While I have no problem with the entire Alien premise, I do have to ask one
question before going any farther: When is this "Corporation" finally going to
realize that Alien harvesting is not a cost-effective project? I mean, there must be some
really stupid people on the Board of Directors for them to keep pouring money into this
kind of thing. Now bear in mind that I am not talking about the writers for the Aliens
genre or the people at Fox Interactive or Sierra, but instead the fictional Corporation
that is creating the scenarios that we read about and see in this sci-fi universe. I know
that the MilitaryIndustrial Complex thrives on the idea of new technology in
developing arms, etc., but really, folks, at some point, you think they would get a
clue
. but that is just a question I was always wanting to ask, especially after
Aliens came out.AvP2 focuses on the
attempts of the "Corporation" to take advantage of excavations of an ancient and
highly developed technology on a planet that just happens to also be a birthing center for
an Alien colony. While most of the activities in the Human Encampment focus on this
archeological mission, there are factions focused on other, different priorities (What a
surprise! Who would have seen this plot twist coming?!) When the experiments go awry,
Marines are called in to try and clean up the mess. At the same time, Predators come to
the planet in pursuit of kidnapped Clan mates being subjected to highly unethical
biological tests involving Alien DN A and all kinds of scientific nastiness. What results
is a massive conflict resulting in a HUGE body count, a couple of surprising plot turns,
and a rather enjoyable gaming experience.
AvP2s high marks come primarily due to its incredibly
immersive environment. I mean, I was seriously almost wetting my pants halfway into the
first Marine scenario (and that was on the Easy setting!). The lighting and sound effects
are so true to life (meaning the atmosphere created in the Alien saga) that I was
wondering how long it was going to be until I was lying in a pool of my own blood as some
strange creature rips my corpse to pieces. What makes it even worse is that the first
Marine scenario draws out the suspense of actual combat until I was actually wondering
about the wisdom of playing this game alone, in the dark, in a very deserted office. Since
it takes so long for me to actually engage in real combat with the other life forms, I
began to really wonder exactly how hard such combat would be.
I also came to wonder about how wise it is to walk into this kind
of place with only a limited amount of ammunition and a motion detector that only works in
one direction. I mean, it is such a tense atmosphere; I need someone else to sit next to
me just to watch the motion detector while I walk forward. I remember the first time he
shouted that something was moving, I think I sprayed about half my ammunition in a 360
"spin of death" before I realized the motion detector was registering the
movement of the doors as they opened and closed. While this did cause me to think about
how safe such a game could be on my cardiovascular system, another part of me secretly
rejoices that a game could have such a primal and intense effect on me.
I would honestly argue that the AvP2 environment is probably one
of the most engaging and enjoyable playing environments I have ever seen. Not only are
there sweeping outdoor vistas, normally literally crawling with lots and lots of nasty
little (and not so little) surprises, but also all the tight crawlspaces we have come to
expect in the Alien universe. Every level not only provides a real difference in
experience and sensation, but an impression of progression in both a narrative and
physical sense. Very rarely did I feel that I had already been here and done this. Much of
the game does involve a repetition of tasks, normally killing anything that moves or
opening locked doors, but I never did get bored or feel like I just wanted to get things
over with.
I would also have to complement the designers on creating a game
where the feel for the different character races is really passed on to the players. I
felt this most acutely in the Alien scenarios, where I would actually play an Alien at
different stages of evolutionary development, but I also felt that there was a real
difference in the levels I played as an Alien, a Predator, or as a Marine. Although they
did use the same textures and mapping features, I felt a totally different kind of
connection to the environment each time, which heightened the realism of the game.
What makes this so enjoyable, especially in the single player
missions, is the constant convergence of storylines and the progression of the mission in
general. Many times, plot devices are explained or developed as the player fulfills
component missions for other races. I found this heightened my desire to complete all the
missions and makes the game itself engaging and very enjoyable. There is a particular
aspect of the Predator mission "Unexpected Allies" which really emphasized this,
though I do not wish to reveal anymore lest I be accused of being a spoiler. Needless to
say, from my point of view, it was a very welcome and unexpected pleasure and one that
made the entire gaming experience all that much better.
Another appealing aspect of this gaming experience is the effort the design team put
into creating a replication of the Alien universe, from chest-busters and face-huggers to
exo-skeleton work units. The player is given the opportunity to interact with many of the
aspects of the Alien genre that are the source of the sci-fi adventures appeal. The
Alien scenarios begin with the player experiencing the life-cycle of the face-hugger,
requiring the player to find a lone victim in order to progress on to future levels. The
next level begins with the player, now a chest-buster, trying to free himself/herself.
While this allows a sense of reality to the game, it also poses some serious ethical
issues, which I address later in this review. The Alien still possesses the ability to
wall-hug, giving a unique perception of the gaming environment. The Alien also possesses a
type of Hunting/Night Vision, allowing for low-light vision. This has been changed from
the first AvP in that the new vision does not create a "fish-eye" view where the
peripheral vision is distorted and blurred; instead, it is replaced with a fuzzy border
which is far less distracting and disorienting, especially when hanging upside down over a
large mining complex.
Marines, unfortunately, never really get a break but then again, they are
marines and I wonder if they would want it any other way? Marines often find themselves in
dark, very unpleasant surroundings wondering if they are going to find an ammo clip or
another Alien around the next corner. The fact that the marine is not given unlimited
flares, but a kinetic lamp powered by a battery which has to be recharged from time to
time adds to this sense of foreboding and often had me asking myself "Why, oh why did
I ever start playing this game?!" The weaponry the marine is given is pretty typical,
though the actual weapon controls are pretty easy to handle and dont detract too
much from actual game play. As in the original AvP, the smartgun does provide a reassuring
sense of power and protection, especially in the dark confines of the Hive and in
Alien-infested parts of the Human Encampment. On a side note, I want to complement the
design team on a small aspect of one of the weapons most commonly found in FPS games, the
chain-gun. While the Chain Gun is a pretty powerful weapon, I really appreciated the
realistic aspects of this weapon. It requires a few seconds to spin up and actually come
on-line before firing, and the muzzleblast is so great that the actual target is so
obscured that I you cant see it, and it often moves, requiring additional bursts.
This is, in all accounts, a small and minute detail, but it was one that I personally
really appreciated. That kind of thing makes the game more believable and hence more
enjoyable.
Predators do exude a sense of overwhelming power, both in terms of equipment as well as
the option to view the world in several different lights with the use of the Mask. The
weaponry the Predator has at hand does seem to outstrip those of the Marine or the Alien,
but I never felt as though the Predator was completely and totally invincible or that the
other two races had been unfairly left out of the race for superiority.
This was particularly clear in the multi-player aspects of the game. I felt as though
the multi-player gaming options are just as enjoyable as the single player missions. The
multiplayer options not only allow for traditional deathmatch scenarios, but also allow
for Alien-specific missions, like Evacuation, where the point of the mission was for one
team to simply try and escape the level, where the other teams mission was quite
simple: No prisoners. The multiplayer arenas are quite populated and its not
difficult to ever find a game, and most of the players I met were both helpful in figuring
out how to modify play in the multiplayer arenas. They were also quite personable and
welcoming to newbies.
Another aspect of the multiplayer game that appealed to me was the fact the arenas were
continually changing. While the players would remain the same, the map would change every
time the mission scenarios were met. What this meant to me was that I wouldnt have
to join a game where I was going up against players that had basically specialized in
playing one kind of map or one particular playing mode. The same players had to adapt to
new environments on a consistent basis, making multiplayer games equitable between
experienced and newer players.
While the game does offer a realm of pluses, there are also some rather important
aspects of the game that tend to limit its enjoyability. The first of these is its rather
simplistic challenges in the single player missions. Most of the challenge comes from
simply finding the door that opens or the hatch that responds. There was linearity to the
progression of the game that tended to limit my imagination as a player. For example, the
Marine and Predator are equipped with hacking devices that allow them to open panels and
unlock doors, but this is a feature that only works in certain circumstances. Therefore,
its no longer a question of trying to deal with the environment but instead just
trying all the doors until one opens so that you could move on. The lack of anything
remotely related to puzzle solving tends to "dumb-down" the scenarios, but I
guess you cant have everything and still have a playable game at the end. It was
just that the scenarios became a little too predictable at the end, since the manner in
which you could interact with the environment remained the same even when you changed
levels.
The other issue I had with the game is not so much a con as a comment. This game has a
M rating, meaning it is designed for mature audiences. I have to be honest
when I emphasize that this rating is not given idly, considering the content of the game.
As the Alien, I was expected to both bite heads and rip bodies apart in order to
regenerate health. While this was, in and of itself, a bit disturbing, what really caught
my attention was the fact that many of the scientists and other non-combatants would try
and flee off into a corner in a feeble and hopeless attempt to hide. When I caught up to
them and prepared to regain lost hit points, I would hear them whimpering or pleading for
me to leave them alone. In order to win in the game, I would have to ignore these cries
for pity and proceed to treat them like hanging sides of beef in a Rocky movie.
At one point, I was expected to find a lone victim as a facehugger and implant an egg.
When I finally found an unlucky prospect and succeeded in my mission, I found myself
leaping up in excitement and glee, until I realized that my success had really resulted in
the painful and violent death of an innocent human being. It wasnt any better when,
as a chestbuster, I was expected to chew my way out of the body of my victim. This was
done in a very explicit and bloody fashion. While it was completely true to the game and
the storyline, I found it quite violent and almost over the top in its realism, especially
in light of the cut scene which followed revealing the impact of my actions.
The kind of callousness this kind of game requires is not something I would recommend
for children in any shape or form. I must strongly urge readers of this article to
consider what kinds of audiences this game is presented to. It is not that I am saying
that this game should be censored or banned; instead, I am recommending that players
practice some form of consideration in deciding who will have access to this kind of game.
In essence, AvP2 is the spine-chilling, not-to-be-played-alone-in-the-dark kind of game
that many gamers are looking for. The graphics are stunning, the gameplay is intense, and
the game is absolutely true to its name-sake for heart-rending action and excitement. I
would tell you not to miss this one if you are looking for a way to improve your
circulation and clear out any blocked arteries. Your blood pressure will rise after being
exposed to this game for any period of time. While it is definitely not made for younger
gamers, it is a highly entertaining game that promises hours of fun and suspense.