24, 2010 3:48 am UTC
by Aikanaro
SecondTalon wrote:Anyone able to compare it to AvP2?


I've played all three PC games, so I think I've got a pretty good point of reference for it. In terms of gameplay/balance, I'd say the alien is a little better though some things are annoying, the predator is MUCH better even though you lose a few tricks, and the marine is MUCH worse. In terms of the campaigns, all three are worse, and much, much shorter. To give you an idea without too many spoilers, I think that in the Marine campaign, I killed a total of THREE praetorians. The reusing levels thing is something they had in the original game, so I'm willing to forgive it, but I was seriously hoping that beating the campaigns would unlock bonus levels (again, like in the original). Blarg. Maybe they're planning on doing DLC or something.

Here's the important gameplay changes for each race, though common changes include increased emphasis on melee, and limited running:

Marine:
Spoiler:
Doesn't have armor. Has health meter divided into 3 segments that can regenerate, so long as he's not knocked down below an entire segment. Can carry up to 3 stim packs that can refill his health to full. Has pistols at all time (I think they may have infinite clips) and can carry up to two other weapons. Weapons to choose from are the flamethrower, pulse rifle, shotgun, a sniper rifle, and the smartgun. The sniper rifle's scope will highlight hidden things, IF you can find them. The smartgun will also highlight hidden enemies, but it takes up BOTH your extra weapon slots, and doesn't let you run, though you can use the pistols to run, then swap to the smartgun when you see scaries. Oh, and running isn't constant, you run for a couple seconds, then need to walk for a second, repeat. It gets annoying. Every weapon has a secondary fire, but there's no AP rounds for anything.

No image intensifier, but there's a tiny flashlight (infinite use) and flares (infinite use, but only one at a time can be out). Surprisingly, what annoyed me most about the flares is that they fall to the ground instead of sticking to the ceiling/walls like earlier games. In a game where lots of baddies can crawl on the ceiling, that shit is IMPORTANT. Oh, and you have a melee button now: Pressing it smacks someone, holding it blocks, though a "heavy" attack breaks through your block, but I think your weak little smack can interrupt a heavy attack.


Alien: IMPORTANT NOTE FOR EVERYONE I MISSED IN THE TRAINING SEQUENCE: When the alien's crosshairs expand, it means that when you're looking at a surface, hitting Jump sends you straight at it and makes you start walking on it.

Spoiler:
First off, the good news: They looked at the Pounce from AvP2, thought it was nice, decided to fix it. You now have a Focus button that lets you get a target lock on something, and then hitting Attack makes you leap-attack to it (often knocking it down), and hitting Jump just puts you up by it (making it easier to quickly grab or do a Heavy attack). The Focus button also works for climbing into vents quickly, instead of scrambling around getting caught on corners. You just look to the vent, hold focus, and hit jump. If you're in range, you jump straight at it and climb right in.

Annoying bits with the alien include that the grab/backstab motions take way too long to complete often, and sometimes destroy heads, preventing you from getting a headbite (and even if the headbite is SHOWN in the motion, it still doesn't give health). For that matter, you can no longer do a headshot/headbite-thingy to get an instakill, though the grabs try and make up for that.

Melee for both alien and predator has three buttons now: Block, Light Attack, Heavy Attack (which takes the same button as the tail whip, if you're close enough to an enemy. This can get annoying, too). Paper-rock-scissors style, light interrupts heavy, heavy breaks block, block counters light and throws you off balance.

BIG difference: Navigation-sense is gone now, and the hunt-vision auras only work out to a limited range. This means that past a certain distance, Predator cloaking works against you now. The very, very nice tradeoff is that within that range, you can see auras through walls, making you godly at setting up ambushes.

Like the marine and pred, your health regens over time, except that in your case, it can refill from almost empty to full, without needing any sort of outside help or powerups.


Predator:
Spoiler:
As I mentioned for the Alien, melee has been upped. You now have three melee buttons at all times: Block, Light Attack, Heavy Attack. Paper-rock-scissors style, light interrupts heavy, heavy breaks block, block counters light and throws you off balance. Like the Alien, you can do grab attacks to finish off an enemy, and notably, you don't seem to take much (if any) damage from acid blood, even when you're freakin' ripping them apart with your bare hands.

You now have only three vision modes: Normal, Thermal (which also shows Synthetics, and I think may help spot cloaked Preds, tho I'm not totally sure), and Electric. Also, you only have four weapons, two of which take energy, two don't. There's a mine thing that takes energy that I pretty much never used, and there's the shoulder cannon, of course. You can do quick, unlocked shots for a little damage and little energy cost, or do a charged, target-lock shot which takes a LOT of energy. The disc no longer takes energy, and instead of getting a target lock, it tracks where your crosshairs are. Instead of the speargun, you have a thrown spear that takes no energy, and comes back shortly after it hits. Moves slower, but does a lot of damage, I think.

Your cloaking no longer takes energy, but it wears off every time you attack. A fair trade, I'd say. You also have some kind of ventriloquist trick to distract marines, tho not sure if it's any use at all in multiplayer, as it's pretty obvious that you're just hearing the recording, and it gives no real indication of where the pred is at, except that they're within line-of-sight of wherever the sound is coming from. Instead of energy recharging slowly or via a carry-able item, you now drain marine power sources to recharge. And instead of the medicomp (and/or using energy) to heal yourself, you carry up to three health shards. Like the marine, you have semi-regenerating health split into segments (about 5 or 6, I think), but using a health shard completely restores your health. It's a nice bit of balance, I thought.

Now, the single most awesome change to the predator: Focus mode jumping. Like the Alien, you can go into Focus mode to target lock for melee....but it also brings up a cursor near your crosshairs. "You say you want to jump to exactly this point on this tiny outcropping? Okay!" Just hold the Focus button, aim about where you want to go, and if the indicator says it's close enough, hit Jump, and you land right there, easily. It's also nice because in addition to jumping high (like in AvP2 with the crouch-leap), you can also jump FAR.

Re: Aliens Vs. Predator

Posted: Wed Feb 24, 2010 8:41 pm UTC
by psion
I loved AvP2, I thoroughly regret getting AvP(3). The campaigns are fairly uninteresting, and since each species' campaign uses the same levels in the same order with similar objectives, the mere 8 hours or so to finish all three gets old very fast. The marine campaign in particular is about what you'd expect from a bargain bin rip-off of Doom 3.
All the new mechanics and rules are fantastic in themselves (besides marine flashlight and flares being completely useless), but they're just not really fun or rewarding. It's mainly that there's too many nagging control issues. After I realized that the game came out on consoles as well as PC, I immediately identified that the controls feel more like a PC port than anything. There's a lot of locking on and such, which completely saps the satisfying moments in AvP2 such as leaping at a marine from a great height or standing your ground as predator against multiple aliens (now nigh impossible). The new backstab (and occasionally blockable facestab) is the epitome of that problem. It's just too easy to get a backstab off, and then you can't even enjoy eviscerating your enemy because you're begging it to finish so that you don't get killed in the 3-4 second animation.
To put it simply: it's an extremely dry game with an interesting underwork that unfortunately doesn't take more than a few hours to master, and from there it just provides mediocre fun with a few thrills until the tedium sets in.

Re: Aliens Vs. Predator

Posted: Wed Feb 24, 2010 9:47 pm UTC
by SecondTalon
Aikanaro wrote:*Comparisons*

psion wrote:*Further Comparisons*

Thank you. That.. pretty much makes my mind up for me. If I see it in the bargin bin, rock on. Otherwise...


Who's down for some AvP2?

Re: Aliens Vs. Predator

Posted: Wed Feb 24, 2010 11:52 pm UTC
by neoteric
AVP1 is still one of three games that have ever scared me, along with Doom 3 and Max Payne 2. Come to think of it, I probably shouldn't have played these games when I was <12.

Re: Aliens Vs. Predator

Posted: Thu Feb 25, 2010 2:24 pm UTC
by Aikanaro
I'm still very proud of beating AvP1 as the Marine on Director's Cut mode. ST, AvP2 goes for theatrical scares: a pipe swings down right here and billows steam, or you hear a hiss coming from this vent, or whatever. This kinda stuff can be fun and scary for your first playthrough, but subsequently, it doesn't phase you at all. AvP1 is constantly scary, because the threat is from infinitely spawning enemies that spawn in a central duct area above each level, and from there can scurry around the vents to get wherever they want to go. Imagine doing a terrified dash through each level surrounded by things that can run like cheetahs on walls, ceilings, etc., can leap like spider-man, do all of this silently if they opt not to scream/hiss at you, and can kill you incredibly quickly either point-blank, or just by bleeding on you. There's no shotgun in AvP1 for the very good reason that using such a thing would frankly be suicide; the acid would rip you apart. Oh, and also, large sections of these levels are pitch black if you don't do anything to light them up, and you have finite saves per level (Director's Cut gives TWO).

AvP2 went for balance. AvP1 read a book about balance, and said, "Dude, screw that, have you SEEN the movies?" Seriously, go play that shit if you haven't, then compare 1 and 2, at least as far as the campaigns go :P

Oh, and for added impact, play it with no music; I originally just had a version I got from a friend with no cutscenes and no music, and thought that was how it was intended, because the silence, listening for threats, is creepy as all hell, and does way more for the atmosphere than any soundtrack ever could.

EDIT: Almost forgot (Marine ending spoiler):

Spoiler:
The game ends exactly as it goddamn should: You're in an airlock with the queen, and literally do not have enough ammo to kill her. Only way to win is to crawl down in the maintenance shaft (with her clawing at you while you do this!), open up and shoot the failsafe controls for the airlock, run and OPEN the airlock, then run into an observation port and close it off before you get sucked out, too. Gotta time it right, too: Hide too soon, she smashes the port open. Hide too late, you get sucked out and die.

Re: Aliens Vs. Predator

Posted: Thu Feb 25, 2010 2:33 pm UTC
by SecondTalon
I've.. uh... played both. I also enjoy the Alien campaign more than anything, and am dismayed to hear about the wall-crawling not being as good. Mostly because I have incredibly fond memories of bouncing around like a rubber deathball on speed, slaughtering rooms of people, dashing down an air shaft to make my escape, pretty sure I didn't change walls or anything only to pop out somewhere sideways.

I mean, I pretty much played that game as if I was also playing "The Floor Is Lava", which.. as an alien, is pretty much true. If you're on the floor and not actively killing something, you're going to die. And half the time, being on the floor isn't necessary, as you can just reach down from the ceiling and rip someone's head off for a lil' snack.*

I mostly mention the comparison between AvP2 and AvP:Reloaded as AvP2 is the most recent one I've played, and seemed to have better balance across the board for pretty much everything.



*Yes, I know, the gameplay explanation is that you headbite them and the center mouth bores into their skull or whatever, but goddamn it I have a mental image of an alien lazily reaching up/down to tear the head off a passing marine, then eating it like an apple.

Re: Aliens Vs. Predator

Posted: Thu Feb 25, 2010 2:56 pm UTC
by Aikanaro
Ah, okay, I completely agree with everything on your post, was wondering why you were more excited about going back to AvP2. I'mma try and get a friend to help me get AvP1 working on my new comp later so's I can....basically, do everything you just stated. Somehow, the alien just flowed so damn well in that game, I didn't feel like I was pressing controls so much as wearing the thing. Someone explain to me how even with no special indicator about which way was down, and with lightning-fast speed, I NEVER got disoriented with the AvP1 Alien after getting the feel of it, yet still have constant problems with the AvP2 Alien?

One suggestion though, for everyone playing AvP3 as the Alien: Go back and do it again, remembering what I mentioned about the look-jump thing with the crosshairs. It changed the playthrough a LOT for me, and made it more enjoyable by far, starting to bring back some memories of gameplay in AvP1. Not AS good, but much better than the clumsy, horrible thing that is the AvP2 alien (/shudder). Whenever possible, try and use Jump to change surfaces instead of the stupid Transition button.

Oh, and ST, one other thing I noticed, the Sprint IS fast enough, and lasts long enough, that when you get into danger, you can GTFO very quickly, and use speed as your defense again :D

Do you have a 360? If so, it's probably worth a rental, at least, tho I hesitate to recommend it for purchase.

Re: Aliens Vs. Predator

Posted: Thu Feb 25, 2010 4:40 pm UTC
by SecondTalon
Heh. I have a PC.. so why would I need a 360?

Re: Aliens Vs. Predator

Posted: Thu Feb 25, 2010 4:55 pm UTC
by Aikanaro
Because to the best of my knowledge, you can't rent games for the PC, and have to buy them outright?

Re: Aliens Vs. Predator

Posted: Thu Feb 25, 2010 5:50 pm UTC
by Adacore
Aikanaro wrote:Oh, and for added impact, play it with no music; I originally just had a version I got from a friend with no cutscenes and no music, and thought that was how it was intended, because the silence, listening for threats, is creepy as all hell, and does way more for the atmosphere than any soundtrack ever could.

On the subject of music, that's something that really bugged me with this game - the music isn't at all linked to the atmosphere of the game. It crescendos up to exciting music when nothings happening, or at a random point in the middle of a fight, and started to really annoy me. I know it was probably the same in the previous games - it's been ages since I played them - but with modern games you expect the game to be intelligent enough to tune the mood of the music to the events in the game.
Aikanaro wrote:Because to the best of my knowledge, you can't rent games for the PC, and have to buy them outright?

Is there not a PC demo available? I know there's a 360 demo (MP only, but it still gives you an idea of the mechanics).

Sorry about the double-post, which I have now corrected. Blame the mafia subforum and the pathological fear of editing I've gained from it.

Re: Aliens Vs. Predator

Posted: Fri Feb 26, 2010 1:54 am UTC
by Larry
Aikanaro wrote: I'mma try and get a friend to help me get AvP1 working on my new comp later so's I can....basically, do everything you just stated. Somehow, the alien just flowed so damn well in that game, I didn't feel like I was pressing controls so much as wearing the thing.


You'd probably want this then. The site looks a little dodgy but the exe works for my copy.

Interestingly, I disagree on how the alien plays in AvP1. I still can't pass the first alien level, get stuck on things, and constantly having to hold the climb button sucks. AvP 3 feels almost perfect, I don't get disoriented and scurrying around ceilings and doorways just feels right (though a field of view increase is badly needed). Haven't played AvP 2, unfortunately.

The PC Demo was a bad, bad idea. Deathmatch only, and their "matchmaking" sucks. No dedicated servers or even a server browser is unforgivable. I'm yet to find a game with more than 3 players, and depending on who's hosting I'll ping 0 or 500-1500. One and a half second latency in a melee heavy game turns it into a random button mashing exercise. I really, really want to like it, but until we get dedicated servers it's unplayable.

Re: Aliens Vs. Predator

Posted: Sat Feb 27, 2010 6:25 am UTC
by psion
I'm pretty sure AvP3 has dedicated servers and a browser. Nevermind, seems that was promised but hasn't been delivered yet. What a slap in the face.
The problems I had with the alien were that you'd sometimes transition to another surface, and sometimes you wouldn't. The wall transition button was more to fix that issue than to actually give you control over the alien. If you try to run through a doorway, and are slightly left or right of the center (which is easy considering your speed), you'll start to climb up the wall on either side of the door rather than go through it. It's incredibly stupid that you can't tell your alien not to start climbing a wall. In the deathmatch map in the demo, there's a part where you can fall down a hole to the level below. But as an alien, there's no way to actually fall down that hole. If you just walk off the edge then you'll end up on the ceiling of the level below. All you can do is to make a perfect jump, but if you just barely touch the edges of the hole, or your cursor is aimed at a wall when you jump, you'll fail to fall into it. Despite all that, there's also no way to say "I want off this wall right now." It would be a thousand times easier if the transition button was instead a button to not cling to surfaces, or the "alien auto-transition" in the settings actually did something.
If you like the multiplayer and think it's worth the $50, then sure, pick it up. I personally found it pretty mediocre and skilless, though it was fun now and then. But unlike the previous games, this game should definitely not be bought solely for the singleplayer campaigns. There's only about 3 hours of content stretched out to 8, and it's considerably unimpressive compared to the previous titles.

Aikanaro wrote:Because to the best of my knowledge, you can't rent games for the PC, and have to buy them outright?

So the ability to rent games is worth $300? Someone should tell gamefly.

Re: Aliens Vs. Predator

Posted: Sat Feb 27, 2010 8:47 am UTC
by Aikanaro
I agree, they need a "stay on the relative surface I'm on/let gravity control me completely" button, I've noticed the same problems with walking off ledges sometimes. Sometimes you just wanna get the hell away fast, and just wanna drop off the edge of something without taking the time to either jump or transition. As for the rental, I meant that, if we assume he already has both access to a console as well as a PC, then the best way for him to try out the campaigns briefly (since that was the part I thought ST was curious about) would be to rent the game for a console, rather than get a demo for whatever platform, or to purchase it outright. Or does Gamefly have the equivalent of "renting" games for PC?

Re: Aliens Vs. Predator

Posted: Sat Feb 27, 2010 9:52 am UTC
by psion
Aikanaro wrote:As for the rental, I meant that, if we assume he already has both access to a console as well as a PC

Okay, but that's not how the conversation went.

Re: Aliens Vs. Predator

Posted: Sat Feb 27, 2010 5:28 pm UTC
by Aikanaro
I know, I think I worded it poorly the first time. A bit more clear now? :P

Re: Aliens Vs. Predator

Posted: Sat Feb 27, 2010 9:43 pm UTC
by Aikanaro
Okay, so far I've had horrible luck with the lobby, too. I've played ONE Deathmatch successfully, and since then, every time I try and find a game, AvP crashes and/or freezes. Anyone else having this problem, or have any suggestions for dealing with it?

Re: Aliens Vs. Predator

Posted: Sun Feb 28, 2010 2:30 pm UTC
by SecondTalon
psion wrote:The problems I had with the alien were that you'd sometimes transition to another surface, and sometimes you wouldn't. The wall transition button was more to fix that issue than to actually give you control over the alien. If you try to run through a doorway, and are slightly left or right of the center (which is easy considering your speed), you'll start to climb up the wall on either side of the door rather than go through it. It's incredibly stupid that you can't tell your alien not to start climbing a wall. In the deathmatch map in the demo, there's a part where you can fall down a hole to the level below. But as an alien, there's no way to actually fall down that hole. If you just walk off the edge then you'll end up on the ceiling of the level below. All you can do is to make a perfect jump, but if you just barely touch the edges of the hole, or your cursor is aimed at a wall when you jump, you'll fail to fall into it. Despite all that, there's also no way to say "I want off this wall right now." It would be a thousand times easier if the transition button was instead a button to not cling to surfaces, or the "alien auto-transition" in the settings actually did something.
Wait wait wait.... I'm 99% sure I know the answer, but taking that button away is such a monumentally stupid idea that I have to ask just so I'm crystal clear...

Are you saying that, unlike AvP1&2, where the Alien had a button that you would hold down in order to scurry about on walls and upon release, your alien would let go, orientate to gravity and drop like a stone to the floor - the alien now is constantly in Wallgrab mode, with no way to turn it off?

Re: Aliens Vs. Predator

Posted: Mon Mar 01, 2010 3:39 am UTC
by Aikanaro
Well, that's sorta what he's saying. It's like this...

FIrst off, you CAN have "transition mode" on automatic, in which case you constantly change onto any surface you bump into, and the transition button is only used to let you drop like a stone from that surface, or sometimes swap to a nearby surface (like if you're on a wall and the opposite wall is 2 feet away from you).

However, the game tries to be "smart" with the transition mode, and as I said, it sometimes gets caught on little fiddly bits; Occassionally, you'll run over the edge of a ledge/cliff/rooftop/whatever, and the alien will try to transition over to the wall below you, instead of just dropping. Or if you run into a flat wall with a 90 degree angle to the floor, you stop.....but if that wall has a tiny little ramp at 45 degree angles to the floor and wall, you auto-transition to the ramp, then to the wall, often even if you were running sideways to it, or whatever. It's not 100%, but it happens often enough to screw you up.

Also, as I've mentioned before, the Jump, paired with the new crosshair mechanism, is more of a pounce/wallgrab than anything else. If you try to jump, and there's a surface near enough, that you're looking at, that you COULD jump to it and start clambering on it, that's what will happen. Maybe the game needs another jump button? Or, as was mentioned before, an anti-transition button, that you hold down just to drop?

Oh, and also, maybe I wasn't clear before. Once you start walking on a wall, you STAY on that wall, until you deliberately tap the Transition button once, lightly, to drop (which, as I said, can still get mixed up slightly).

EDIT: Almost forgot....if *I* were designing the next AvP game, there's a very simple fix I'd use for the Alien, to make it flow smoothly again: Make all surfaces other than the floor be "clean;" Make it so that all the little bumps and twists and protruding pipes, are just images, not actually tangible....or else make it so that the actual gameplay surface extends beyond them, and is smooth. I don't care if the actual surface is supposed to be all jumbled up, the Alien is coordinated as all hell, and would be able to deal with it and still move at full speed. The original AvP one, due to programming constraints I presume, had levels that usually were more just basic geometric shapes glued together, cylindrical tunnels, big square rooms, etc., with surfaces that don't shift constantly and don't disorient you. I wonder how well the AvP3 Alien (and controls) would navigate the AvP1 levels, and vice versa?

(Also, I might have it that if there's a mass of chains overhead, the Alien could effectively fly/swim through them, just because it can climb that damn well, albeit with lots of noise and jingling.)