Yes, it's official: from this thread and even re-reading my own, I have come to a conclusion: There is no way an Aliens game won't get heat from one fringe or another from the fandom! I mean, there are so many dopey ideas, my own included, that really, I probably would be better off to just leave it to the developers and praying to be pleasantly surprised!
I mean, some weird ideas floating around, guys (literallly, it seems, in your case, chupacabras...

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Quote from: OpenMaw on Feb 26, 2013, 05:41:10 PM
Quote from: Kalawaki on Feb 26, 2013, 01:31:53 AM
The fact that it would get them angry for not seeing it coming would make it good plot. Because to cause an emotional response to the player during a cutscene is to have good immersion.
It's not just about causing emotion. If you piss the player off because the game itself is frustrating them, you aren't doing it the right way.
I agree and disagree with you, from my own experience... For instance, after ACM, I re-played FEAR and it is frustrating as hell, because you have very little ammo pickups and you HAVE to spend a lot of rounds to kill your opponents! Also, the AI is quite irritating in the good way, because they flank you when you weren't expecting because the layout was only partially lit... I find that aggravation motivating, but the ammo thing is quite annoying because you unequivocally nned a lot of rounds, especially on the assault rifle, and there is no fire control switch, the ammo you pick up from faling enemies is like 10, 15 rounds... That is frustrating but it is good, because you adapt your gameplay to it and yuo eventually manage to chose a strategy that works against those odds! This FEAR game is a perfect example of how I want my AI to be: they don't just charge and be vulnerable to ambush, they wait for us to show and they deploy intelligently in general... They throw grenades to flush us out and such, but it is credible and realistic... I am enjoying this game more now than at the time it came out because I have seen such bad crap afterwards that further makes this a classic! Ok, the scenery is all offices, maintenance rooms, and rooftops, but it is fun... and let's not forget the occasional ALMA appearance...
SO, long story short, FEAR proved that triggered events inside gameplay could immerse more the player, as well as having Aliens AI behaving realistically in terms of purpose and survival instincts... Also, they are not zombies, they are cunning and they are fast! HOwever, for gameplay purposes, it is not realistic a guy shooting at a dozen Aliens and surviving! It has to be fewer numbers and more cunning and unpredictable (the setting could make it work, with them coming from the ground, from airvents, from the ceiling, etc, in no predictable order or place)...