Tag Archives: predator

Remember when there was just one Alien?

Juggling several games at once, like I constantly do, means you have more chances of rediscovering stuff you bought (or maybe even got for free) ages ago and never played. One such game is Alien Versus Predator, one of the most famous among those featuring the Xenomorphs – and the Predators too, of course, but there are many more games about the Alien whereas the hunter creature never really got anything aside maybe from Predator: Concrete Jungle (another game currently in my waitlist). And as it usually happens with very old stuff, 18 years old in this case, what you discover is not quite the same as people saw it upon release.

The Marine campaign would be much more tense, if it weren’t almost arcade in nature.

They said it was scary. Well, people also found The Exorcist horrifying in 1973, so I guess standards do change. But even so, I was never really afraid of peeking behind a corner. Perhaps the biggest problem was, even if an Alien had been hiding there, I could just blast its face full of lead. At worst its acidic blood splurts would take out maybe 15% of my armor, top. Not so scary then, is it? Enemies respawn, which means you can never truly feel safe, but it’s also easy to predict where the developers are going to spawn an Alien, so you are always ready. Except for the face-huggers. Those things were really annoying.

The Predator campaign is a bit like playing Crysis in 1999: you get the coolest weapons, a cloaking ability, your energy recharges with time, and the graphics hurt your eyes.

This was arguably a problem with old games in general. Can’t really see people getting scared by Alone in the Dark or Resident Evil today, aside from a couple of scripted sequences – which brings me to my point: scripting. In the end, is it only possible to do horror in games by carefully constructing everything in advance? The success of Outlast, so hollywoodian in nature, would make you think so. Even earlier games like Penumbra and Amnesia, though less restrictive, still relied for the most part on scripted events. Heck, the most memorable parts of the aforementioned fathers of survival horror are still the scripted scenes, like the dog monster breaking into the house from the window in RE1, or… the dog monster breaking into the house from the window in AITD. Yeah, I can see a pattern here.

The Alien campaign sometimes reminds you of the more colorful Rayman 2.

I can’t think of many ways of doing horror without carefully setting up a specific scene for the player to stumble upon. Certain titles like Silent Hill and Forbidden Siren were a bit creepier all around, but even in those games you are on the edge of your seat precisely because you don’t know when the next scripted scare will come up. I so, however, remember the NY Tenements level in Shadow Man, where somehow I was scared all the way through, even though nothing happened. Now I know this, it’s not scary anymore, but the first time it worked well. Is it possible then, to do horror without scripting? Perhaps so, but just like scripted horror, it would lack replayability.

I don’t actually remember what I wanted to say anymore, so nevermind. As it stands, AVP1 was fun but flawed, and certtainly not that scary. From what I know, when Monolith developed AVP2, they dropped the randomized nature in favor of the Valve-esque route of scripted events. So maybe it will be more horror in nature. I’ll know soon: the game itself is not available on any download service, but I still have the disc, and it seems to work fairly well on Windows 10 too. We’ll see if a scripted scare is more effective than Aliens coming out of the goddamn walls.