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Old 01-31-2013, 01:13 AM   #61
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Originally Posted by viperormiata View Post
Steve, I totally did not just search ebay for a used Yutani manual.
Why settle for a manual?



Tomica Tomy Pocket Cars 51 Yutani Shovel TY45 Orange White Mint Boxed | eBay



Also, no android love?

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Old 01-31-2013, 10:02 AM   #62
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Why settle for a manual?
I though for a minute you were going to suggest he buy a full size machine. They are quite cheap these days due to their age, but transportation and storage are an issue, lol.

They are a hell of as lot more fun to play with, though.

Edit: I'm guessing you would probably like to have a decal like this, then?


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Old 01-31-2013, 10:06 AM   #63
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Old 02-01-2013, 11:56 PM   #64
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Going back now and watching the 1990-1991 Special Edition of Aliens. I think this will really prep me best for the Colonial Marines release, as this is the version the game is based on.

Also, if you don't have the Anthology Blu-Ray, you need to get it (Joe). The amount of extras and bonus material will literally cover everything you could read online (okay, that's not true, but it will allow you to have 8 or 10% of my knowledge). This is truly the nerds' edition of the series.

Also, also, my cars will be sporting Weyland-Yutani stickers soon. This has become priority.
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Old 02-02-2013, 12:37 AM   #65
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Also, if you don't have the Anthology Blu-Ray, you need to get it (Joe).
I'd need to get a Bluray player first.



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Also, also, my cars will be sporting Weyland-Yutani stickers soon. This has become priority.
Weaksauce.

Remove the "Miata" badge from the rear trim panel of your car, and stick this on instead:



movie pins page
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Old 02-02-2013, 02:47 AM   #66
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I'd need to get a Bluray player first.
PS3. Throw in a 1tb hard drive and use it as a media center, computer back up, porno stash, etc...if you don't play games. Personally, I use mine for netflix and storage just as much as I use it for gaming.


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Weaksauce.

Remove the "Miata" badge from the rear trim panel of your car, and stick this on instead:




Well, just got done watching the Special Edition of Aliens. I must say, I feel more prepared.

SHUT THE **** UP, HUDSON!!!!!!!
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Old 02-07-2013, 02:40 PM   #67
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No perfect vacuum exists in nature, but outer space is the closest thing as I understand it -- only a handful of atoms in a given cubic meter.
Saw this and thought of this thread.





You may continue.
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Old 02-08-2013, 09:51 PM   #68
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4 more days

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Old 02-08-2013, 10:54 PM   #69
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So...



Subsequent to the events of Alien, Lieutenant Ripley is picked up in her escape pod by a team of deep space salvagers after floating in the cosmos for half a century. She debriefs her former employers about the horrible star beast that face-murdered her entire crew, at which point they offer to send her right back to the planet where she found the damn thing in order to help some Marines investigate why none of the colonists there have answered their phones in three months. They even offer to send a company representative with her to oversee the operation.

The Big Twist:

Of course, the good guys arrive and are immediately attacked by swarms of aliens (that's not the twist -- that part was given away by the title), but the big complication comes when it's revealed that the company was in on it! The company rep, Carter Burke, tries to screw all of them over, because it turns out the goal was never for them to succeed -- the goal was to capture a live specimen of one of the aliens.




But How Did She Not See This Coming?

This all must have seemed rather familiar to Ripley. In the first film, she intercepts a secret message from the company instructing one of her fellow crew members, Ash, to retrieve the alien at all costs. Ash (who turns out to be an android) interprets "at all costs" to mean "stab Ripley with a porno magazine," which he totally tries to do in order to keep her from destroying the alien. Essentially, Ash was under direct orders from the company to either kill or sacrifice his entire six-person crew in order to retrieve a phallus-headed space demon.

Yet for some reason, Ripley doesn't find her new mission to be the least bit suspicious. Her employers (the same ones who fed her crew to an alien last time) are sending her down to a planet (the same planet where they initially found said alien) to investigate the sudden disappearance of hundreds of people (who all work for the same alien-feeding company).




What's worse, Carter Burke is like a walking red flag waving in Ripley's face for two-thirds of the movie. She agrees to go to the planet only after Burke promises that they will destroy any aliens they might find. As soon as they do find aliens, however, he vehemently objects to any and all suggestions of eradicating them (including nuking the entire facility from orbit, which would've saved us all a lot of time). Ripley then discovers log records indicating that Burke, acting on behalf of the company, specifically sent the colonists to go looking for the aliens, resulting in every last one of them getting horribly killed. So she confronts Burke, vowing to make him pay for his crimes.

However, rather than share this absurdly crucial bit of information with any of the Marines, Ripley decides to go take a nap, because she apparently believes that Burke won't try to kill her in her sleep, even though he's already sent hundreds of people to their doom (by the way, this is precisely what he tries to do). Only after Burke's attempt to unleash a pair of face-raping stellar crabs on her is thwarted does Ripley finally reveal his nefarious plot to the rest of the Marines.



And at no point do the Marines look at Ripley and say, "Wait, isn't this the exact thing that happened to you last time? Either you're the most understanding woman in the world or you're really slow to catch on to things."
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Old 02-12-2013, 05:17 PM   #70
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4 more days

Aaaaaand it's been pretty much universally panned as being a god awful game.

AvP2 on the PC has still not been topped IMO.
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Old 02-12-2013, 05:56 PM   #71
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Aaaaaand it's been pretty much universally panned as being a god awful game.
The most anticipated things often are.

How about we make a Xenomorph hat for TF2? Maybe re-skin the Pyro's flamethrower and the Engineer's Sentry as well.
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Old 02-12-2013, 06:06 PM   #72
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I can't wait to play it.
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Old 02-12-2013, 06:50 PM   #73
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I can't wait to play it.
I know, it's going to be awesome having a Xenomorph hat for the demoman.
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Old 02-13-2013, 08:04 PM   #74
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Old 02-13-2013, 08:10 PM   #75
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Some reviews.

IGN 4.5/10

Gamestar - 59%

Lazygamer 4.9/10

Edge 5/10

DigitalChumps 4.6

GamersGlobal 5.0/10

Eurogamer 3/10

Polygon 3/10

Gamespot 4.5/10

Gamespy 2/5

TSA - 5/10

Zombie gamer 5.5/10

digitalgaudium 5/10

el33tonline 2/5

techdigest 3/5

Inside gaming 5/10

gamesTM – 4/10

OXM – 6/10

Gamestalker – ‘Bad’

LaPS3 (Spain) – 58/100

Konzolista.cz – 5/10

GamerZines – 58/100

Destructoid – 2.5/10

Arstechnica verdict: " Skip it"

Kotaku: "Should you play this game? NO"



Also, I've read a few times the AI is quite bad


Game over man... game over
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Old 02-14-2013, 10:50 AM   #76
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Just saw Angry Joe's review of it... Not good. I think you guys will like the review though, he's obviously a huge fan.

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Old 02-16-2013, 04:24 AM   #77
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Maybe this will suck less:

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Old 02-26-2013, 09:37 PM   #78
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Well, I think some of you know that I am a bit of an Alien enthusiast. This disappointment really hit hard. I lost sleep.

I have decided to not purchase the new game. I feel the same as many others, in that, it will just be hours spent criticizing the game without enjoyment.

The trailers were great, too bad the game didn't include 1/4 of the material that was shown or promised.

New reading material on what happened. From Dream To Disaster: The Story Of Aliens: Colonial Marines

Quote:
On December 11, 2006, Sega announced that they had snagged the rights to the much-beloved sci-fi franchise Aliens. Eager to get people excited, Sega quickly announced that they had two big games in the works: a role-playing game and a first-person shooter.
In the coming years, one would be cancelled. And the other probably should have been.

Aliens: Colonial Marines, the shooter released earlier this month for PC and consoles, has been almost unanimously declared a bad game. Two weeks ago, we attempted to figure out just how it fell apart, but we didn't have the full story. Today, we can paint a clearer picture.

In an attempt to sort through the rumors and figure out just what happened to Colonial Marines, I've spent the past few weeks talking to people with connections to the game. Some preferred to talk off the record; others agreed to let me report what they said so long as I didn't use their names. And the story behind A:CM—a story of dysfunctional development, miscommunication, and conflicting visions—has grown increasingly clear. (Unfortunately, despite weeks of fan and press requests for an explanation about what went wrong with this game, representatives from Sega and Gearbox both declined to comment for this story.)

Just days after announcing their Aliens acquisition, Sega announced that they were making a first-person shooter with Gearbox, the studio then best known for developing Brothers in Arms and some of the expansions to Half-Life. When Sega made that announcement, pre-production had just started, according to multiple sources. There was nothing to show, because nothing existed yet.
Meanwhile, Sega contracted independent studio Obsidian Entertainment to handle the Aliens RPG.

"There was really good synergy between both teams about what needed to happen. It was a very love-love situation." Over the next few years, both Aliens games were delayed multiple times. By 2009, Sega was going through some financial difficulties and both games were costing them a great deal of money. According to one source, Sega's producers said they had to choose between the first-person shooter and the role-playing game. They chose the shooter—and unceremoniously cancelled the RPG.

Also in 2009, Gearbox released Borderlands, the Diablo-esque shooter that went on to become a surprise critical and commercial hit. Because of this sudden success, Gearbox decided to immediately start working on Borderlands 2—internally codenamed Willow 2—so they decided to outsource the bulk of development on Colonial Marines—codenamed Pecan—to a company called TimeGate, best known for the first-person shooter Section 8. At the time, TimeGate was finishing up development on the sequel, Section 8: Prejudice.
Around November or December of 2010, TimeGate had a company meeting to talk about their next project. Things went well.

"There was really good synergy between both teams about what needed to happen," one source told me. "It was a very love-love situation."
"Everyone at [TimeGate] was pretty stoked," said another source.
So Gearbox sent over the game materials, and TimeGate's team started to work on project Pecan—although at least a few staffers were shocked by how little progress Gearbox had made on the game.
"There was obviously not four years of work done on the game," one source said.

According to three people familiar with the project, Gearbox didn't put a lot of work into Colonial Marines between 2007 and 2010. Instead, those people told me, Gearbox chose to focus on Duke Nukem Forever, Borderlands, and Borderlands 2. Colonial Marines was not a priority.

One source told me that when TimeGate got the project, Colonial Marines was "basically a hodgepodge" of assets, including the shader—or lighting processor—from Borderlands. "A lot of assets just didn't seem like they fit there," the source said.

I've heard conflicting things about how much of Gearbox's work was retained by TimeGate. According to one source, TimeGate threw everything out. According to another source, TimeGate's staff worked with what they had, even if that did require a ton of iteration.

But by all accounts, starting at the end of 2010, TimeGate was the developer of Aliens: Colonial Marines. Gearbox had oversight, and much of TimeGate's work had to go through approval by producers at both Gearbox and Sega, but the bulk of the project was TimeGate's responsibility.
Full size

In 2011, TimeGate started facing big problems. The first major problem was the game's story: even four years after Colonial Marines was announced, nobody had locked down a final script. Narrative designers at both Gearbox and TimeGate were writing and rewriting constantly, and TimeGate had to discard entire scenes and levels because of story changes during development, according to three sources.

"For a couple months, we were just kind of guessing," said one of those sources. "It's really weird to work on a game when you don't have a basic idea of how things will work."

And then there was interference-with three companies involved in decision-making on Pecan, bureaucracy was inevitable. According to one source, Sega's producers wanted Colonial Marines to feel like Call of Duty—in other words, more shooting marines, less shooting aliens. Upper staff at both Gearbox and TimeGate disagreed with this mentality, the source said, and there was a tug-of-war between developer and publisher on how the game should be designed.

"There was also the 'too many chefs' syndrome when it came to gameplay, where too many people gave feedback on both ends and it ultimately led to further delays," said a source. "In one case, working on a particular task took me a month to finalize, as there was inconsistent and delayed feedback."
Another issue: incompatible management styles. Gearbox and TimeGate are two very different developers that approached the game in two very different ways.

"You could not pick two companies whose general workflow is more diametrically opposed," said one source. "Gearbox is used to 'work, work, work, iterate, iterate.' TimeGate is the exact opposite—they're always about shipping the product."

Over the course of development, the team scrapped a lot of levels and missions, one source told me. One cut mission, for example, involved a scientist who would follow the player around and turn out to be a secret agent for Weyland Yutani, the evil corporation that plays an integral role in Aliens fiction. "He was scrapped because escort missions are stupid," the source said.

"We just spent a lot of time trying to make the game shippable," said the same source.

And then there's the demo. As many angry reporters have pointed out, Gearbox and Sega spent a great deal of time showing off a demo that looks nothing like the final product. People have demanded an explanation, and many have accused Gearbox head Randy Pitchford of misleading his fans.
The truth might not be as malicious as some have speculated. According to a few sources I spoke with, the demo for Colonial Marines was built by TimeGate—with animation assistance by Gearbox—and ran in real time. As is standard for E3 demos, it ran on a high-end computer with specs that would be unfeasible for a normal console game.

"We were told many times through demo production, 'Don't worry about performance, just make it awesome,'" said one source. "There was a reason [the demos] were never playable."

(Press attending E3 2012 could join hands-on multiplayer sessions, but the
single-player demo was not playable there.)
The demo looked better than the game does because the demo didn't have to be optimized for old hardware. Though these games are created using powerful PCs, any console game has a "performance budget"—the ceiling above which an Xbox 360 or a PS3 cannot go. The Colonial Marines demo was way over performance budget, and the development team had to cut back significantly for the final product.

"We were constantly cutting back more and more in terms of texture, shader and particle fidelity, in order to fit into the jacked memory restraints," said another source.

"The game feels like it was made in nine months, and that's because it was." In the middle of 2012, once Gearbox had finished most of Borderlands 2, they took the project back from TimeGate. And Gearbox changed everything—partially because what TimeGate had produced was not very good, two sources told me, and partially because it couldn't run on the PlayStation 3.
"[Gearbox made] big changes to lighting, texture and shader complexity," said one source who had not played the final game, but was familiar with some of the later builds. "Design elements were altered or redone entirely. It looks like a lot of [TimeGate's] assets remained intact, with the exception of lower-res textures and faster-performing shaders."

A number of TimeGate staff were removed from the project and, in some cases, let go from their jobs. And while Gearbox's staff knew that they didn't have enough time to fix this disaster of a project, according to one source, they felt like they couldn't ask for another extension from Sega. Not after seven years.

"The game feels like it was made in nine months, and that's because it was," said a source.

As for the rumors? The scuttlebutt at both Gearbox and Timegate revolves around potential lawsuits—some people at Gearbox are worried that Sega might sue them as a result of this project, and some people at Timegate have heard similar rumblings. One anonymous blogger claiming to be a Sega employee accused Gearbox of lying and breaking agreements with Sega, but we have been unable to verify that, and some of the other blog posts—like the story of a drunken barbecue conversation about killing off Sonic—call the blogger's validity into question.

Those are all just rumors. The exact terms of Gearbox's contract with Sega remain unclear, and neither side has spoken up. Over the past few weeks, I've had several conversations with representatives from both Gearbox and Sega, but neither would comment on the record.

While some details remain sketchy, we're starting to see a more complete picture of how Aliens: Colonial Marines turned out so awful. Bureaucratic meddling and a troubled development cycle have turned this game from Alien fan's dream to unmitigated disaster.
And Joe, thanks for the fun back and forth posts about Alien knowledge and trivia. Here is your prize.
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Old 03-26-2013, 04:37 PM   #79
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Happy Easter you nerds

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Old 03-26-2013, 06:30 PM   #80
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Oh man!

It took me a second to realize what I was looking at, and then I just absolutely lost it and started laughing in the middle of the lab.

That is the best thing I have seen in a long time.
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