QuoteI'd also say that hiding behind a table to elude it, while tense, feels cheap... The original creature had no way to see where Dallas was, but located him at considerable range and trapped him by thinking three-dimensionally. Same for those who hunted the Marines down. The creatures knew where they were, from all the way over in the atmosphere processor. Couldn't see them, but knew where they were.
This ^
Let us be honest, if you have the alien on your tracker, there are chances he's sneaking and you should be worry because he's already hunting you.
I think they really missed an opportunity there.
Staring at it makes the whole scariness goes away.
Instead of actually giving the Alien the sneaky ability and to you the chance to escape they chose to reverse the roles.
You sneak and the Alien can escapes when you hunt it with flamethrower
Also, the Alien in this game wasn't doing much but wandering in corridors with no purpose at all.
But that's the problem when you don't use scripted AI, most of the time the thing has no purpose but to execute random actions with 0 logic. It sure makes the game everytime you play it original because he ain't taking twice the same path but on the opposite he's non repeating useless action the entire game and behave exactly the same way no matter the different levels.
And its behavior were very dumb. That T-Rex like walks he had annoyed me a lot.
While the Alien is not scripted I had the feeling the character I was playing was totally scripted.
The Alien is here, ya got no choice, it's either the table that is close to you, the locker if there are no tables, the flamethrower if you have it or the chance to pullback or use the noise maker if the alien hasn't spotted you.
They could have allowed you to run from it and the ability to lock the doors, break the glass to go through, I don't know but just more possibilities allowing you to escapes and buy some time.
It's even more stressing to know he's hunting you and you can actually escapes depending on what you're going to do in the next 2 seconds while there it was interact in the next two seconds before he sees you but that completely not build enough tension because if he sees you, you do know at 100% what's going to happen.
It would have been much more tense and stressing to have an Alien who when it senses you actually goes ahead, hide and wait for you to commit the mistake.
And that would have been indeed awesome to have him performed wallwalk and gets you like he got Brett.
Imagine the tension, you walk by a room when suddenly catches you from above.
On a side note, I agree with you about the atmosphere.
CA really pulled it out.
Everything related to the "form" of the game and its shape such as designs, sounds, maps and so on looks incredible.
There's definitely the atmosphere I expected and it feels so right!
I'm kinda on a 50/50.
It felt right for the good reasons but it also felt terribly executed.