Renault on 9/12/2014 at 20:46
You know, they never explained what was laying the eggs. Sequel material I guess.
catbarf on 9/12/2014 at 22:09
Quote Posted by Brethren
You know, they never explained what was
laying the eggs. Sequel material I guess.
Not a huge deal. Could be a Queen if you want to treat Aliens as canon. Could be the human-to-egg conversion if you want to use the deleted scene as canon. They didn't explain it in the movie, they don't explain it in the game, and I think that's alright.
henke on 10/12/2014 at 09:27
Overall I had a good time with A:I, but the parts where the design is a bit wonky are always the most interesting things to discuss.
Readables - I had a hard time enjoying the readables in this. Not because of the quality of the writing or anything, more because of the near constant threat of getting attacked while reading stuff. Having the outside world pause while you read something (a la Thief) would've made it easier to get into that stuff. I get that the idea behind not pausing is meant to increase the tension, but the end result was really just that I skimmed through everything looking for codes before closing the documents.
Sluggish interaction - maybe this is more of an issue on gamepad. Did you still have to hold down the action button for a second before doing stuff with M+KB? When there's an alien closing in, that extra second to initiate hiding in a closet felt like a lifetime. And likewise exiting from looking at screens would sometimes take way too long. I can hear the alien behind me and I'm furiously hammering the Cancel-button so I can put a device down or stop looking at a screen, but Ripley sometimes doesn't react right away, and then slooooowly zooms out of the computerscreen and stands up straight before letting me resume control.
No killing NPCs - at one point I was faced by a couple hostile guys, I killed them but there was still a guy there, cowering in the corner. I had just killed his friends, so I figured turning my back on him and walking away might be a risky proposition. After a bit of internal struggle I decided to do the cold hearted survivalist thing shoot him too, only to get a game over screen telling me not to kill civilians. Apparently there's no need to think about moral choices, because the devs have already done it for you! There was no reason for that game over screen other than that the designers had decided Amanda wasn't the kind of person who kills unarmed people. This is a situation where they easily could've left it to the player to decide what kind of person Amanda is, without it even affecting the rest of the story.
Objectives - This one maybe isn't even a complaint as I think it's preferable to making the objectives too simplistic, but this approach still has some problems that I wanna point out: Some of the objectives were perhaps a tad too technical. When systems have gone haywire and lights are flashing and bleeping and there's an alien prowling around somewhere and someone is shouting in my headset to "neutralize the power converter to stablize the I/O valves!" I'm like "is... is it the red button?". I mean yeah, I can usually just put up the scanner which'll point me in the direction of the thing that'll need pushing or flipping but it sorta took me out of the game for a moment. It makes sense that Ripley, who's kind of a whiz with that stuff, would know precisely what those instructions meant, but I don't and it creates a bit of disconnect.
Volitions Advocate on 10/12/2014 at 13:26
The readables get stored in your in-game menu. You can actually go and read them elsewhere away from the computer screens. They even have a helpful little icon to tell you which ones contain codes you might need.
gunsmoke on 10/12/2014 at 16:12
Quote Posted by Volitions Advocate
I remember feeling the exact same way in AVP2 when Harrison goes to
rescue Hall. I was like screw this ... no way. Then they really screw you later when you
Return to the POC and have to spend that entire level in the muck and shadows.. I almost feel desensitized to it at this point, but when I got to the
reactor it was more of a oh-you-have-got-to-be-fucking-kidding-me kind of thing.
AVP2 was the first game that scared the SHIT out of me. It still does... I have turned it off and damn near ran from the keyboard more than once.
kaufenpreis on 12/12/2014 at 12:48
That's all some people need. "Amazing" and that's it, can't analyze the game any further because hes instantly amazing. I think thats good for the devs because they're selling the game no matter what.
ZylonBane on 13/12/2014 at 18:42
Who is koffeepress talking to?
Jason Moyer on 14/12/2014 at 04:48
I dunno, who do spambots talk to?
Volitions Advocate on 18/12/2014 at 18:04
Has anybody tried this on Nightmare mode? Holy shit it's tough. I didn't realize they had rolled out an update specifically for difficulty.
Slasher on 5/1/2015 at 06:58
I guess I missed a page in the manual because I didn't realize until now that holding your breath will start to drain health after just a few seconds. The one time I exhaled a little bit too early, the xenomorph pulled me out of my comfy locker to tell me all about his special breathing-loudly phobia.
On the other hand, loading screen tips are like the manuals of the 21st century. And if there's one thing I'm seeing a lot of in this game, it's the loading screen. :angel: