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Alien Shooter 2 |
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Developer: Sigma Publisher: Sigma Genre: Action > General Released: Dec 23, 2006 Players: 4 |
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Where do I even start with this game? I know this isn't a review, but I'm already inclined to tell people to stop reading and simply buy this game once it becomes available. I'm pressured to actually say that it runs rings around a certain game developed by Bungie/Gearboxt. Honestly, everything a shooting fan could ask for, casual or hardcore, this game delivers in a gigantic way!
The story is a lot better than the other Alien Shooter games. This time around, players act as hired mercenaries (ala Jagged Alliance 2) for the energy corporation M.A.G.M.A. As of course, as a soldier (or private contractor) players must exterminate the alien forces in designated areas. But let me get to the real meat and potatoes of this game, the fact that it's an RPG action-shooter. I couldn't believe the amount of depth this game has; players can now purchase new items from within a stage thanks to a electronic store facility they can approach. There's also stats and upgrades for specific areas of combat or reconnaissance to improve a soldier's capabilities. Survival mode also makes a return housing in-game upgrades for weapons and character stats. And unlike many other mainstream games there's the option to pick one's gender before even starting the story campaign. There's a lot this game offers and it simply aught to make big publishers ashamed of the amount of time and money they put into action titles that aren't halfway near as good as the Alien Shooter 2 demo.
Role-playing action
As fore-mentioned, this game now has players choosing their character from six avatars (3 male and 3 female) along with a name and the ability to modify the character's starting stats. Each of the six characters start with specialities in a specific area of expertise. However, players can easily adjust the stats and characteristics of their soldier as they play the game and level-up. Stats like strength, speed, health regeneration, HP, intelligence, and so on can all be modified and upgraded. Players can even purchase implant stimulants to help boost specific areas of a character's stats. It's amazing because the real-time role-playing elements work seamlessly into the gameplay, amidst the action and mayhem. Sigma has really out-done themselves this time.
Another
cool thing about the character modifications, is that players can choose which
field of weapons they would like to excel in. Unlike other shooter games,
players aren't given a simple pistol only to work their way up to a CRT9000 or
whatnot. Instead, the weapon cache is located in store inventories that players
can go up to during the actual gameplay levels. Once in the store, players can
use cash that they've acquired in a level to purchase a new weapon, health, etc.
Now the really cool part about the weapon acquirements in AS2, is that players
can only purchase newer, bigger versions of a weapon if the stats for that
category is up to par. Hence, weapon categories in Alien Shooter 2 break down to
pistols, shotguns, machine guns (assault, heavy, and SMGs), heavy weapons, and
flame throwers or energy weapons. Each category of weapons has a gigantic
variation of different guns (totaling just over 50). So each category is not
there just so players can upgrade from a shotgun to a machine gun, or from a
rocket launcher to a heavy energy weapon. Instead, each category has a more
powerful version of that gun to choose from. For instance, if players enjoy
using pistols-unlike other games-they can increase their pistol stats so they
don't have to abandon their trusty pistol(s). The same logic applies to all the
weapons in Alien Shooter 2. If players want their character to use a gun, they
have to increase the stats in order to use a more powerful variation of that
weapon. It's identical to the RPG methodology for acquiring new weapons in
specific categories. Also, players now have an inventory. Unlike other shooter games where characters can hold unlimited amounts of weapons (sometimes up to 12) in their invisible pouch, AS2 uses an inventory, like Baldur's Gate. Characters with more strength can increase the capacity of items they hold, which can range from a bunch of ammo packs, to several variations of machine guns. There's even auxiliary items such as flashlights, medipacks and drones to help out during a firefight. Seriously, everything good about a role-playing game, and everything magnificent about an action-arcade game, has finally come together in Sigma's Alien Shooter 2.
Id Software must be envious
If
there's one thing that gamers will note right away about Alien Shooter's
presentation, is that it looks an awful lot like Doom 3, in a 3/4 isometric
view. The details, the texture work and the stage designs are absolutely
top-notch. The way the alien blood smears and the way the aliens individually
react to gunfire based on the way they've been hit, is simply astounding. The
quality and detail put into the atmosphere that Alien Shooter 2 has, is beyond
the explanation of words. Truly, for a budget-title this game captures the sort
of feeling many action games lack. There's even real-time weather effects that
occur during outdoor missions. The transition from turning light to dark, or
going from rain to snow is smooth and very professional.Recently, there was a mainstream shooter game-who's name I won't mention-that received less-than-exemplary scores for not being immersive enough. While the visual presentation of a game does have to do with the way players feel they are being immersed in an electronic playground, it doesn't mean it must detract from the gameplay. Many bigger titles out there come from publishers who think that the greatest shaders and lighting effects make the game immersive. When in fact, even limited resources for lighting and shading can be used to make gamers feel the quality of the game's universe. Alien Shooter 2 perfectly illustrates its visuals to immerse the gamer in a believable sci-fi world. Even in the pre-release demo, the relentlessness of the aliens, the way the NPCs reacted and responded, etc., etc., all made up for AS2's immersive presentation.
Saving private Bob
NPC
soldiers are a nice addition to the gameplay. In the pre-release demo players
are tasked with protecting a civilian who's accompanied by several uniformed
soldiers. The AI behaves exceptionally well, as they can still take damage and
die; they do everything they can to stay alive, blasting every alien in sight.
But that's not all, the soldiers and civilians talk. The voice-acting is very
good, and the dialogue is right on cue with the action and the underlying stage
premise. So far, the game's take on NPC's, having them change and mold the shape
of the story during the actual gameplay, really adds a lot to the overall appeal
of Alien Shooter 2. The rest of the audio is nearly pitch-perfect. I simply can't extol the gun sounds enough, they are clear, distinct and piercingly effective. The game uses a variation of gun effects based on the weapon the player is using. Unlike other shooter games that settle to use one sample for different machine guns or energy weapons, Alien Shooter 2 actually has different sound effects for different variations of that weapon. That's not to mention, that each sound resonates from the position of the characters on the screen. The way Sigma used the surround sound stereo effects is absolutely breathtaking. I suppose that's why it reminds me so much of Doom 3, gone isometric. The details to every aspect of the game shines through with striking quality. The music, like previous Sigma games, is also top-notch. Alien Shooter's theme song has been revamped and sounds better than ever. The rest of the in-game music is also moody, and interactive according to the scenarios on-screen. Definitely, this game was made to stand out from the herd.
There's
also vehicles, unfortunately it's feature that can't currently be accessed.
Tanks, jeeps, turret-guns and a couple of other gadgets, gizmos, and armored
mobiles are currently on course to make the final cut of the game. In addition we didn't get to try out the mode that may end up being the most promising ... multiplayer. Exactly how it will be setup (deathmatch or co-op) or how many players will be able to participate has not been disclosed. But with the rest of the game has coming together so magnificently, there's no doubt that Sigma Team is working their magic to make every aspect of the game as perfect possible. I strongly recommend gamers checking this game out as soon as they possibly can.
By: William Usher
Posted: Tuesday September 12, 2006
Posted: Tuesday September 12, 2006


















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