The game that shits my pants when I was so certain, so assure, that nobody was around and whistled my way down my cozy checkpoint, and the Xenomorph jumped out of nowhere and gave me a death kiss.
And, not to mention the brilliant adaptable Alien’s AI by Creative Assembly.
I just hope you guys can cut the Total War vanilla divided into DLCs bullshts, oh, it’s prabably SEGA’s fault.
And, wanna buy it? If you like Survival Horror, hell yeah buy this sht. If you’re not a horror games regular like me, just beat it with Youtube 😉
Something more need to talk about for this game. The exploitation for resources.
Lots of games nowadays, despite from open world games, are linear.
And the problem with linear games, the biggest thing is that the exploitation ratio is so low on the resources for the game, by which it can be pertained to maps, models, and objects and any other exploitable resources.
A map, you go in a maze and go all around and end up at the goal and rewards. And then, the trails you’ve been using are all rendered useless and ditched sideways.
A lot of games that prior to recent few years have this problem, devs designed tons of maps, tons of mazes, and rendered each one of them, putting all immersion into the environment, the visuals, the sounding, the effects et al. So if the game doesn’t have much of replayability, then the trails are basically useless after players achieved the goal, on which creates a high waste of the games.
I can list some examples to further clarify the subject.
Mass Effect 3, a game that is built on massive scales and a wide scope and complexity, which, in most of cases, missions, side quests, you have to run through a lot of meaningless paths to get the final goal. And developers actually put a lot of efforts into rendering the paths you have run through, but, you have run through them anyways.
A maze if it’s a straight line to goal, add some obstacles in the path, would be dull and boring. Thus designers thought out adding more paths and side trails and more complexity of the maze to increase the playability of the game. A lot of modern games follow this rule, and even spike it. But some other studios don’t think in this way.
Certainly, maze is important for games, but if you can make the best use of it, the playability and replayability would certainly skyrocket for the game.
From Software has made it very clear for players. The wit of level design in Souls series has been observed by public. The maps are not only for passing use, but also a function for replayability, which is a more and more attentive subject for present and future games.
Alien: Isolation, least, did a good job on this. You’d be surprised by the massiveness of Sevastopol and the complexity for in game maps, but the best of all, the game is set in a massive station where you won’t go anywhere else besides the few maps. So you have to keep passing through and using the few maps, which, makes up a high exploitation ratio for the game. And it’s good. Players can discover and have more new experiences during the repetitive use of the resources. And simultaneously there’s a potential, or close proximity threat for players to always keep them keens on. The game suddenly, though not saying ME3 is a bad game, exceeds the replayability and playability by using an amount of maps than ME3 using tons of rendered environments and maps and lots of works.
Hard work doesn’t equal smart work, by using this method, I believe a game can be finished in less time than the original.
Horror games though, settings-wise, are based on small and sealed environments, and Isolation on a certainty, also is linear, it’s partially linear. So let’s say being using the model of linear plot, it did a good job on reusing/exploitation of game resources.
Things other than maps and mazes that pertains to exploitation, well, a lot could be named. Like for the immersion, adding a lot of npcs, or non-interactive npcs. The in-game objects, like pens, books, notes. And lots of more. Just how do you make use of them and smartly make the best use of them, it’s upon you.