Mullahgrrl said:
ccesarano said:
But before that, I really, REALLY want people to stop being so tied to Weyland-Yutani, Colonial Marines (did they ever say United States Colonial Marines in the film? I never got the impression they were tied to a specific nationality and were more like the National Guard. I mean, COLONIAL Marines. Marines for/from the Colonies.)
There's also the fact that in the briefing they mention "Another bug hunt", indicating that there are other alien creatures encountered on other worlds, just none so vicious.
Their logo says U.S.C.M. so it seems reasonable that they are american, especially considering that they are american.
About the "Another bug hunt" comment I always assumed that it was some space analogue to a snipe hunt or wild goose chase. Maby caused by some system bug.
Finally, the best Alien game was without a doubt AvP 2. It had great story, great storytelling, awesome atmosphere and really adhered to the canon in a pleasant way.
National Guard is interesting, though the strong visual aesthetic of linking the drop ship to something more akin to a cobra gunship and Huey. The Vietnam era marine gear and tactics tropes the asymmetrical strategy shift during the rise of the combat helicopter. This couples with the marine insertion tactic of operating from a ship.
Going with this idea then the Colonial Marines serve the same purpose that military service held during a pre-Vietnam era conflict, of a good job, to learn some skills, and then "get out". Gorman, groomed for middle management, is likely college educated which is where his officer rank comes from. This is a classic setup from the Vietnam era when officers would have (sometimes violent) conflicts with the people underneath them.
It is a similar conflict between management of companies and Unions.
"To good to eat with the rest of us grunts".
The ship is relatively automated and system maintained by Bishop. The ship itself is highly reminiscent of frigate style ships of the 1900's during the expansion of empire by global powers. Burke is a corporate man interested in the bottom line, with Ripley filling the role of an advisory role, also college educated as a flight officer. Al Apone is also likely career and is typical of a trope of the "gunnery sergeant". Burke is reminiscent of the incorporation of warfare within the United States at the time. High kill counts which included collateral damage to capture metrics of effectivity. Kennedy's diary recounts: "We are more and more becoming colonialists in the minds of the people."
The military role in this world is similar to a sort of police force, martial law, or corporate political authority projected. Likely the troopers themselves are somewhat trained in civil engineering and field repair. We get this by the dialog "it doesn't matter when it's arcturian". Whats a Turian? Play Mass Effect...
Ultimately we have "mechanics with guns", juxtaposed to the space truckers of Alien.
As far as their military role? The film "Outland", comes to mind as well as the phrase "First to go last to know."
The bug hunt, the cover is that it is a down transmitter. Of course it is revealed through the exposition that Burke noted the coordinates associated with the Alien vessel and that Newt's family "wild cat" the salvage.
It is unclear if the company "as a whole" knows of the Alien ship, or if it is Burke acting alone on information he is privy too during the Ripley debrief. I tend to think that Burke is well aware of the phrase
"big company does not care about you".
In that I figure he is there to both "secure exclusive rights to salvage", and "cover his ass/assets". Very much a damned if you do damned if you don't if an incident has occurred.
The real dynamic of the film comes from Ripley herself. She is concerned with fitting in (typical of blue collar work), demonstrates a real sense of authenticity of someone who "while educated", is concerned with the group cohesion. This is a person who "worked their way up", taking a job (in the previous film), that while advancing her career was a tremendous personal sacrifice.
In many ways we need the first film to establish the character at least superficially. The pacing would be flimsy if it was a "fish out of water" trope. The theme is classic in the context of the late 80's and 90's with the rise of women in the work force. I suppose if tropes get "technical" the beauty of the Aliens film is a hero's journey, reversing the fish out of water trope about 30-45 minutes into the film.
It is critical in establishing this synergy as it really helps sell the character, and gives the other characters something to work off of. We know Ripley is capable of handling herself, we just don't know if she will get her act together in time to avoid complete disaster. There is our drama and our tension. Only thing left now is management of the tension.
Ripley tells Bishop to stay away from her.
Vasquez white knights Ripley during the mission briefing.
Ripley gets her hands dirty loading equipment.
Ripley demonstrates a very human concern for Newt when Gorman refers to her as "Brain Locked". If I recall the medic is also the drop ship pilot which again pulls from that Vietnam notion of evacuation, also likely college educated.
Ripley overrides the panicked Gorman and Burke during the hive penetration.
Once Alpone is MIA, Ripley is then looked to as the new Lieutenant, giving her an authority over the mission when Gorman is knocked unconscious.
Ripley bails out the team reinforcing her value as a team player.
Bishop is redeemed when he volunteers to take the portable terminal to the up-link tower.
The whole thing is very indicative of a character dealing with personal issues and becoming like a mother to the team.
This plays off the computer in Alien and the birth themes, in which the ship's computer was also called "mother". Hicks and Ripley's relationship is also very interesting. Not really sure how I would call it.
Ultimately we have Ripley "doing things", and the other characters following her lead. Exposition is given during the scenes through very good use of scene setup and fragmented dialog as opposed to long winded nonsensical exposition.
If Cameron is anything he is a master of working with theme and mood. Very efficient with the camera.
The big shift between the first and second film was in exploring the terror of Alien life and implied sexual themes, with the security, stability, and ferocity of "mom" in the second film.
The failure of the A:CM game is that of taking the most surface of the elements and attaching a sort of "Cerberus" motive of big company external of the corporate "marines" role. I find it humorous in that in it's rush to retcon the story they do this, in that, THAT is exactly how the end of the 3rd film plays out... with the arrival of the "Black Water" W-Y paramilitary force on the penal colony, which leads us into the 4th film at what amounts to a "Cerberus" base and a Ripley "resurrection".
Essentially the game simply resets the 3rd film, and tells it again in an aggressively lazy way.
Aliens film is protagonist character narrative. That being said, is a game of it's caliber even possible? One with mulitplayer and all the bells and whistles? I don't think so for mostly technical reasons. Though it is near impossible to reverse the fish out of water trope in this environment with a player who may know a lot or next to nothing about Aliens, leadership, leading mechanics... or anything else for that matter.
I can't give a protagonist skills in a game that they wouldn't have in their own work a day world. Have to teach a player how to play in this world at least at a ludic level. Have to learn by "doing"... weird how that works.
The problem could of been approached with a blank slate using some optional paths to victories. Options overload, limited resources, no human targets explicitly, and some extreme difficulty. Some suggestions where a Left 4 Dead, or survival horror genre tap.
I would of steered HARD away from exposition narrative, and set sail if not just ripped off the "Souls" games. Thing is, Call of Duty Colonial Marines is very easy to do. So that is what we got.
I don't think it is so much a problem in development of games, rather it is an issue in game development management and marketing. Writers playing at product development, off the top of my head I am able to think of a half-dozen games where specifically a "writing" choice/princess crippled some aspect in part or whole of a game. The best writing being that of ancillary side characters, the worst writing is that concerned with the primary character or world exposition.
The exceptions being almost exclusively the RPG genre with mixed results. The biggest difference here is having the luxury of time to develop the world and characters that populate it, almost exclusively to some form of the hero's journey.
I can only assume that companies "bother" with the whole enterprise due to some notion of selling "experiences"... or some such rubbish. It's a waste of time and resources if there isn't enough time and resources to dedicate to the endeavor.