Nobody suspects an
officer of the law.
Yep, they’re
still ugly.
Strange things growing in
test tubes are never good.
aliens:
Colonial
marines
Their personalities seem designed to
encourage disdain from the player. Not
anymore, says Blystad: “In a way you can
say we do the opposite in Absolution; we
want the NPCs to be more human and
believable so that the player thinks twice
before going on a killing spree.”
Guards and bystanders are more human
in other ways, too. “We’ve changed the
way the AI works,” says Blystad. “They
have far larger brains and they have a lot
more information about the world.
They’re also able to communicate more
logically. Previously they seemed tele-
pathic, and if you set off one guard, every
NPC in the level would be onto you. In
Absolution things propagate more logically
and the player can stop information from
spreading if he reacts fast.”
Master of disguise
Improved stealth mechanics—hugging
cover, an indicator of who sees you, and a
brief X-ray vision ability—are not a bad
thing. What was worrying in that first
footage was the moment when the
“Time to come out and play,
enemy-type guys.”
Hitman, disguised as a cop, puts a hand
over his face to fool passing cops. Is that
extremely conspicuous blend in power
what disguise has been reduced to?
“The blend in is a powerful feature ena-
bling the player to bluff his way past
NPCs using instinct power,” explains
Blystad. “Instinct is an economy, and
blending is pretty expensive, so it’s only
possible to use sparingly.”
The rest of the time, disguise is more
organic. “The NPCs see through dis-
guises from a distance,” says Blystad, “but
it takes time for them to find out, so
mostly the disguise gameplay is about
‘surfing’ on the edge of the NPC’s vision
ranges to scope out the area. Interacting
with [the right] objects enables 47 to stay
in character, and the NPCs will treat them
as one of their own.”
Finding the right disguise is no longer
enough, you have to also play the role. It’ll
be interesting to see whether making it
more of a game will overcomplicate
Hitman, or feel like the next logical step in
social stealth. Chris Thursten
Release tba 2012
latest info Gearbox’s
latest is nothing like a
day on the farm
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Pegged as the true sequel to the seminal second movie, Aliens: Colonial Marines sees another wave of doomed soldiers stranded in
Hadley’s Hope following the catastrophic
destruction of the atmospheric processor.
Nukes, as it happens, aren’t the only way to
be sure. You’ll be dragged into vents and
impaled on tail-spikes as you and three friends
find yourselves in a battle for survival against
HR Giger’s most famous creations. Gearbox’s
devotion to the franchise shows in the details,
from the all-important sound design to the
wintry gloom of LV-426 and sparse, loaded
banter between squadmates.
The campaign consists of self-contained
missions, which can be tackled in drop-in/
drop-out co-op. The movie’s
quotability, pace, and style
are what make it the longtime favorite that it is, but it’s
not something that has been
even been captured in the
games. We want Aliens:
Colonial Marines to change
that. Chris Thursten
Release tba 2012
READ ME publishER Sega DEvElopER Gearbox Softwarelink www.sega.com/ alienscolonial marines
er.com
www.pcgamer.com
FEBRUARY 2012