Who ever heard... of the sad alien? |
Aliens versus Predator (Rebellion, 1999)
One word: atmosphere. At the tender age of ten I was shitting my pants playing this game. You're alone, it's dark, the enemy moves lightning quick, your pulse rifle can jam, you're attacked from nowhere. Even replaying it recently I had to take frequent breaks. It had an authentic feel in the environments and missions as well. The guy giving you instructions on the screens, the sounds of the doors opening, the alarms and the aliens themselves all felt very familiar. That being said, the game has its issues. Aliens have trouble navigating the terrain smoothly and can end up vibrating on some terrain and they move very erratically making them very hard to hit. Not only that but the marine can run almost as fast as the aliens. At the end of each level there's an average run speed statistic. I was clocking in 12 metres per second. That's 43 kilometres per hour. It was like Usain Bolt joined the USCM.
I really hope this image isn't offensive. |
Okay so now the run speed was pulled back a bit to represent a normal human wearing equipment and that was great. The sounds were also much improved and the story was delivered in a more cohesive way. The missions felt more connected and all the races met up at some point in the game and the aliens' movement was a little less erratic but still had issues. It retained some of the pant-shitting fear as well but the atmosphere wasn't as good. Everything about it felt a little cartoon-like, like it took more from the comics than the movies. Brighter colours, well-lit environments and human enemies took the tone of the game in a different direction. It was almost as if the influence was more Alien: Resurrection than Alien or Aliens.
Aliens vs. Predator (Rebellion, 2010)
It took another nine years for another Aliens game to get made but we finally saw the xenomorph in all it's high polygon glory and we finally sorted out its movement troubles. Aliens transitioned smoothly from different surfaces, ran very convincingly and lurked in shadows and utilised hit and run tactics. The sounds were all greatly improved from the pulse rifle to the screeching. The fidelity was really the winner in this iteration but everything else was tainted by the movies. No, not the Aliens movie the Aliens vs Predator movies. The visual diarrhea set in Antarctica in present day, the feculent films that didn't even feature a damn pulse rifle and had aliens coming from Mayan pyramids or something I don't fucking know. I passed out from vomiting so I can't be sure of all the awful things those movies did.
The film equivalent of cancer. |
Aw yeah, we get to revisit the Sulaco, Hadley's Hope and the planet LV-426 itself. We finally had the environments from the movies with some really nice character models. The weapon sounds were also top notch, at least as good as 2010's Aliens vs. Predator and they felt great. The pulse rifle sounded great to shoot, Hick's shotgun had a satisfying punch and the smartgun was as powerful as one would expect. We also saw the motion tracker become its own independent tool instead of being just a part of the HUD. The lighting was also very thematic and really captured the look of the Aliens sets. Flickering lights and flashes of lightning briefly illuminate the oncoming horde beautifully. The downside is the narrative, characters, pacing, and almost everything else. I try not to be negative so let's just leave it at that.
So what we need is a game that has the atmosphere of Aliens versus Predator 1999, the pacing of Aliens versus Predator 2, the animation and visuals of Aliens vs. Predator 2010 and the environments of Aliens: Colonial Marines. What sort of game can we make from this? How about this:
Timeline: running concurrent to Aliens but on another planet
Plot: You play as a security guard posted on some backwater planet being terraformed by Weyland Yutani. The start of the game has you doing guard stuff. You wake up, clock in, wander around the facility and respond to some normal menial tasks like some worker not locking up properly. You get into the mindset of a guy who is working a shitty job on a shitty planet purely for a paycheck to send back to the folks. Then you're alerted that an anomaly was detected near the planet. No one was notified of any ship or anything so you fill out a form and send it back to earth which is going to take two weeks (ha! Remember in Aliens when Lydecker is faced with a similar problem of communicating with the company because it takes so long to get a response and it's always "Don't ask"?). Then weird shit starts to happen.
Some colonists stop checking in from outlying outposts and you get sent out to see what's up. Lights are off as you approach the building and sensing something amiss you take your side arm with you (because the heavy guns are either locked up or non-existent as no one expects a 'shake and bake' colony to require weapons). You have a torch and a pistol and move through a pitch black and quiet outpost. No one is about and then you see some foreign resin on the ground. When you follow it you find a room full of it and a dead colonist on the wall, their chest burst open. A hiss behind you makes you spin around and yell as some thing lashes out at you. You race for the door, engage the lock and run for the exit but before you can escape it crashes through the ceiling and advances. You get lucky and mange to take it out and you dash back to the buggy and radio back to base. You get a garbled message telling you to get the fuck back there and shots in the background.
Now this scenario has you in the dangerous and unenviable position of facing a threat without proper training or equipment, and it's going to take two weeks for the marines to arrive. This could be sped up by having the planet closer to earth than LV-426 or something. The introduction to the game is like Half-Life's start with Freeman doing just another day. Then it transitions to survival horror where you're evading the aliens like Newt and when the marines arrive you can start to kick some arse before nuking the site from orbit. Alternatively the start of the game can serve as just the tutorial and then you take control of a marine and it plays like a tactical cooperative shooter. Have classes like a pointman who is in charge of the motion tracker, a smartgunner to yell "Let's rock", an engineer to set up turrets and open doors and a medic to patch your shit up. All these roles are shown in Aliens, all have proven mechanics in other games like Battlefield. God damn I wanna play a good aliens game.
Shit how am I still unemployed; these ideas are solid fucking gold.