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Featured Replies

The resurrection aliens, except the gene muppet queen, looked pretty much like they did in all the other movies. The underwater shots weren't bad. I don't hate that move because of the cinematography or CGI, just everything else.

Na na  na na  na na  ...

greg358 from Darksouls 3 PVP is a CHEATER.

That is all.

 

  • 2 weeks later...
The resurrection aliens, except the gene muppet queen, looked pretty much like they did in all the other movies. The underwater shots weren't bad. I don't hate that move because of the cinematography or CGI, just everything else.

 

Eh....are you freakin' blind, man?

 

You must be.

 

Have you even compared them? They look damn near next to NOTHING ALIKE!!!

Edited by xalener

Didn't the aliens in resurrection have chicken legs instead of normal human-like legs? I can't remember.

Rez Aliens = Giger's? wut? The Queen they used for Rez was a modified version of the one in Aliens.

 

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Edited by Yukiyu

We need more H.R. Giger designed creatures! :(

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

Huh, in Alien 3 they lost the back tubes. Never noticed that before.

Aliens need to look scary! :)

I still have my doubts RPG and horror can work together. If that is even the intention in Aliens RPG...

I still have my doubts RPG and horror can work together. If that is even the intention in Aliens RPG...

 

I think it can work. Horror can certainly work in shooters, so things can be done to keep you on your toes in RPGs too.

I still have my doubts RPG and horror can work together. If that is even the intention in Aliens RPG...

 

You have never played Vampire the Masquerade: Bloodlines, or System Shock 2.

I think a horror atmosphere can be created in an Aliens game. Look at Alien vs Predator - it certainly kept me on my toes!

Admittedly, most of the games I've ever felt scared in are FPS: Deus Ex 1, System Shock 2, Half-Life 1, Bloodlines, Quake 2.

 

Actually, playing Quake 2 again right now, it does it pretty well (thought not as well as HL1 or SS2):

- Make monsters burst out of nowhere (those tongue hound things)

- Make monsters signal their existence, preferably in an ominous way (creaks, moans, weapon checks, growls, footsteps)

- Dark lighting

- A sporadic and inadequate light source (the laser blaster is a **** torch: you fire it once and you see the enemy, second time you fire it they've moved, and the strobe-like flashes of light between shots just adds to the tension)

 

Of course, it helps that the enemies are all grotesque cyborgs.

 

If we're going for atmosphere/story driven horror, SS2's earlier levels and the Bloodlines haunted hotel are probably better examples.

 

The point is, horror can work spectacularly in games - so don't write the game off.

I agree and I see no reason why this wouldn't transfer well from FPS games to RPG games (which might in any case be made from the first-person perspective).

- Make monsters burst out of nowhere (those tongue hound things)

 

Horror and startling someone are two different things.

This post is not to be enjoyed, discussed, or referenced on company time.

- Make monsters burst out of nowhere (those tongue hound things)

 

Horror and startling someone are two different things.

 

Yes, but they are related. If you expect that an Alien can burst on you from nowhere... if you expect you may be startled at any point but don't know when or if it will actually occur... that kind of uncertainty does contribute to an atmosphere of horror.

We shouldn't even play humans in this game. The entire story should be from the alein perspective, including the roleplaying.

 

 

Blaarg says: AAAARGRHGRHARG GRAARGHUR

 

Conversation Choices:

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- I agree

Edited by WILL THE ALMIGHTY

"Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"

You laugh, but Alien vs. Predator did enable you to play from the Alien perspective. It was great fun, actually, starting as a facehugger and progressing from there.

You laugh, but Alien vs. Predator did enable you to play from the Alien perspective. It was great fun, actually, starting as a facehugger and progressing from there.

Of course.

 

But take a moment and imagine the roleplaying aspect of playing as an Alien in an RPG.

"Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"

Yeah, in a roleplaying game it would be pretty unlikely to work well.

- Make monsters burst out of nowhere (those tongue hound things)

 

Horror and startling someone are two different things.

 

Yes, but they are related. If you expect that an Alien can burst on you from nowhere... if you expect you may be startled at any point but don't know when or if it will actually occur... that kind of uncertainty does contribute to an atmosphere of horror.

 

Exactly.

 

It's about removing the element of safety and comfort.

 

Truly scaring people with grotesque imagery (both visual and abstracted) or whatnot is harder in computer games, so if you've got tension to back it up, that really helps.

 

And besides, it's survival-horror, not just horror. Random critters jumping out of the woodwork at you certainly makes you contemplate survival.

Well, disturbing imagery can also contribute to a horror atmosphere, but it must be done right and not be merely visceral or disgusting.

- Make monsters burst out of nowhere (those tongue hound things)

 

Horror and startling someone are two different things.

 

Yes, but they are related. If you expect that an Alien can burst on you from nowhere... if you expect you may be startled at any point but don't know when or if it will actually occur... that kind of uncertainty does contribute to an atmosphere of horror.

 

Exactly.

 

It's about removing the element of safety and comfort.

 

Truly scaring people with grotesque imagery (both visual and abstracted) or whatnot is harder in computer games, so if you've got tension to back it up, that really helps.

 

And besides, it's survival-horror, not just horror. Random critters jumping out of the woodwork at you certainly makes you contemplate survival.

 

Startling someone is too easy to do. That

This post is not to be enjoyed, discussed, or referenced on company time.

Well, the point is to create an atmosphere where you know you can be startled at any moment, but don't know when an aren't necessarily.

 

In any case, Aliens is not a pure horror franchise. It's more of a mix of horror and action...

@ kirottu

 

Yes, but as I said, this isn't just a horror game, it's a survival-horror game.

 

Disturbing the **** out of somebody through horror, while important to the central game theme, isn't always going to make them actually fear for their safety. But survival is what Aliens is all about, so scaring and startling people - keeping them on their toes - end up being just as important as the horror aspect.

 

On re-reading your post, I think what you're trying to say is if you use it too much, the gamer gets desensitised. And that's true, but I think that's neither here nor there (it's just an issue of balance).

Edited by Krezack

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