There are moments in each of Aliens vs. Predator's three
single-player campaigns where the game flashes some
honest-to-goodness greatness that other first-person games
can't touch.
Aliens vs.Predator
Rebellion/Sega
PS3, Xbox 360, Windows PC
Rating: Mature (blood and gore, intense violence, strong
language, suggestive themes)
The brightest of these flashes happens straight away in the
marine campaign, which outfits players as a standard soldier
in a world crawling with aliens and, eventually, the
Predator.
AvP drops players into an environment where light is a
precious commodity, and the game doesn't waste time with dull
shootouts against grunt enemies.
The aliens are the enemy, and each one alone can easily take
a player from healthy to dead.
In packs and in darkness, they're a nightmare.
But once the scene changes to less intimidating pastures and
the aliens resort to less frightening tactics, AvP regresses
to also-ran status.
The fights start repeating themselves, the level designs feel
more generic, and when Rebellion recycles an old twist from a
previous AvP game and introduces the androids enemy class,
this might as well be any shooter.
Unfortunately, AvP's antiquated controls - which lack a lean
or even crouch mechanic and rely too much on auto-aim assists
to bail out some sloppy aiming precision - ensure it isn't
even just another shooter once the scares peel away and the
dated mechanics are exposed.
The action is more uninspired than truly bad, but when the
game drops piles of enemies in one spot and expects players
to avoid making mistakes while it makes so many, it feels
pretty cheap.
Fleeting flashes of excellence also seep into the alien and
Predator campaigns, which value stealth and melee combat over
gunplay.
Disabling the lights, climbing the walls and terrorising
humans is a fun thrill early in the alien campaign, and the
Predator campaign offers enough trick (albeit with a slightly
clumsy control scheme) to leap around the map and massacre
humans, aliens and androids alike.
But these two campaigns eventually suffer the same problem:
Most of what you see and do will be seen and done within each
campaign's opening scenario, and the same flat levels players
see at the marine await yet again once the novelty of both
campaigns wears off.
None of the three campaigns requires more than three hours to
finish, but all manage to wear out their welcomes because of
how repetitive they are with regard to design, tactics and
enemy intelligence.
Online multiplayer (18 players competitive, four players
co-op) fares little better.
The survival co-op mode, which pits player-controlled marines
against endless alien waves, is just the single-player game's
bad controls and A.I. on overdrive.
Most of the competitive modes, meanwhile, are dampened by
player-controlled aliens' and Predators' melee kill
animations, which are so excessively drawn out that by the
time Player A kills Player B, Player C is halfway finished
killing a hopelessly vulnerable Player A.
A few modes that play off the series fiction establish
gameplay conditions that mitigate these domino effects, but
it's a testament to AvP's overall haphazardness that such a
hindrance plagues any, much less the majority, of these
modes.
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