He'll keep on searching until either he finds you, or until you pummel his skull into a carbon pulp. He'll follow you through water and track you by the plants you inadvertently brush as you move.
However, it's a shame you don't leave trails ot blood, as this really would have been the clincher, and guards are occasionally prone to standing around like mannequins until they're triggered by your presence. Now it may come as a surprise to you, but the Alien campaign is actually a bit of a laugh. Sounds a bit strange, right? Ripping open people's ribs, causing the mass-slaughter of innocent security guards, ha ha ha.
Yes well done, that sounds totally hilarious, Martin. Rut just bear with me here. In a stroke of near-genius, you get to experience several angles of an Alien's life, starting off as a face-hugger, moving on to being a chest-burster, then a fully fledged Alien. And the execution is not only tense but, at times, incredibly amusing. Take the chest-burster mission, where you have to find and feed off small mammals to help you grow. Your only form of attack is an ineffectual ankle bite, which means sticking to the shadows, while you scavenge for food inside a complex guarded by hordes of paranoid security guards.
As your eyes are inside your mouth, it's impossible not to break down in a child-like hysteria and giggle maniacally as you chase desperately retreating guards around the complex and watch your teeth snap shut while being baked by flame throwers. Again, the AI is generally superb when it comes to hunting you down. Hide between some obligatory crates and they'll crouch down and find you. Run away and lose them in the shadows and they'll keep searching, muttering out loud that they should have put in for a transfer months ago.
The authenticity of NPC actions, reactions and terrified babblings, as well as the conversations they hold to further the plotline not only here, but in the other two campaigns as well , once again add a superb sense of authenticity to the proceedings.
In the Alien missions, you actually feel as though these people are scared. And it's all because of you. It's a complete reversal of the fear you experience as a marine. Now you're the one who can hide, walk on walls and hang off ceilings, although at first wallwalking is almost impossible to do with any effectiveness as you'll be totally disorientated. However, master it, and you'll be almost invincible. Other offensive options include tail, and claw attacks, and a pounce option which literally tears hapless humans to mince.
But once it's sometimes a tad too easy to regenerate, by simply devouring dead bodies. And on one further negative note, the Alien missions are more limited when compared to the other two, and it's a shame you don't really get to work as part of a team of drones. You're sort of a vigilante Alien hero, really. But that's not to say these missions aren't highly playable. The more observant among you should have noticed a certain enthusiasm running through this review. And you'd be spot on. But there's still one thing I know you all want to know.
Is it better than? Could it be? Surely not. For those of you who have no idea what I'm on about, I'll explain. About three years ago. What strikes me as incredible is that for years no developer learnt from that masterpiece of game programming.
Never tried to better it or if they did it was so pathetic none of us noticed. Until now. Whether AvP2 is better than Half-Life will, in the end, come down to personal choice. And for me that choice is this. If I had to play one, I'd play AvP2-but it's a bloody close call. It's scarier, has more atmosphere, the multiplayer is far more varied and exciting see the Multiple Un friendly Targets panel and it looks a damn sight better, despite the slightly quirky character models thrown up by the Lithtech engine.
It offers you three games, one superb thriller, one sneak 'em up and a hugely entertaining morphing Alien romp for the price of one. But it only achieves all this by copying the blueprint laid down by Valve all those years ago. The pace, the atmosphere, the constant in-game development of the storyline, the twists, the turns, the superb Al, having to always think your way out of a situation rather than being shepherded to the next room, have all been influenced massively by that king of shooters.
AvP2 may lack the wide variety of enemies of H-L, and yes, Half-Life did do all this first, and in some departments, better. Three years ago. But we mustn't be afraid to move on, especially when a game this good comes along, and as games journalists and gamers we must have the courage to overcome the fear of saying so when something appears that can stack up to what has now become a virtually untouchable game.
For some me included , that day is now. Many of you may disagree especially if you've played the demo which does this game zero justice , but I'm confident you'll love every minute of this essential masterpiece anyway.
I've seen fear like never before and it's all down to a piece of software. I ain't afraid of any game, but AvP2 ain't just any game. Ever wanted to gut a friend like a fish? You sicko No bots, but you'll still get a runny one when playing in multiplayer, because once again it'll have you firing at imaginary enemies before you get killed by an unseen one.
Probably by your mate Keith or someone. The bastard. There's a choice of four characters Predator, Alien, marine and Corporates - similar to marines all of which have four slightly varied classes. And you probably won't be too surprised to hear that playing as each one of the races is a hugely different experience.
Deathmatch games are generally mid-paced, with tactics playing a major role, especially when taking on a couple of opponents, and two marines against one Predator provides a superb game of cat and mouse, especially on the larger levels. Hunt places one or more Predator against a pre-defined ratio of marines. Only hunters can accumulate frags, but should the Predator be gunned down at any point, their executioner swaps places with them. Survivor is a bit of a last-manstanding affair, while Overrun a round-based team annihilation game and Evac a race to get your group of marines to a designated extraction point before they're butchered by the opposition team of Aliens , have more than a passing resemblance to Counter-Strike.
Both modes are incredibly tense affairs and, with enough players, can result in plenty of carnage and wild firing which will end up killing more of your team-mates than the enemy. The levels vary in size, but from what we've played of them so far, are hardly groundbreaking. But we'll cast our final judgement in a couple of months' time when we review the multiplayer options in our Online section. By then there should be plenty of servers up and running for us to sink our claws into.
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