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When the Prometheus enters the alien solar system, it's supposedly 3. That's When it's been way too long since your last haircut.

From page to film — check out the dropship from Aliens in its original concept art and its final design on screen. Happy birthday to Lance Henriksen, who decided to play the synthetic Bishop in Aliens as gentle and childlike.

NationalSpaceDay is dedicated to the extraordinary achievements we've made among the stars. Celebrate AlienDay and relive the franchise!

Stay connected with Aliens for more updates. I would like to receive updates, special offers, and other information from 20th Century Studios and The Walt Disney Family of Companies.

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Unlike the soldiers, xenomorphs fight mainly in close quarters, and their basic weapons are attacks with claws and tail.

In addition, they can hide and leap across the rooms, and their ability to scan the entire map helps them find enemies.

In return for killing marines, aliens are rewarded with experience points, and once they have reached the appropriate levels, they can enter the game as a Queen or an Empress, which are extremely difficult to kill although there can only be one player of this class on each map at the same time.

The game in Aliens Online takes place on film-inspired maps, such as a spaceship or alien nest, each filled with sewer pipes and ventilation ducts to help the xenomorphs navigate quietly and quickly.

In the original version of the game, only the Eradication mode was available a variation of the classic team deathmatch , in which the game takes place until all xenomorphs on the map are killed, or until the limit of respawns of the marine team is exhausted.

In later updates, the devs of Aliens Online introduced additional gameplay modes, such as Capture the Flag and the ability to play with bots.

Aliens Online uses a modified engine from the earlier Mythic Entertainment game, Rolemaster: Magestorm , and features an atmospheric, full-fledged 3D visuals.

Marines then head to the Staging Area, the meeting place where all players can chat and review the status of any missions in progress, while Aliens move on to the Hive, which is essentially the same but with an Alien-ish hue to the interface.

As a Marine, you can either enter a mission alone or as part of a fire team. Kills during solo missions add to your service points, but you won't get medals and other honors; you also forfeit the right to carry heavy weapons like the smart gun and flamethrower.

Aliens, on the other hand, aren't given the chance to form teams before the game starts. Fire team members can use as much time as they like during prelaunch to settle on tactics and decide who should carry which weapons, but Alien players are taken directly to the Hive when entering a mission - no big drawback, since there's almost always plenty of time to discuss strategies after you're in the mission.

As your team of Marines creeps down corridors, you'll find yourself spinning around to check your six: Aliens move quickly and silently, and the hallway that was clear a few seconds ago can be teeming with enemies in no time flat.

Firefights are fast, bloody, chaotic affairs, and regardless of whether you're a Marine or an Alien you can expect to die early and often during your first several outings.

Communications are critical for Marines and Aliens alike: If you head out alone on a mission where you're facing human-controlled Aliens, you're almost as good as dead.

Aliens stand a better chance of spreading out for solo hunting, but if you run into more than one Marine you're likely to find yourself being fried to a crisp in your own acidic blood.

Audio effects ranging from the whooshing chatter of pulse rifles to the whiplash crack of a face hugger's tail put you right in the action, and other touches add to the ambience: A dead Marine can be searched for ammo and health packs, for instance, and the Aliens see everything in a reddish tint.

Yes, when everything's going well this can be one of the most enjoyable online action games around; unfortunately, the odds of everything going well vary wildly from player to player.

Without a doubt, the biggest problem here is the frame rate. The frame rate is just fine when playing as an Alien, probably because the entire game display is more or less monochrome.

Drawing a bead on a fast-moving enemy is almost impossible with chug-a-lug animation, so my first impulse was to knock down the graphical detail.

No dice. The only way to speed things up is to decrease the view. And when you consider that the actual view of the action comprises just a little more than 40 percent of the total display, that's not an appealing prospect.

What makes this more frustrating is that the sluggish animation can't be blamed on high-quality graphics: The objects and creatures here look OK, but that's about it.

Happy birthday to Lance Henriksen, who decided to play the synthetic Bishop in Aliens as gentle and childlike. NationalSpaceDay is dedicated to the extraordinary achievements we've made among the stars.

Celebrate AlienDay and relive the franchise! Stay connected with Aliens for more updates. I would like to receive updates, special offers, and other information from 20th Century Studios and The Walt Disney Family of Companies.

By creating an account, you agree to our Terms of Use , and acknowledge that you have read our Privacy Policy. Sign up via email Sign Up.

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Audio effects ranging from the whooshing chatter of pulse rifles to the whiplash crack of a face hugger's tail put you right in the action, and other touches add to the ambience: A dead Marine can be searched for ammo and health packs, for instance, and the Aliens see everything in a reddish tint.

Yes, when everything's going well this can be one of the most enjoyable online action games around; unfortunately, the odds of everything going well vary wildly from player to player.

Without a doubt, the biggest problem here is the frame rate. The frame rate is just fine when playing as an Alien, probably because the entire game display is more or less monochrome.

Drawing a bead on a fast-moving enemy is almost impossible with chug-a-lug animation, so my first impulse was to knock down the graphical detail.

No dice. The only way to speed things up is to decrease the view. And when you consider that the actual view of the action comprises just a little more than 40 percent of the total display, that's not an appealing prospect.

What makes this more frustrating is that the sluggish animation can't be blamed on high-quality graphics: The objects and creatures here look OK, but that's about it.

And you can't blame the lousy performance animation on latency, either - the two are independent of each other, according to postings from GameStorm tech support.

Latency is a problem that's pretty much out of GameStorm's hands, and to be fair, I rarely experienced major lags - but if the numerous complaints from other players have any truth to them it could well dampen your enthusiasm for the game.

Another hindrance is joining a team only to find out your teammates either don't give a damn for teamwork or are out-and-out player-killers.

Luckily, there is something you can do about that: Note the players you enjoy going into combat with and ask them if they'd like to form a squad or see if you can join an existing squad.

There are also a few bothersome design decisions. Remember that small viewscreen I mentioned earlier? Well, all in-game messages like "an Alien hit you" or "Brutus just entered" appear there as well, obscuring your view - a true pain when those words cover up a face hugger scooting along the ground toward you.

Some of these messages aren't even necessary - you know damn well when you've been hit, and you can see in the roster display who's entered - and a glance at the interface shows that there's plenty of room to stick that stuff elsewhere.

The lack of an auto-run button might be "realistic," but that doesn't make constantly pressing a key in order to trot down hallways any less of an annoyance.

The lobby tracked multiple games running concurrently on different servers, with near-live updates to remaining lives for each team, or the status of objectives.

Players could not spectate matches, but could clearly see who was winning and by how much before joining a map. Players could also chat cross-faction in the lobby, send private chat messages to particular players, or set up private chat rooms called "Tables" and invite players into them for planning or creation of Marine fireteams.

Maps were multi-level installations thematically appropriate to the film abandoned colonies, space ships, etc. Every map had a "drop zone" where Marines spawned, and a Hive containing the Alien Queen player-controlled Aliens spawned randomly throughout the map.

Game types generally required the Marines to move through the complexes and reach the Hive, though the reasons for doing so varied.

Marine lives were tracked through "billets. Alien lives were tracked similarly, but tied to artificial intelligence driven NPCs.

If the Alien side started with drones, then drones were present in the game world and controlled by the A.

Alien players entering the game inhabited the body of a random drone, and jumped to a new drone after death.

This gave Marines a numerically superior enemy to fight no matter how many Alien players were in the mission, and also allowed Marines to lower the number of Alien players by tangibly chipping away at their pool of lives whereas Marines were always controlled by players, and Marine billets only removed by killing a Marine player.

Matches were strictly Marines vs Aliens, with no possibility for Marine vs Marine games. Both sides granted varying amounts of XP to players who successfully killed members of the opposing faction.

Both factions granted different bonuses for reaching specific XP milestones, though XP was strictly tied to rank.

Players could not spend XP to customize their characters. An interesting note is that Aliens Online had no hard limits on the number of players inside one map or instance.

Due to the time most players still using dial-up and the relative youth of the Internet infrastructure, lag was a constant problem in all games.

Despite this, it was possible to have up to active players inside one map - with the game still playable and relatively free of issues.

Community-organized game nights regularly took advantage of this, especially toward the final year of the game, and packed maps full of teams competing in weekly matches.

Factions: There were only two sides to choose from, but fundamental differences between them made each a separate experience:.

Aliens The Alien side emphasized speed and stealth over direct attacks. Aliens moved noticeably faster than Marines, and ran without making a sound.

Maps were designed with various tunnels and air vents to allow Aliens to move around relatively unhindered, and players could lie in ambush at various access points.

Aliens saw the world through red-tinted vision, and had the advantage of seeing every NPC, player, and enemy marked on their minimap - making them excellent hunters.

Alien Vision. Aliens dominated at close range, but were mostly defenseless at long range. Aliens had no ranged attacks and little armor; their only options at range were to escape or close the distance.

However, they were unparalleled melee fighters, with fast and vicious claw swipes as their primary attack. The Alien's speared tail could be selected as a secondary attack, delivering raw power with a slower recharge.

However, the tail was often glitched sometimes crashing the user to the desktop and not always available. A bite attack using the Alien's inner jaws was planned, but never implemented.

There were three playable Alien types - facehugger, drone, and Queen. The facehugger was the smallest and hardest to hit, but also the weakest.

Facehuggers could only attack with a weak tail whip, but were still used by veterans for the sheer annoyance factor.

Facehuggers also had a separate pool of "lives" than the drones, making them useful for scouting or support. The original design called for all new players to start as facehuggers before moving on to drone similar to how drones rank up to Queen , but the difficulty of getting kills as a hugger resulted in this evolutionary step becoming strictly optional.

Drones were the standard Alien soldier, and the most common enemy for Marines. Player drones were fast, quiet, and deadly at close range.

They could kill Marines of average rank in claw swipes, and leap silently back into vents for a clean and stealthy getaway. Meanwhile, A.

There were no cosmetic differences between an A. Queen attacks! The Queen was the toughest Alien around, with greatly heightened armor and strength.

Only one Queen was present on each map, and was controlled by the A. Players could earn the right to control the Queen by gaining experience from killing Marines.

Once they had attained the rank, the first qualifying player to enter the match took over as the Queen, with the option to jump to a standard drone at any time.

The Queen had no special attacks just stronger versions of the same claws and tail , and her large size prevented her from entering air vents and some rooms.

However, her armor allowed her to kill Marines easily especially once Aliens could regenerate lost health over time , giving her some value.

Her substantial XP reward on death also made her a frequent target of Marines. The only rank past Queen was Empress.

In-game, an Empress was simply a tougher Queen. Empresses also had the ability to create new matches in the lobby otherwise maps were selected randomly by the system , though this feature wasn't always active.

They excel at long range through their superior firepower, but feature no melee attacks. While not as defenseless at close range as Aliens are at long range Marines can still crouch and shoot , they are still at a significant disadvantage if the Alien gets up close.

The pistol and shotgun were considered "backup" weapons, since they were slow to fire and weak against anything stronger than a facehugger.

However, earlier versions of the game included friendly fire for all weapons except the pistol and shotgun. It wasn't uncommon to pull shotguns when following other Marines in tight quarters like air ducts.

Motion tracker in use. A 9th "weapon" is the Motion Tracker, as seen in Aliens. The tracker displays all movement signals nearby friendlies, NPC drones, and player Aliens in a degree arc.

The player must drop their weapon to bring up the tracker, and cannot attack while it is in use.

Also, as the name implies, the tracker only detects motion. Sneaky Aliens could beat it simply by standing still.

To access heavier weapons, Marines had to join a fireteam, where they could replace the Tracker with the Smart Gun or Flamethrower.

Fireteams were squads of up to four players who entered the mission together. They were designed for clans or players intending to play as a team, but teamwork was not enforced through game mechanics.

Members of a fireteam could activate small "helmet cam" windows for each of the three other members, allowing them to see that member's view in nearly real-time.

Helmet cams active. Marines carried an inventory of ammo clips for their weapons and four health packs. Health packs were bound to a hotkey and replaced some of that Marine's health.

Health packs could not be used on friendly Marines. Weapons could be reloaded at any time, but this would discard any bullets left in the used clip.

If the player ran out of bullets for all weapons, not likely, but possible they were left defenseless. Additional clips and health packs could be picked up off the corpses of slain Marines.

Marines customized their characters using any combination of eight possible heads, torsos, and legs four for each gender. These classes gave bonuses to a series of RPG-style stats meant to improve the player's skill with particular weapons, or the amount of healing per health kit.

A character's class could not be changed once created.

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