Insider Dishes the Dirt on What Happened During the Development of Aliens: Colonial Marines

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  • Shawn Zipay
    Managing Communities 24/7
    • Apr 2003
    • 69279

    #1

    Insider Dishes the Dirt on What Happened During the Development of Aliens: Colonial Marines

    Yikes, have you seen the mass divide that's formed over Aliens: Colonial Marines? It's downright insane how many people are slamming the title for one reason or another, perhaps doing so just to be a part of the hivemind bandwagon.

    Regardless of your opinion on the game itself (I hope to have a review up for it early next week if not sooner), one thing is certain: The game took over five years to develop. Development of the game was split among a number of studios and Gearbox is taking the heat for all of it.

    An insider who wishes to remain anonymous, dishes some of the dirt on the game's development cycle. We don't know which studio he worked for, but this is what he had to say on Reddit.
    First off, due to me breaking NDA, I can't provide any proof that I'm not just talking out of my ass. But I figure you'd be interested in hearing what I have to say regardless. I've been on the project for around a year and a half, so some of the following are things I've heard from more senior guys.

    Pecan (the internal codename for ACM) has a pretty long history. SEGA, GBX and 20th Century FOX came to an agreement to produce an Aliens game around 6 years ago, after which SEGA almost immediately announced it, long before Pecan had even started production. The game has been in active development in the past, only to be shelved in favor of another project (Borderlands, Duke, etc), and each time it was resumed it would undergo a major content overhaul.

    SEGA, naturally, wasn't super pleased about the delays, but GBX got away with it for a long time and the contract between SEGA and GBX kept getting augmented to push the projected release further and further back. The last time it was resumed, GBX outsourced a good portion of the game to outside companies. Initially, the plan was for TimeGate to take the majority of campaign, GBX would take MP, Demiurge and Nerve would handle DLC and various other focused tasks. This decision was made mostly so that most of the developers at GBX could continue working on Borderlands 2, while a small group of LDs, coders and designers dealt with Pecan.

    Somehow the schedules for Pecan and Borderlands 2 managed to line up and GBX realized that there was no fucking way they could cert and ship two titles at the same time. Additionally, campaign (which was being developed by TimeGate) was extremely far behind, even as Pecan's Beta deadline got closer and closer. In April or May (can't remember which), Pecan was supposed to hit beta, but GBX instead came to an agreement with SEGA that they would push the release date back one more time, buying GBX around 9 mos extension.

    About 5 of those 9 months went to shipping BL2. In that time, TimeGate managed to scrap together 85% of the campaign, but once Borderlands 2 shipped and GBX turned its attention to Pecan, it became pretty apparent that what had been made was in a pretty horrid state. Campaign didn't make much sense, the boss fights weren't implemented, PS3 was way over memory, etcetcetc. GBX was pretty unhappy with TG's work, and some of Campaign maps were just completely redesigned from scratch. There were some last minute feature requests, most notably female marines, and the general consensus among GBX devs was that there was no way this game was going to be good by ship. There just wasn't enough time.

    Considering that SEGA was pretty close to taking legal action against GBX, asking for an extension wasn't an option, and so Pecan crash-landed through certification and shipping. Features that were planned were oversimplified, or shoved in (a good example of this are challenges, which are in an incredibly illogical order). Issues that didn't cause 100% blockers were generally ignored, with the exception of absolutely horrible problems. This isn't because GBX didn't care, mind you. At a certain point, they couldn't risk changing ANYTHING that might cause them to fail certification or break some other system. And so, the product you see is what you get.

    Beyond gameplay, the story has been raised as an issue several times. I can't really comment without feeling bad beyond saying that the script was approved by 20th Century FOX, and that the rush to throw a playable product together came at the cost of the story. Campaign does a pretty bad job of explaining a lot of the questions raised at the start of the game, and so hopefully there will be DLC to flesh that out a bit better.

    Even this statement has divided the community. Many say that Gearbox is to blame because they pushed aside Colonial Marines in favor of working on their own IPs. Other say that since it wasn't all developed by Gearbox, the blame is lessened on them and placed more on TimeGate.

    No matter how you slice it, it's just a damn messy situation for all involved.
  • MurderDogg
    Member
    • Apr 2006
    • 53

    #2
    What a way to F-up a good thing. I do not understand game developers.
    The Aliens franchise is a corner stone in science fiction. This game was cult status before development ever started. Six years ago even more so. A guaranteed seller. Why did they screw it up so bad? Why does it take 5 years forgame development anyway?

    Plus all the ass wipe propaganda videos to ensure consumers. That "Colonial Marines" is a proper sequal to the "Aliens" movie. The movie we all wanted. Crafted with care. Lotts of research and help from the film studios and creators of the original 2 movies.

    Comment

    • Shawn Zipay
      Managing Communities 24/7
      • Apr 2003
      • 69279

      #3
      Oh, you'll love this as well, MurderDogg. A video showing the huge difference in visuals and effects between the demo and the final game:

      Comment

      • MurderDogg
        Member
        • Apr 2006
        • 53

        #4
        Now I am finally totally jaded against the gaming industrie.

        Comment

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