Aliens vs. Predator is coming out this week, and man am I excited. AvP 2 was a staple at LAN parties throughout my four years at college. The near-perfect balance between the three species, the broad range of gameplay styles and the sheer look of terror on your friends’ faces as you eat their face was something that I’ll never forget. But that was 2006, and we were playing a game from 2001.
The Aliens vs. Predator series has been in dire need of a refresh since. While the original games were certainly terrifying when they debuted, one could only imagine how much more effective they could be at make gamers yelp like little children if they featured truly next-gen graphics. AvP developer Rebellion has finally heeded the call.
To me, the Aliens vs. Predator games should be called Ridley Scott vs. James Cameron vs. John McTiernan. The game mixes the films Alien, Aliens and Predator to a beautiful degree, and the combined canon is immediately attractive to any sci-fi fan.
Gamers worldwide have anticipated this release, and many want to know if Aliens vs. Predator will live up to the legacy created by the two preceding games. To that end, Rebellion recently released a multiplayer demo for the game, and I’ve spent a good deal of time playing it and evaluating the action. I’ve broken the demo experience down to what’s good, bad and downright ugly.
The good
The visuals
What could possibly increase the fear factor from the first two AvP games? Real-time lighting and HD visuals.
Aliens vs. Predator has gorgeous graphics. A subtle motion blur adds a wonderful touch of realism, and the lighting system lends considerable support to making the environments look beautiful and horrifying at the same time. Though the demo doesn’t support it, the full game will take advantage of DirectX 11 technologies. What exactly does that mean?
It means that hardware tessellation will ensure that you see the smallest of details on a Xenomorph’s teeth… Right before it enjoys your face for dinner.
Species balance
I am happy to report that, after spending quality time with all three of the species, the balance that the first two games achieved is almost entirely intact.
Striking a fair balance between three races that operate quite differently is not an easy task. The Xenomorph is weak and has no projectile attacks, the Predator can cloak and fire ranged weapons and the Marine can fire various guns while using a motion sensor to detect enemies.
Despite these radical differences, no one class feels terribly overpowered. The Predator can still spam the shoulder cannon if they acquire it, but I have yet to see this be a problem in the demo. In fact, if I had to suggest one class as being the most powerful, it’s probably the Marines.
I attribute this to the fact that everyone is still learning the game, and the Predator and Xenomorph classes take time to master, but the Marines also have a strong arsenal of weaponry. Fortunately, the Smart Gun feels nerfed from AvP2, so I haven’t experienced much abuse with it.
Combat structure
The game employs a surprisingly deep combat structure. The Predator and Xenomorph, both classes that have strong melee capabilities, have three main methods of melee attack. Each have a light attack, a strong attack and a block. The light attack is a quick slash with claws or wrist blades. This attack doesn’t serve massive damage, but it can be executed in rapid succession.
On the other side of the coin, the strong attack does dish out some major pain, but it takes a few moments to charge. This charge period leaves the attacker vulnerable, and if the player being attacked strikes with a light attack during the charge phase, they will actually knock the attacker over.
Finally, the block acts exactly as you would expect it to. If you take a hit while blocking, you’ll prevent the damage, but it will knock you back and leave you vulnerable for a few seconds. A strong attack will negate the block.
Melee combat essentially becomes a dark game of rock paper scissors, and requires the combatants to use careful strategy when risking an attack move.
There are other moves that spice up the combat, such as a focus mode for the Xenomorph, which allows them to pounce on another player, but most of the combat can be broken down to a basic game ruled by light, strong and block. In an FPS, such a fighting mechanic was not expected, but I have found it to be a very compelling part of the gameplay, and it is definitely a welcome addition.
Killmoves
The films feature intense death sequences. Full of blood and gore, the Xenomorphs and Predators bring the pain with unmistakable brutality. To bring these violent kills to Aliens vs. Predator, wonderfully visceral killmoves have been added for each class. If you’re able to sneak behind another player, you can press “E” to execute a killmove. An animation will play out as you kill (or get killed) in a ballet of gore. These moves are instant kills, no matter the player’s health.
For example, while playing as the Marine, I was being stalked by a player as a Xenomorph. His motion betrayed his presence as my motion detector wailed its familiar chirp, the pitch went higher as he closed in on me. I tensed up, looking frantically around me to try and spot the alien. Suddenly I heard a hiss, and my character turned his head to see that familiar snout, with saliva dripping from the four sets of teeth. The Xenomorph grabbed my shoulder, spun me around and, while I was locked in its deadly embrace, bit my head off. I actually let out an audible yelp when it happened, and thanks to voice-activated chat, everyone on the server heard me. A humiliating kill, in more ways than one.
These maneuvers are extremely satisfying, or terribly horrifying, depending on what end you’re on. They also add a wonderful flavor to the game that is very reminiscent of the films.
Hiss key
As a Xenomorph, you can press ‘R’ to let out that familiar blood curling hiissssss. What’s not to love about that?
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