457 Views | 2 Comments

GOLDEN OLDIES: Aliens vs Predator 2

GOLDEN OLDIES: Aliens vs Predator 2

The conservative, ominous glow of pulsating light sweeps the utterly desolate terrain in front of me…

“What is that?” I ineloquently murmur, arduously marching towards a path perniciously guarded by uncertainty.

Wind gusts play with my rational self, it puppeteers my conscience, my senses…

The motion tracker made itself heard. In the decrepit distance…something moving towards me, pursuing down the path.

‘A truck…’

Just as it made itself evident, an electronic boom-like sound emerges from somewhere beyond the truck itself, followed by a spec of innocuous teal glow. The terrain morphed into life as the spec made its way to the obscure truck, the glow appearing even more malicious.

Thoughts quickly dissipated in my mind when the projectile struck the lower rear of the fleeing vehicle with a morbid ‘thump’. The convergence buried the truck’s nose into the ground; it somersaulted while it accelerated effortlessly down the path, towards…

Me.

This rudimentary portrayal of only one of the introductory occurrences in the game would seem quite vacuous, when it is not experienced by the player himself however it confirms that your various emotional states are present and accounted for…

Story:

Alien vs. Predator 2 is the long awaited sequel to Construction Bob: Finding Drill. Oh no wait, logically, it must…mathematically…it… Point made, moving along. AvP 2 is set after its prequel (AvP 1 for those playing the home game), and the story is fairly linear, with some subtle exceptions in the methods it is conveyed. Just like the game’s predecessor, you are able play three independent scenarios, which entails you choose one of three races that form part of the entire ordeal. The above-mentioned races are (in order of prettiness): Marine, Alien, and Predator.

In the Marine campaign you are informed that Weyland-Yutani Corporation has lost contact with a research facility on some arbitrary planet called LV-1201. Unfortunately the ship that is nearest to LV-1201 accommodates you (tum tum tuuuum) and so, your journey begins (in point of fact you do form part of a team that would, amicably command you to ensue in solitary missions).

The Alien campaign starts off with a concise introduction of the predicament the Weyland-Yutani members have of containing the alien specimens, although is hastily made evident that one rogue, diluted and emotionally-crippled-from-childhood man, contrives to be befriended towards the aliens <GASP>. Ultimately, the Predator’s contribution is fairly stale at first as the prevalent idea is that of it fastidiously hunts the aliens.

What must be verbosely mentioned is that, predominantly, the three respective stories intertwine with one another, delightfully contributing to the various depictions, and assisting in the idea of viewing it from independent perceptions of each of the races. Do note these are the fundamental basics of the stories, as it is cogently easy to reveal key elements which would spoil the game to those who have not yet endeavored to play AvP 2.

A personal perceptive:

Cogitate the following, if you will: Aliens, Predators and Marines are dueling to the death. Which of the three races would you prefer NOT to form a part of? If you conjectured Marines, please apply commendation to left eye-socket in the form of melted butter. You are correct! That rendered lucid, which of the campaigns would devour your nerves, digest your anxiety and toy with your trigger-finger? If you answered Marines, apply butter to entire body! Hell yeah! You are buttered!

The absolute vulnerable state of the marine is articulated to such an assiduous degree it is unprecedented. From the very first timid step you so naively take, to the last detrimental bullet that you riddle through a deserving recipient, the process, the journey, the experience, it will all conglomerate to the pinnacle of all endeavors for which you require the most intense sense of composure. This relevant campaign starts off with you and your squad on LV-1201 and bestowed upon you was a mission to find a landing beacon and activate it. However, 20 seconds (literally) after your very first step, you are aptly separated from your squad. You are alone, armed with a radio, pulse rifle and the most terrifying piece of equipment ever conceived; the motion tracker. At this very point of the game a rather unparalleled ambience and tone is sincerely concreted. Let’s get technical and elaborate on the ambience aspect (this is most significant instance of the game)

Firstly: The music is borderlines on apropos noises and a barrage of inconsistencies that changes and conforms to events that are happening at that point in time. Meaning, roaming the corridors after you have been benignly removed from your squad, you hear only subtle instances and radio conversations. Referring to the latter, as you progress through the complex, and make your way to the pertaining objectives, you hear your fellow comrades declare their current situation. An example:

“Heads up team, this area has seen definite heat…”

Also, situational ambience contributions add to the color of you underpants. For instance, when turning to bring blood and guts into view, you would hear a distinct stab exactly similar to that found in the Aliens film; it is unnerving, and very much unfunny.

Secondly: Lighting. The first Alien vs. Predator installment had a vast lack of lighting, so much so that even turning up the brightness to full, would ultimately leave you with a grey-colored monitor and almost visible pulse rifle (exacerbated for my amusement, but only just). AvP 2, though, was painfully well created in terms of lighting and made use of this fact very accordingly. You would find yourself scurrying around with you shoulder lamp permanently switched on even though the situation did not really require it. Just the comfort that it incurred on one self’s conscience was enough to assemble the confidence to pursue forth. The reliance on it sometimes almost conceded that one’s relationship with it had at long last gone beyond the platonic stages.

Thirdly: Motion tracker. The motion tracker is the single most simplistic and vile instance to build tension. Countless times will you set out to your goal location and be confronted by the high-pitch noises it so chivalrously gives. With apprehension levels well in the brown (spot the pun/reference) you would wait for, say, an elevator, already the motion tracker will whine, now when the elevator doors open (there are two) you have two separate motions registering on it and, depending on the distance, it will also convey the distance between you and the motion. Easy enough, any motion will register and it could turn out to be a desolate crane see-sawing in the relentless wind, or a bug jumping aimlessly or, again my favorite, elevator doors (it really does shove you out of your comfort-zone).

Now, in one scenario/mission of the marine you haughtily VOLUNTEER to search for a lost member of your squad. You, a single marine, volunteer. Thus, take the above plight, and add the formula of all the ambient factors and you have a lucid environment enveloped with emotions unwelcome to your well-being. The tension is pretty much infallibly done.

However, after the completion of the marine campaign the other remaining two seem fairly insipid. Not obsolete. Respectively they do bring some unique features to the table and decent concepts that adds to the playability value. For example, in the Alien campaign you are born as a Xenomorph (how you came to be is actually a rather ridiculous story) which is the very start of the Alien life-cycle, and you are then equipped to impregnate a host. The best part, of course, would constitute of eating your way through the chest of your host (which is marvelous if I may sound malign).

Multiplayer:

Logic would dictate that the multiplayer aspect of Avp 2 would be unique, fun and eventful, and it is exactly that. Ample attention has gone into the balancing of the three races and respective classes. From Marines with their weapon-dependant stature to the Aliens’ nimble and fragile nature to the Predators’ grand arsenal and extraordinarily apt equipment for hunting, the battlefield will surely resemble chaos in magnitude. Commandeering a marine you are able to pick up various weapons ranging from a knife to rocket launcher, from pistol, to minigun, all with their independent glory. Rocket launchers with homing missiles on open terrains really ruins the experience, but considering (if its not 1v1) it is easy to counter if utilizing certain specific tactics, it still maintains a balanced aspect. Using the skills of the Predator it is always a welcome feeling being cloaked and using the ol’ spear-gun to wreak some havoc and remove decapitate your opponents. However, possibly the most overpowered weapon in the game, the Predator has a shoulder cannon (plasma caster) at his disposal. Infinitesimal skill is needed to cycle between his respective view-modes and relentlessly and repetitively ram a barrage of its glory down onto your enemy. Lastly, the Aliens, with a somewhat fragile nature, its enormous pounce yields massive damage if executed properly (the whole maneuver is dependant on that insidious if). However the most rewarding kill would be done by that of the Xenomorph (such a kill is similar to that of the gauntlet of Quake).

When the second installment was introduced of Alien vs. Predator, the more venerated aspect proved to be the multiplayer which is, to yours truly, an unforgiving act. If ever presented the quixotic opportunity to partake in the Alien vs. Predator 2 experience, before you prepare for some multiplayer carnage, indulge yourself with the unequaled Marine campaign and be immersed in an environment that is adamant, not forgettable. That will impetuously devour your apprehension and composure, leaving you solitary in unconventional surroundings, equipped with your objectives, your path subtly carved by the luminescence of you intrepid shoulder lamp, and confided in your pulse rifle. Tangible to the point that you gaze intently, purposefully at the screen, fingers orchestrating the keyboard, the other, tightening the grip on your mouse…

Quotes: “Oh no, way. Someone tell me that’s just a boot. That better be a boot.”

“Hey! It’s a boot!”

“It’s out there. It’s coming.” (referring to Predator)

An inane and expedient fact: If you happen to be a fan of the Alien and Predator films you will most undoubtedly be enamored with the game. The cross-over and blend of the various environments is flawlessly executed, and adheres to the visions sculpted by the various directors/creators.

RELATED CONTENT

Name: Etienne Carstens
Location: Cape Town
Position: Contributor

  • http://wolfmandanny.iblog.co.za WolfmanDanny

    I agree vehemently, the marine single player experience is one of the most thrilling moments in any fps especially the first hour which mirrors the genius of Aliens. Makes F.E.A.R look placid in comparison like an afternoon watching infomercials. Oh my God it slices and dices!!!!
    Keep it up.

  • AleoX

    Rest in peace, Stan Winston. You might be gone, but your creations will forever be in our nitemares.