
Aliens: Colonial Marines and Antichamber reviewed
Aliens: Colonial Marines and Antichamber reviewed
We've got more reviews for you as 2013 starts to gain some momentum - today it's Aliens: Colonial Marines and Antichamber. First up, James "Jickle" O'Connor plays Antichamber, a crazy looking game which is hard to describe. He does a good job though,
There are four guns, each with slightly different block-manipulation abilities, and finding a new one will typically mean that a whole bunch of scenarios and rooms you encountered earlier will suddenly start making sense to you. It’s enormously empowering to gain a better sense of understanding in a game like Antichamber, even when you’re constantly having it snatched back away from you. Hahahaha none of that will make sense without the rest of the review as context. Thanks for nothing, science. ![]() Meanwhile, Nathan "NachosJustice" Lawrence has been playing Aliens: Colonial Marines - and he's sadly not impressed, Ultimately, the biggest disappointment of Colonial Marines is the sporadic promises made in the moments it gets it right; again, bitterly offset by a con for almost every pro. The art direction delivers the goods in terms of nailing the look of the Cameron film. Expect plenty of dark interiors—even if you turn up the brightness—which creates fantastic tension during hallway firefights lit up by dynamic light sources, or simply when you’re haunted by the heart-beat-like beep of your Motion Tracker. The environments are fantastically lit with a deferred lighting system that would surely impress more if it was illuminating more than bland often-2D textures. It gets worse from there - but also a tiny bit better, and to find out how you'll have to head through to our full review for the details.
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