Rebellion first developed Alien vs. Predator to a barrage of mixed
reviews. Everyone hailed it as the first developer to actually
construct a title that paid homage to its infamous Aliens franchise.
The Predator one was just a bonus. It, however, was plagued by a few
faults, which prevented it from rocketing to FPS stardom. The first
problem was with the lack of saves. It wasn't that you only could save
once as it is in Operation Flashpoint but you couldn't save until at the
end of the level. The tense, mind-wracking obstacles you had to hurdle
through did not help add to the comfort of being defeated just two steps
shy of your goal. Secondly, the level design in the original seemed to
be little more than a series of gauntlet runs through alien-infested
territory, that is, if you weren't the alien. Finally, the original's
multiplayer component was a tough sell. It worked through the now
defunct Mplayer matching software and sadly these days, unless your
title starts with the names Half-Life, Quake or Rainbow Six, it's hard
to see people start their own servers for games.
Aliens vs. Predator 2 (AVP2) obviously takes these criticisms to heart.
Not only does it address some of these faults, it rounds out and
polishes what it does best. The fact of the matter is, AVP2 is still
scintillatingly scary. All of the trappings of the film licenses, like
the ominous beeping of the marine motion tracker are included and done
well. AVP2 uses the LithTech engine, which recently was featured in No
One Lives Forever. The audio components are still top notch and this
time around, AVP2 even features a decent brooding soundtrack to add to
the atmosphere. On the other hand, despite the best efforts of
Monolith, the AVP2 visuals are a notch shy of the top titles in the same
genre. This is no criticism to Monolith and not really to LithTech
either but I found some of the visuals a little sterile and many of the
very organic images within the title were not as, gooey, shall we say,
as I had hoped them to be. In spite of this, you can still get stellar
looking visual effects with the LithTech engine and anyone who has had
experience with it knows how malleable the engine is to your computer's
specific set-up.
Now that I've said that AVP2 has not committed any cardinal sins to its
original design, we can take a close look at some of the novel
improvements it has made. First and foremost is the addition of a
storyline. We've seen a renaissance in real-time strategy story telling
for quite some time, ever since the birth of Starcraft. I make this
reference because AVP2 uses one storyline that is told from three sides.
Often, in certain points of the game, you'll find yourself witnessing
things you have done before, similar to what happened to Gordon Freeman
when you played other characters in the Half-Life series. AVP2 is still
strictly a classic FPS though. You are fighting solo in almost all
cases. Obviously, in light of Halo, we've seen what can be done by
incorporating team tactics and convincing AI. However, the synergy and
excitement of co-operating as a team against insurmountable odds (that
you'll be facing alone now, might I point out) are dashed because the
story contrives unmistakably ridiculous ideas to pit one marine against
much tougher foes.
The predator is actually less tough now but he now can recharge both
shields and health. The alien still retains its interesting look and
relies on melee attacks for the most part. The main addition to this
role is the transition from being a face hugger into a more mature
specimen. You now get to witness the whole chest-bursting scene, right
from the comfort of your host's own ribcage.
You'll get to play with all three races more in the multiplayer
component because often times, in the single player campaign, you're
restricted to what the story allows you to do. This time around, AVP2
features built-in server browsing and game creation. There are several
new multiplayer motifs including one known as Overrun and the other
known as Evac. The Overrun is actually a modification of the
assault/defend motif in Unreal Tournament while Evac has one team
attempting to reach a predetermined area and holding it for a certain
amount of time. The original Aliens vs. Predator had a so-called
'co-operative' mode that was nothing more than spawning human players in
one area and having them defeat wave upon wave of aliens. Co-operative
mode, curiously, is missing from AVP2 and I am still adamant that a
co-operative setting would add volumes to the depth of the multiplayer
component. The lack of bots for the other game types is also
disconcerting, although I understand that LithTech engine-driven games
aren't the most famous for multiplayer bots. Finally, while the first
Aliens vs. Predator gave you problems finding a game to play, AVP2 gives
you problems in the actual playing of the game. Lag persists at times
even in broadband connections and hopefully this will be resolved soon
because executing manoeuvres like the alien's head-bite takes precision
timing.
There can be no mistaking that AVP2 is worthy of its license. The flaws
that existed in the original game have been addressed but more,
unfortunately, have cropped up again to prevent it from being a perfect
stellar title. This year, however, AVP2 comes up against some stiff
competition when it comes to marketing an action title. The success of
long awaited and much publicized titles like Return to Castle
Wolfenstein and Max Payne certainly must be taken into account. Tom
Clancy's Ghost Recon and Operation Flashpoint are other big contenders
as we approach the end of the year. In a normal or lacklustre year,
AVP2 would easily be contending for top honours. However, it will be
tougher to battle on to the hard disks of gamers this holiday season.