Aliens: Colonial Marines demo vs. final build

http://www.abload.de/image.php?img=colonial3-tearpzamp.gif

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jesus
 
Wii U version will look like the demo! ;-)

That difference. Holy fuck!

I hope the Wii U version will improve on the game assuming that it isn't cancelled.

But to be painfully honest, the final build was something I expected with the Wii U version. It's like the opposite happened here.
 
Do you think they spent ages working on that demo portion as a vertical slice. Then went to finish the rest of the game, and realised they couldn't keep the same level of quality throughout. So they scaled that level/section back so it wouldn't stand out? :S
 
Could it be that the Demo was the Wii U version? I mean it was being handled independently by a different developer (Demiurge) so I suppose it's possible.

Call me cynical, but due to the current large user base on 360/PS3 it could be possible Sega delayed the Wii U version to sell through on the larger installed base first. I mean this game will sell on the movie name/marketing alone, regardless of reviews. And as crazy as this might sound... due to the current market share, a better Wii U version might actually have hurt overall systems sales.
 
Could it be that the Demo was the Wii U version? I mean it was being handled independently by a different developer (Demiurge) so I suppose it's possible.

Call me cynical, but due to the current large user base on 360/PS3 it could be possible Sega delayed the Wii U version to sell through on the larger installed base first. I mean this game will sell on the movie name/marketing alone, regardless of reviews. And as crazy as this might sound... due to the current market share, a better Wii U version might actually have hurt overall systems sales.

You are setting yourself up for some massive disappointment.
 
I was wondering whether the demo is pre-rendered when it was first shown. The player movement is just way too stiff, even for dual analog controls, to be a real person playing it. Now it seems I was right.

I still have high hopes for the Wii U version though. Proper FPS controls (Wii Remote and Nunchuck) can make a helluva difference to what is basically a mediocre game.
 
They keep saying "there's no dynamic lighting in the final game." This is false. Lights that cast shadows =/= dynamic lights.

http://www.abload.de/img/asfuc9.gif

This isn't a fair comparison. Look at how close he is to the ship in the demo, and look at how far away he is from it in the final version.
 
They keep saying "there's no dynamic lighting in the final game." This is false. Lights that cast shadows =/= dynamic lights.

http://www.abload.de/img/asfuc9.gif

This isn't a fair comparison. Look at how close he is to the ship in the demo, and look at how far away he is from it in the final version.

He's really not that much closer--laterally, he's off, but not by much. Look at the left side, you can see part of the wall/hangar.
 
i think what happend is gearbox did the demo and then outsourced the game (so they could do borderlands 2 ) which is wrong of them, they didnt oversee what the devs were doing, and when it came back to them, they were like oh fuck, but couldnt delay the game cos sega was on there ass.

so yea thats what i personally see happend the quality of the demo alone tells u a good dev did it and the final build is kinder telling that more than likely a lower dev did it. at the end of the day if this is what happend gearbox are still highly too blame.
 
Was the demo a legit playable demo that resembled that in the video? Or was it a "Demo" shown off by Randy as a gameplay Movie? That difference is so significant...
 
You're making it sound like they're making a different game.

It's just going to be a port of the 360/PS3/PC with some Nintendo controller things added.


No of course, its likely using the same assets but lighting and effects could be different along with the added gamepad stuff. Pitchford has been saying the Wii U version would be the best looking all along. Of course I realize this could all have been PR BS with the rest of it... I'm just sayin' it seems like Demiurge was more involved in the project than TimeGate.

From the IGN article:

Pitchford explained the contribution of each studio, noting that Demiurge (the studio behind Shoot Many Robots) was “with us at the very beginning, helping us to explore networking and multiplayer,” as well as assisting with Colonial Marines’ Wii U port. Houston-based TimeGate Studios, meanwhile, worked on “probably about 20 or 25 percent of the total time,” with Pitchford noting that “if you take preproduction out of it, their effort’s probably equivalent to ours. Now, it’s not fair to take preproduction out of it, but that says a lot about how much horsepower those guys put into it.”


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Edit:

For those who are curious here is the only footage ever shown of the Wii U version gamepad additions:
http://youtu.be/hccFewCPxOs?t=1m7s
 
The game's still going to be the same on Wii U. Even if it looks like the demo version, it's still going to be full of boring stages, dumb enemy AI, uninvolved plot/characters and be over in 5 hours.

I have no idea why half the effects are missing from the retail version though. Like the glass cracking when the dead body hits it. It's like Sonic 2006's (actually released) demo being more polished than the final thing was.
 
They keep saying "there's no dynamic lighting in the final game." This is false. Lights that cast shadows =/= dynamic lights.

http://www.abload.de/img/asfuc9.gif

This isn't a fair comparison. Look at how close he is to the ship in the demo, and look at how far away he is from it in the final version.
In that clip alone, the following is missing from the Demo to the Final build:
  • A large amount of detailed, dynamic lighting from the explosion onto the dropship. The final build is much reduced in quality
  • No dynamic lighting from the nose lights of the dropship as it bucks from the explosion
  • Dynamic lighting from the explosion on to the floor is either vastly reduced or completly absent
  • No particle effects from the engines after the explosion
  • The shockwave from the explosion is vastly less complex
  • Smoke effects are less detailed

There is definitely some dynamic lighting in the game but it's nowhere close to what the demo showed in either tone or amount of usage.
 
According to a Kotaku source, a lot of the initial work done by Gearbox was thrown out by TimeGate.

"The post on Reddit matches what our source has told us, but there's more. When TimeGate took over the project, our source said, they threw out most of what Gearbox had done beforehand. All of the art and design that Gearbox had produced during the previous four years was gone."

Gearbox, upon recieving the game and having 6 months left, had to re-purpose the TimeGate A:CM to work.
 
According to a Kotaku source, a lot of the initial work done by Gearbox was thrown out by TimeGate.

"The post on Reddit matches what our source has told us, but there's more. When TimeGate took over the project, our source said, they threw out most of what Gearbox had done beforehand. All of the art and design that Gearbox had produced during the previous four years was gone."

Gearbox, upon recieving the game and having 6 months left, had to re-purpose the TimeGate A:CM to work.

Man I really want to see some time line for how this game went though development and brilliant publisher moves like what someone posted with Haze.
 
Wow. I remember seeing a similar vid for the original far cry 3 demo, but this goes above and beyond. Maybe the Wii U version will run the E3 demo on the game pad and you can play spot the difference with a friend?
 
According to a Kotaku source, a lot of the initial work done by Gearbox was thrown out by TimeGate.

"The post on Reddit matches what our source has told us, but there's more. When TimeGate took over the project, our source said, they threw out most of what Gearbox had done beforehand. All of the art and design that Gearbox had produced during the previous four years was gone."

Gearbox, upon recieving the game and having 6 months left, had to re-purpose the TimeGate A:CM to work.

Serves them right. If you can't be bothered to see your own project through to the end then let someone more dedicated handle the license.

Jesus. This whole thing is a complete mess.
 
I dunno if Aliens is as bad as some has made it out to be. The problem I find, is the game is very minimal. It's basically a shooter by numbers if you will, with an Aliens aesthetic. It's perfectly serviceable, but I guess for a game that has been in development for over 6 years, that's pretty unacceptable.
 
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