Obsidian, Gearbox Developing Aliens Games
by Maarten Goldstein, Dec 11, 2006 10:05pm PSTThe sharp eyes at Gaming Target noticed that an Aliens teaser page on Sega.com revealed two companies involved with the new Aliens games mentioned this morning. The page, since updated, listed both Obsidian Entertainment and Gearbox Software in the copyright section. Obsidian most recently worked on Neverwinter Nights 2, while Gearbox is best known for the Brothers in Arms games. It's not much of a surprise seeing these two companies involved, as the official press release announcing the deal between Sega and 20th Century Fox mentions the development of a role playing game as well as a first person shooter. The press release also corrects this morning's Hollywood Reporter story in saying the first game will be released in 2009, not 2008.
Rumor: Slant Six was working on Medal of Honor Vita game
Simpsons, King of the Hill writer joins Angry Birds film
Class of Heroes 2 coming to PSN on June 4
Shelter gameplay trailer is delightful, horrifying
Alan Wake Humble Bundle launches
Battlefield 4 producer says single-player should feel 'autonomous'
Indie dev to Microsoft: Be more like Sony on self-publishing
Call of Duty: Ghosts video compares graphics to Modern Warfare 3
Backward compatability is 'backwards' strategy, says Microsoft
Mortal Kombat 'Komplete' coming to PC






Comments
Oh well, at least they will get the "full of bugs" part of Alien right.
Thread Truncated. Click to see all 6 replies.
I've had to develop with it, so I know its shortcomings. For instance, you can't just toss in several dynamic lights. It craps out after a few are used (don't forget weapons typically have dynamic lights, which you have to take into account).
After using the other engines like Source, Lithtech, Farcry and similar proprietary tech, I was surprised at how limited Unreal is. And that's where I'm disappointed -- the ease at which you can take an idea and apply it to an Unreal production. There's a reason most areas in Gears of War are square gymnasiums.
Unless you've actually used Unreal and used other technologies to realize that making fantastic games doesn't have to involve sucking a brick through a garden hose, then you can't really debate the usabilities issues.
Less Time to Operate = More Time to Create
;P
You must be logged in to post.