scalliano wrote:I'd call that a gameplay concession, given that a shotgun blast at that range would do the player more harm than good. Funny, though, how in the official ACM the xenos' acid blood is weaker than a budgie's hardon. I've had energy drinks that were more corrosive.
Have you read this article from Forbes?: http://www.forbes.com/sites/danielnyegr ... as-solved/
Or just read the part below specifically as to regarding why the developers had not gone for absolute realism for the Acidic Blood effects.
And it does kind of make sense for the limitations of engines we have now. Otherwise we'd potentially have fully corroded floors, walls, ceilings, armor, and even your guns would be melted and destroyed in the process if any Xenomorphs ended all up in your face and you blast them.
So think about that wouldn't it be very hard to implement "realistically", even though it is realistic?:
This part below gets to the point and I thought oh well, this guy's got an interesting point.
See the problem?
If you are trying to make a modern FPS set in the world of Aliens, this is going to cause immediate problems – and if it’s squad-based, to paraphrase Morrissey, that makes it even worse. Modern FPSes are, somewhat predictably, based around the gun – the focus of the player’s interaction with the world. You, the player, see the world through crosshairs. When you are deprived of a weapon, as in one section of Aliens: Colonial Marines, at the beginning of Half-Life 2 and during a harrowing in-game sequence in Quake 4, it is for a specific purpose – to create a temporary sense of helplessness.
This is not exactly rocket surgery. But it is a problem, because one thing we realise pretty early on in Aliens the movie is that the shiniest technology is not very much use against an enemy that emerges from the walls, or pulls you down through the floor.
So, to make that work the Aliens have to be nerfed a little. To make it worth the player’s while to shoot, they have to become easier targets, and less numerous. To make melee work they have to be less acidic, and also less deadly at close quarters, where no marine stood against them unscathed. At a certain point, the sense of dread – the sense that nothing you have been equipped or trained to do works – is going to be diluted.
This is not to criticise Gearbox – there has been enough criticism already, by people who have spent more time with the game than I have – but to recognize the scale of the challenge they faced. The history of sci-fi FPS games has been so heavily influenced by the aesthetic values of Aliens - from the Cogs of Gears of War to the identikit UNSC marines of Halo or Quake 4′s Rhino Squad – that it’s sometimes hard to remember that the Colonial Marines are basically useless – duped and dismantled from the start.
A smartgun doesn’t make you smart
Nowhere is this more evident than the M56A2 smartgun. In an FPS, this is, of course, a fetish object – between the murderous rate of fire, the explosive rounds and the auto-targeting, it’s a dream come true. The apex firearm. In Aliens the movie, it’s a total liability. Even in its servo-sling it is too heavy and cumbersome to make it easy to do the one thing you need to do – run. And, when your enemy bleeds acid, a device that fires small explosive shells is a terrible idea.
When Vasquez shoots the alien menacing her comrade Drake with her smartgun, it fairly predictably explodes into pieces, killing him as well. Compare that with Hicks’ old-timey Ithaca Model 37 shotgun – not much use in a stand-up fight, because of its low rate of fire, but when you use it against an alien trying to fight its way through a door, its old-timey kinetic force means you escape most of the acid splashback.
A genre-savvy player in the Aliens universe should not want to pick up a smartgun. Ever. It’s the universal sign for impending xenomorph benihana. But they are also the apex firearm, so an FPS player will expect some more-dakka set pieces. It’s a problem.
And so on just read the rest.
Otherwise if GearBox had gone with making it a really realistic and squad tactical based game (like I really was actually hoping for it to be), then those that are familiar and too comfortable with regular traditional modern FPS games would end up pissed and start whining about getting their asses handed to them with the new "ultra realistic" gameplay mechanics and physics.
Because then he players would be dying consistently on Normal and Harder difficulties on an average of every 10 minutes.