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Aliens: Colonial Marines

Release Date: March 31, 2012
 
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Supposed Gearbox Dev Dishes About Aliens: Colonial Marines Issues

By
Posted on February 13, 2013 AT 01:27pm

Posting on Reddit, user throwawayacm, claiming to be a Gearbox employee, touched upon the development hell Aliens: Colonial Marines suffered.

“Pecan (the internal codename for ACM) has a pretty long history. SEGA, GBX and 20th Century FOX came to an agreement to produce an Aliens game around 6 years ago, after which SEGA almost immediately announced it, long before Pecan had even started production,” throwawayacm wrote. “The game has been in active development in the past, only to be shelved in favor of another project (Borderlands, Duke, etc), and each time it was resumed it would undergo a major content overhaul.”

The supposed Gearbox employee goes on to discuss how, once resumed, Gearbox opted to outsource Aliens so the developer could focus on Borderlands 2. “Initially, the plan was for TimeGate to take the majority of campaign, GBX would take MP, Demiurge and Nerve would handle DLC and various other focused tasks. This decision was made mostly so that most of the developers at GBX could continue working on Borderlands 2.”

“In April or May (can’t remember which), Pecan was supposed to hit beta, but GBX instead came to an agreement with SEGA that they would push the release date back one more time, buying GBX around 9 mos extension,” he (or she) continued.

“About 5 of those 9 months went to shipping BL2. In that time, TimeGate managed to scrap together 85% of the campaign, but once Borderlands 2 shipped and GBX turned its attention to Pecan, it became pretty apparent that what had been made was in a pretty horrid state. Campaign didn’t make much sense, the boss fights weren’t implemented, PS3 was way over memory, etcetcetc. GBX was pretty unhappy with TG’s work, and some of Campaign maps were just completely redesigned from scratch. There were some last minute feature requests, most notably female marines, and the general consensus among GBX devs was that there was no way this game was going to be good by ship. There just wasn’t enough time.”

According to throwawayacm, tension between Gearbox and Sega mounted. Extensions became impossible, and so Aliens: Colonial Marines was rushed through certification and shipping.

“Features that were planned were oversimplified, or shoved in (a good example of this are challenges, which are in an incredibly illogical order). Issues that didn’t cause 100% blockers were generally ignored, with the exception of absolutely horrible problems. This isn’t because GBX didn’t care, mind you. At a certain point, they couldn’t risk changing ANYTHING that might cause them to fail certification or break some other system. And so, the product you see is what you get.”

 

Source: Reddit

Chris Holzworth, Editorial Intern
Chris Holzworth has wanted to report on and critique games all his life. He first cut his teeth writing for enthusiast sites such as RPGFan, then took a break from gaming to study English, creative writing, and linguistics at Rutgers University. Started out as EGM's obligatory east coast correspondent before selling out and moving to the west coast. Chris is particularly keen on examining narrative structure, character development, and writing in video games. Frequently opens mouth, inserts foot, often where twittery things happen: @chrisholzworth. Meet the rest of the crew.

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