Resident Evil and Silent Hill may be the most famous names associated with the genre, but when it comes to survival horror, one mustn't forget their roots. The name that planted the seed will soon be back -- and judging by this -- will be ready to show how much they have evolved for the better.
Watch as Producer Nour Polloni walks you through some of the possibilities at your disposal, during this tech demo of Alone in the Dark 5. Who knew that a little two-sided tape and everyday items could do so much, in a post 1980's world? I'd say that the spirit of MacGyver is alive and well, and just maybe... Atari and Eden games have a potential hit on their hands.
With the shakiness that Atari has experienced over the past couple of years, you could say that they know a little about the genre, themselves. I hope this one pans out for them.
I've never seen a bag of blood or flammable liquid being thrown and leaving behind such a straight trail in my real world ruled life, but I'll stay tuned.
I was so jazzed from this that I grabbed all of the sticky tape and blood packets from my room that I could and then placed them on me so that the only way I could choose from them was by staring at my penis. Then I fought my roommates! Then I found out that they are not only not attracted to blood, they were not very happy about the blood trail. So I'm currently rethinking my tactis.
That's pretty cool. I hope they clean up the character animations because the guy in the tech demo looks a little stiff. But the whole combining inventory could be a lot of fun.
So all this video proves to me is that sticky tape is the new bullets when it comes to survival horror. That shit better be rarer than a first edition Charizard.
I think this definitely has potential, but as someone noted, it seems as though you may spend more time in your inventory combining objects than actually playing.
Here's hoping it takes a sort of RE4 meets Macguyver angle and still lets you just shoot enemies instead of having to manage your inventory so damned often.
Also, where are you gonna find more sticky tape when you run out? 'Cause I know in my house we can NEVER find any damn tape. Or batteries. Fuck...
My only worry is that this will only work for certain types. I can't see people who spend three hours a night in COD4 or Halo 3 really digging this. Waiting around and combining this and that then throwing this at that so that you can light this or that...Just a very long sequence to kill five little, evil rodents.
Not that it doesn't look wicked sweet, but I don't think it's anything Atari should bet their last fifty cents on.
It looks like it has the potential to be way cool, but I'm not sure how they're going to teach the gamer all the different possible combinations of items they can use, because I hope tape isn't the only thing that can be used with lots of items.
I like the concept and it make me feel like the firsts videos of half life 2 made me feel, warm.
But I want to see how all this interactivity is going to stick with the gameplay and the history.
I don't know. I mean it looks cool at first, but then the more I think about it the more it seems as though it's not really about all these options you have. It seems needlessly complex to a point. I mean all that trouble of making a trail, stickying up the fuel, throwing it on an enemy... when just a minute before that they threw a can, shot it and made it explode. Which one seems easier?
I guess it could be a fun system to explore but I'd hope that I wouldn't have to go through all that bullshit the entire game just to pass a little hallway.
Looks nice, and technically very impressive, but in terms of actual game mechanics it is still using context sensitive gameplay, upping the amount of context sensitive scenarios and then calling it real world physics or whatever.
Whilst I love stuff like Alone In The dark, I wish more game developers would understand the difference between implementing more context sensitive options which are mere graphical recreations of real world actions, and creating an interactive world. A fully interactive virtual world will not be done in our lifetime. Even if you had a game which just took place in one room, the ability to create a fully interactive room for every conceivable personal interaction is way beyond any developer and will be for a long time.
What these developers are doing is just adding more options and detail through more money and time. Since time scale and budget will always be a problem, this attitude solves no real design problem. I'm not having a pop at the game, I will definitely get it, I'm just saying that many game developers have turned into Hollywood producers and have decided that chucking money into a project so that the audience can visually see that money, will solve everything.
Looks very cool and sounds like it'll be some very deep gameplay, but hopefully they leave the advancement of the game as wide-open as the item system is. Otherwise it'll just be a gimmick and the flavor won't last.
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Also, the idea of putting sticky tape on objects and then throwing them at monsters or objects, looks weird.
Looks pretty damn cool though.
Seriously though, this sounds so fun, I hope it works out in gameplay.
The first on one PS1 wasn't great, this one looks amazing! I think the survival horrors are one of my fav genre's.
Also lol @ Cutie Honey
But i see myself being more time in that jacket checking inventory than actually playing the game.
Looks interesting
Now you can crawl like a spider.
But in all honestly the game looks really interesting, hope it turns out well.
I think this definitely has potential, but as someone noted, it seems as though you may spend more time in your inventory combining objects than actually playing.
Here's hoping it takes a sort of RE4 meets Macguyver angle and still lets you just shoot enemies instead of having to manage your inventory so damned often.
Also, where are you gonna find more sticky tape when you run out? 'Cause I know in my house we can NEVER find any damn tape. Or batteries. Fuck...
Not that it doesn't look wicked sweet, but I don't think it's anything Atari should bet their last fifty cents on.
I'm looking at you HL2. Where's my door blocking w/ tables? Where's my hydra?
But I want to see how all this interactivity is going to stick with the gameplay and the history.
I guess it could be a fun system to explore but I'd hope that I wouldn't have to go through all that bullshit the entire game just to pass a little hallway.
I am indeed tempted by the promise of the world's strongest sticky tape, though.
also random music at the end.
Whilst I love stuff like Alone In The dark, I wish more game developers would understand the difference between implementing more context sensitive options which are mere graphical recreations of real world actions, and creating an interactive world. A fully interactive virtual world will not be done in our lifetime. Even if you had a game which just took place in one room, the ability to create a fully interactive room for every conceivable personal interaction is way beyond any developer and will be for a long time.
What these developers are doing is just adding more options and detail through more money and time. Since time scale and budget will always be a problem, this attitude solves no real design problem. I'm not having a pop at the game, I will definitely get it, I'm just saying that many game developers have turned into Hollywood producers and have decided that chucking money into a project so that the audience can visually see that money, will solve everything.
Yes, I know the joke was made twice, but I don't care.