It's not too far of a stretch, then, to think that Isolation 2 could infuse a bit of this into an ideal coop mode. Taking the most interesting parts of the formula provided by the mobile semi-sequel Alien: Blackout and including the human element into its survivors could be the key to unlocking a true horror/survival multiplayer masterpiece. While it wasn't well-received, even Capcom took a swing at integrating a top-down architectural display for its own Resident Evil title, Resistance. Since its release, many games have taken to simulating its top-down presentation. Its simple interface, combined with the jump scares and resource management gameplay, made this firearm-free franchise a mainstay in the horror gaming genre. ![]() Related: Five Metroidvania Games to Hold You Over Until Metroid Dread Cooped up Co-Opĭespite what else might be trending in the land of horror gaming, the Five Nights at Freddy's series remains a consistent fan favorite. With today's advancements in headsets and speakers, it's not unreasonable to expect an audio experience that would rival a visual one- in fact, it's likely a necessity given today's deluge of high-quality horror titles. Alien: Isolation did a wonderful job of setting up visual elements using clever lighting and shading tricks that formed tension and dread behind every corner, but its sequel could focus on some of the more audio-driven aspects to heighten the atmosphere without retreading the original's tracks.Īmbiance, such as adding the groaning of straining metal, the ceaseless dripping of water onto a metal grate and, of course, chittering noises of rats and other crawling animals, would help immensely during the long stretches of alien-free puzzle solving. Other aspects of the franchise's presentation, however, tend to fall by the wayside. Giger's influences remain constant throughout nearly every piece of media it touches, and, arguably, his grey and black industrial, biomechanical approach to design are what makes the franchise so visually appealing. RELATED: Marvel’s Alien Unveils the Most DANGEROUS Xenomorph Yet Set Tension to TenĪs far as aesthetics go, the consistency of the Alien franchise has the style guide down pat. If it's not stalking a defenseless player from the shadows, it's just not that scary. If Isolation 2 were to succeed, it should reduce the player's ability to fight back with a weapon or eliminate firearms altogether. Crafting distraction devices, setting up environmental traps (for example, locking the alien in a timed room) in addition to just hiding or flat-out running are all methods of providing strategic and rewarding gameplay without taking the fangs out of the alien itself. The root problem is that a game removes fear when all of the player's problems can be solved via reloading. ![]() Alien proved that bullets were a band-aid solution to dealing with a hive of these creatures and the sequel to Alien: Isolation should follow suit. While it's fine to explore what happens when one of the Xenomorphs eats a hand grenade, this approach has to prove ineffective while fighting them in the long term. Alien succeeds due to its successful ability to highlight its audience's fear of the unknown.
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