Fans of console first-person shooters or the Alien film series will probably be better off waiting for Fox's recently announced Aliens: Colonial Marines for the PlayStation 2.
Lol
different project entirely, that one was cancelled I'm pretty sure.
Why do all the Alien games suck :ooooooooooooooh:
Edit: Isolation was decent actually
the OG alien vs predator games were fun
apparently the aliens fireteam elite game that came out recently is decent too
Monolith's Alien versus Predator 2 from 2001 is a fun time. In the Alien campaign you get to go through the facehugger and chestburster life stages in the introductory levels. As the Alien you can climb on walls, pounce on humans from across the room and eat their heads for HP. There's also an expansion where the Alien campaign lets you experience the life cycle of a Predalien but sadly you can definitely tell it was something the publisher farmed out to another studio for a quick buck.
It's not available on any storefront due to rights issues, similar to No One Lives Forever 1 and 2 also from Monolith, so just go pirate it (As well as the first NOLF! 2 is meh)
https://avpunknown.com/avp2aio/
Think I got it from here the last time I played
The 2010 shooter Aliens vs. Predator had a cool 3-way multiplayer mode where you could be an alien, a predator, or a marine.
The 2000-ish ones had that but better imo
The alien's freedom of movement was so fucking fun
The predator weapons even more so, god that's an underrated game, was easily the most played at my local LAN after CS.
I cannot even concieve of another movement layout on a two-stick controller
in the 90s there were hideous variations of what we call "tank controls" exemplified by games like Daggerfall (PC) and Goldeneye (N64)
It wasn't that bad in Goldeneye. Everyone in that game has the reactions of molasses so it's pretty fair. Also n64 only had 1 stick - everything else was digital inputs.
i tried replaying multiplayer like a year ago. super jank. nobody had fun but me. I wiped the floor with everyone out of muscle memory lol
I mean that's kinda just how games work. Like my dad sucks at FPS games entirely because he never played them, that doesn't mean the format is necessarily bad. I'm not saying Goldeneye controls are ideal or anything obviously, but they were probably the best option for the controller. A more fair experiment would be to have them each individually play singleplayer, since the game was designed there to accommodate players playing the style of game for the first time.
everyone was my age and remembered playing goldeneye as a kid but as soon as we started playing everyone was like "oh my god these controls suck, i can't go back to this". I'm inclined to agree. FPSs were relatively new in the 90s and the kinks hadn't been worked out. And the N64 controller is just so rude on the hands lol
I kinda have the perspective that almost all console controls for first person games are deeply flawed, since I've been a PC gamer for so long. I really have to put it into the context of "Well what was the best option for this game? Could it have been made differently?" I think a really good console shooter that worked with those limitations would be something like Metroid Prime, where pure accuracy is only a small part of the focus. It played to the strengths of sticks rather than the weaknesses.
almost all console controls for first person games are deeply flawed, since I’ve been a PC gamer for so long
yeah, PC is superior in general, but that's why i also brought up daggerfall. the original daggerfall has awful tank controls that need to be changed significantly before it feels playable.
Think N64: left stick is walk forward/backward and turn left/right, right stick is strafe left/right and look up/down
left stick is walk forward/backward and turn left/right, right stick is strafe left/right and look up/down
My first experience playing FPSes was with games like Blake Stone and the original doom games, I also used the arrow keys and no mouse; When I finally played games that expected you to use WASD, and strafed instead of turned, and to use the mouse, I blanched and switched it back to old doom controls, lol.
Yeah, I remember the first Dark Forces using Pg up/dn for orientation because mouselook wasn't a thing till Quake 1 (or Marathon for the 3 people who played it).
I wonder what game was first to use the current standard dual analog scheme, this one apparently released 6 days earlier than what I thought was the oldest (Timesplitters)
Goldeneye could use something very similar with 2 N64 controllers. Otherwise the completed but never published Quake 1 port and the 1999 Quake 2 port (as an optional scheme).
Wait, what? I never heard of dualwielding n64 controllers for goldeneye before.
I remember when it used to be shocking to me that people never read the manuals that came with their games. I was like "but the manual tells you exactly how to play the game. It tells you what every button does. There's even a map of the first two levels!"
Then I started posting on videogame sites and got called a nerd. Evidently the correct procedure when buying a new game was 1) rip open the box, as in actual ripping, not just opening, 2) extract the game, 3) discard the contents into the nearest trash can. 4) Plug the game in and be baffled about how to play. Play for years without knowing that you could do that. Be amazed that I knew some control that they never knew existed. Get kind of resentful about it and call me weird for RTFM.
I miss games coming with manuals. Not even physical copies do that anymore :sadness:
I'm so baked I had to recall the last time I used a controller and whether this described the movement style :brainworms:
I'm still not 100% sure - this describes Luigi's Mansion control scheme on the game cube though, right?
Yeah, it became the console standard after this (well maybe Halo: CE popularized it the next year)
Yes, this is your standard first person control layout. Left stick move, right stick look.
I can't imagine hating that in 2000. The N-64's directional control was miserable and the PS1's was as archaic as the SNES'.
The N64 was an inspiration at the time, yes it sucked to have to use the yellow buttons to orient in Goldeneye but just the presence of a stick was the first time an FPS really felt like a reasonable choice on a console.
I remember playing the old Armored Core games for ps1 and ps2. It was absolutely essential to strafe and look up and down, especially since you can fly and shoot stuff on the ground, then land and shoot stuff in the air, and that's basically the gameplay in faster and faster succession. Strafe was handled by l1+r1 and vertical camera was controlled by l2+r2 and holy fuck was it difficult to play those games
holy fuck was it difficult to play those games
And it was great because that's how mech games are suppose to work. You're suppose to be learning how to do basic things all over again in a mech game, and learning how to do it efficiently. Owing to the fact that mech games have their origins being in games that play much more into sim elements like with Heavy Gear and Mechwarrior. To put it this way, you're not operating a car in mech games, you're operating the metaphorical equivalent of a militarized backhoe or any other piece of heavy construction machinery.
If it wasn't this way, then mech games would just be very mediocre shooters with a scale, and TTK problem out the ass. Armored Core 4/FA/V/VD, and Mechassault show this off more than anything else.