Πραγματικα ο,τι διαβαζω με κανει ακομα πιο intrigued για το παιχνιδι, λετε απο αλλου να το περιμενουμε το καλο horror απο αλλου να ερθει?
http://www.rockpapershotgun.com/2014...ation-preview/
"No. It’s very much about a single player experience. We did think about it, it’s not like we never considered it – and we had some pretty neat ideas around that. But for us the focus always was that single player experience. And I think because you have this dynamic alien and it’s about the player’s choices while they play it, it does mean that you can go back and try different stuff out. So I think there is a lot of scope to have players go back and do things differently,"
"I think that as soon as you up the amount of humans then you’re no longer as ‘outnumbered’. You know, if you had two or three humans facing up against one alien it’s a completely different experience where you’re working together to overcome it rather than just trying to survive. It just felt better to leave it single player,"
On survival RPS: When you say that the Alien is “low frequency” and that it won’t show up too often, what other kinds of threats or challenges will be there for the player?
Hope: So the game is very much about you surviving and your journey through the [station], it’s about that whole space. It’s not just about you and the Alien. The demo today was very much about giving you a very small glimpse of what it’s like. Which was basically a test for us, you know – what’s it like to put a player in a space with Ridley Scott’s original Alien and a motion tracker? What is that like? I mean, one of the first things, before we had anything on the screen, I’d be talking to guys in the studio, going… “Okay, we’re going to release Ridley Scott’s Alien in the studio. What you gonna do?” It was a cool jumping off point because people would be saying, “Okay well I’m gonna crouch under my desk – make sure he can’t see me!” Cool. Then what are you gonna do? It was kind of a nice concept, you know… But to go back to your question, it’s very much about surviving against all the obstacles that the player is up against. The world itself is very dangerous and it’s physically dangerous, the world is kind of a puzzle in some respects. There is a small group of inhabitants on that station and they’re in a similar situation to you and how they react to you varies – sometimes positive, sometimes negative. There’s a large number of combinations of things that the player needs to be thinking about all the time to survive and it’s very much about surviving.
The alien's intelligence
"So we know everything there is to know about creating this creature but he’ll still catch us out, he’ll still make us tense, he’ll still get our hearts racing when we’re playing it because it’s unpredictable and we don’t know what he’s going to do. He gets the jump on us."
"...he does navigate the world using the same space that you can walk around. But he’s also able to go up into the ceiling. I think the earlier pings you heard on your motion tracker was him up above you. So he’s able to get around very, very rapidly. You’re never one hundred percent safe."
"The thing is we’ve built such a complex AI, a very intelligent-looking creature, when it does think and does use its senses, it can still surprise you. It still surprises us so we know we’re doing something right when that happens… I think the dynamic nature of it – that it is different each time you play – that it feels like there is something that keeps you scared, keeps you tense,"
Going back to survival horror roots
McKellan: Exactly. Give the player lots of weapons and they’re not scared anymore. So I think it’s quite interesting for us to veer back towards the classics and so something that is just about surviving, something a bit refreshing, weirdly. It’s what the genre was all about ten or fifteen years ago – the original Silent Hills – and now it’s all about shooting thousands of zombies or whatever. If we can bring that back that sense of being scared but, like Al says, the balance of being thrilled and scared and making sure you’re not just being pile-drived into the ground with fear for X hours. You’ve got to have those breaks, those bits of relief. You know, when everyone was playing the demo there’s always that sigh of relief when they got to the airlock. That is really important… It’s those little moments that are key to keeping the thrill going, the rollercoaster going. So it’s not just an oppressive scare factory where you’re being constantly hunted, you’ve got to have some breaks.
Hope: We talk about having small victories and I think horror is about the tiny victories that make you feel like it’s not over but you might have changed the odds ever-so-slightly, and if I keep doing this I might win, or might succeed, might survive. I think it’s important to keep the player… to keep signs of having hope. Keep them thinking of making it…
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