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When You Think about it first-person shooters are pretty darn amazing: all-pervasive, all-conquering, and almost always excellent. There are some duffers, but most are far beyond average compared to when the first.

Aliens vs Predator game appeared... back when Atari and SEGA made consoles and Doom set the benchmark for FPS fun.And it's in this arena of game design excellence that we await the arrival of a new Aliens vs Predator, a full 10 years since Rebellion last had a go at the best movie mash-up since Godzilla went Technicolor on a guy in a gorilla outfit.

Overlooked for the 2001 Aliens versus Predator 2 in favour of Monolith the Oxford-based team have every right to consider the franchise as theirs. This is in spite of Hollywood going Phantom Menace on what was a serviceable premise in the time since Rebellion last pitted US Colonial Marines against the galaxy's most persistant stalkers.

The Prodigal Game

'It feels like the franchise is coming home in many ways,' says Tim Jones, AvPs project leader, who like many on the team was around, albeit in a more junior capacity, when the original PC game was being crafted.

'I joined Rebellion just as A vP was being finished up,' adds lead designer Alex Moore.

1 played the title at university,' chips in producer Paul Mackman, keen to establish his veteran credentials at, the expense of arousing the suspicion that, being a student, it wasn't a legit copy he was addicted to. 'I'm coming to it as much of a fan as a developer.'

'I think that's true for all of us,' interrupts Jones, pointing out that Rebellion have changed a lot since 1999. 'Our passion for the AvP franchise lias never diminished. One way or another we've been working towards making this game for a very long time.'The three senior developers fail utterly at revealing any inner turmoil that might exist over how the AvP backstory lias been developed in the time that it's been outside Rebellion's influence. However, there's the sense that the team are pleased to be going back to the source material that directly fed the Dark Horse comics, and Rebellion's own early game translations.

'I don't think it's fair to say that we're ignoring the AvP films,' says Paul Mackman. 'There's good stuff in there...' (true, the credits were particularly pleasing) '...but to be fair our primary reference point film-wise, James Cameron's Aliens, Ridley Scott's Alien an also the original movie. But we take inspiration from anywhere that's appropriate really.' Of all the movies, theunderrated Alien3 probably provides the better entry point for those keen to immerse themselves in the new game's timeline. This latest AvP is set roughly 200 years from now; 30 years on from the events on Fiorina 'Fury' 161 shown in Alien3:20 before AvP2 (movie) and 170 before the comical happenings in Alien Resurrection. Basically, you can be fairly certain that Ellen Ripley won't be making an appearance.

This time the setting is Freya's Prospect - a colony not unlike Aliens' Hadley's Hope, which is on a planet bearing a slight resemblance to Predator's Guatemalan jungle setting. The doomed colonists have stumbled across a cache of alien eggs, each one a home to one of those oh-so insistent and creepy facehuggers.

The difference between the site of the eggs in the Aliens movie and this game, is that they are found in the apparent ruins of another alien civilisation - that of the Predators'. Obviously the colonists are soon host to the acid-blooded uglies, while the silenced airwaves attract the intervention of US Colonial Marines.'The Company is still up to its nefarious ends,' says Mackman, referring to Weyland-Yuntani, the all-pervasive corporation that finances extra-solar expansion and is hell-bent on capturing specimens of alien life, regardless of the long-term risk to humanity, or short-term risk to its staff.

'They're still pursuing their weapons programme, which was established by Asli in the first film and Carter Burke in Aliens.'If there was good stuff in the AvP movies it was in establishing the early years of the Company and why it might have become so driven to 'build better worlds'. No doubt this AvP game will develop the theme that greed and profit have always been a bigger threat to humanity than any creature.

Just Add Story

'Our brief for the original game was never narrative focused,' says Jones, 'but with this one it was absolutely one of our key goals for the game: to deliver a really rewarding and cinematic story that would make the most of the three perspectives that the game's campaigns will provide.'

Regardless of what people recall from previous games in the series, most will be familiar with how the game's cast operates: the aliens have acid for blood, attack with tooth, tail and claw and are utterly relentless in their pursuit of flesh to press their drooling quartz teeth into; Predators skulk in the shadows and rattle their mandibles; while the Marines spit out pulse rounds and quotable lines at the first sign of trouble.The point is that we all know what each race is capable of, as well as their methods and technology, so where can we expect surprises to come from?

'I think it's fair to say that in a world where first-person military shooters are commonplace, this is really an opportunity for us to deliver fresh gameplay that most gamers won't have experienced, says Jones. In particular lie's proud of the ability of the Predator to use his vision modes and leap around the environment in order to stalk prey and remain stealthy.

Alien

'The leap mechanic is unique to our version of AvP and that's really enabling for the player,' says lead designer Alex Moore. 'It's not something I've seen in very many first-person shooters at all.'

Having seen this leap mechanic in action it appears to work by you seeking a green go-here area with the crosshair and pressing a button that will zip you across to that spot. That may not sound all that impressive, but since players playing the Predator will be able to launch onto vertical surfaces as well as the obvious horizontal ones, they'll also have to take into account their profile in relation to their prey, since even when cloaked a Predator isn't truly invisible.

'The Predator is about being in trees and monitoring the people below him, making sure that he picks the right moment to attack rather than just blundering in there like a tank, says Mackman. 'It opens up all sorts of gameplay possibilities. We're taking those kinds of steps forward with the alien player as well.

Marine Snacks

As Jones is quick to add, regardless of what people will expect, and what their experiences are with other games in the series - 'crawling on the walls and ceilings and hiding in the dark to pounce on your prey and then kill them in gruesome ways' - isn't an experience you're going to get from Call of Duty.

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As for the Marine player, it's not about shooting guys behind cover. 'You have to enter the darkness and find your foe as much as it finds you,' says Mackman, hinting that the Al isn't simply concerned with overwhelming the player with numbers.The xenomorphs may be relentless killing machines, but there are situations where they'll know when to hold back. Likewise the Predator will likely use surprise and fall back into the shadows if overwhelmed. So although AvP is being designed as an FPS, survival horror and stealth is as much a focus of design as all-out action.

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The Marine is clearly there to fulfil the action side of things, with his pulse rifle and under-slung grenade launcher, moving up to the smart gun and a trademark shotgun (handy for close encounters, obviously). It's those pesky shadows and hisbleeping motion tracker that will help ladle on tire tension.For the aliens, the trick is to make use of all the surfaces, use the shadows, get in close and strike hard and fast.

It's important for us to make sure that a single alien is a deadly threat to the player, because they are one of the scariest monsters in the universe, says Jones, highlighting a problem that has blighted many Aliens-themed game in the past 'Even when you're up against two or three of them you're really in trouble, so the times when we really ramp it up and throw significant numbers of them at you, you're really going to have to be very tooled-up with weaponry to even stand a glimmer of a chance.

'I don't think players are going to be in any way disappointed with the number of enemies that they face at any one time. It's going to keep people on their toes and make them terrified.'

There will be times in y the game when teamwork is an essential part of strategy. Safety in numbers has been the lesson we should all take away from the movies (that, and, don't open the damn airlock), and while isn't a squadlevel game other characters you meet and fight alongside - regardless of which species you're playing as - will be there to offer respite from the sense of vulnerability that will play out.

'One of the key things we're trying to achieve with the game is that it feels very physical - that everything you do is fully connected with the world,' explains Jones. 'That helps us with making you feel vulnerable because you're not a disembodied game entity in the world. That ties into when you connect very physically with the characters right in front of you.'

Such physicality is demonstrated by visceral nature of melee combat in the game. Previous games required only blind pummelling of the attack key when up close, whether you were swiping alien claws or a Predator's wrist blades. The new AvP will open up trophy kills if you put a decent sequence of blows together, or are about to make a surprise attack. For the alien it might be the old pierce-and-lift tail manoeuvre, or a diagonal slice that carves a person in two parts. For the Predator it's the swift removal of the spinal column (although having seen it repeated four times in one brief play session, it's already becoming passe).

'The gore kill moments are really a pay-off that you have for successfully completing a series of melee attacks,' says Paul Mackman. 'We're offering a relatively simple but hopefully deep melee combat system, such that your success can be gauged on the kind of kill moves you can pull off.'

Leave Him, He's Dead

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Hie three-way battles that will identify the single-player side of AvP will be mirrored in the multiplayer. Of course Rebellion are in no mood to reveal anything specific about what gameplay modes to expect, only that, according to Jones, there will be a variety, 'from the traditional, to ones that really make the most of the different species and the way they interact'

A full co-operative multiplayer campaign is on our wish list, but even just the traditional would do us fine, since it was Rebellion that did much to nail co-operative survival years beforeLeft 4 Dead was even thought of. Suggestions that Valve's zombie shooter might have stolen AvPs thunder prompts a response that could be telling: 'L4D takes the approach of a parody, says Mackman, 'it's not a scary game as such. It's tense, but it's not the same kind of game as AvP. Yes it's co-operative, yes it's got a run-through area if you're comparing it to the original AvP but compared to what we're doing with multiplayer...' A-ha! 'Well, we're not talking about that at this point. We're only saying that fans won't be disappointed.'

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Regardless of whether L4D is influencing the design of the multiplayer side of AvP, Rebellion are aware that although an endless parade of games have borrowed from AvP over the years, there are games that are paying back that influence in return. However, it's not any one title that is inspiring Rebellion to get this one game just right. More than the template of the classic games in the AvP lineage. Rebellion are holding up the increasing levels of polish and accessibility that modern action games offer. Like us, Rebellion are of the opinion that today's FPS games are pretty amazing, and, like us, they want Aliens vs Predator to be counted among the very best.