The robbery invading Dev explains the unique difficulty game [EXCLUSIVE]

Designer by fighting battles Mark Acker emphasized Aliens: the fever of rogueA unique complexity system as one of the elements it is most proud of. He did it in a recent internal interview that also saw it opened on a number of other aspects Aliens: the fever of rogue.

Aliens: the fever of rogue This is a first -person horror game for VR devices. He made his debut on Meta Quest 3, PlayStation VR2 and Steam VR on December 19.

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Following the output, the main combat designer Survios Mark Achra reflected on the inspiration and the difficulty of playing within an internal interview that can now share the gaming Rant.

Battle Designer Survios negotiation ALIEN: Inspiration, difficulty and more

Q: What was the process of developing aliens: invading rogue, and what were the key problems in maintaining allegiance to the alien franchise, adjusting it specifically for VR?

A: One of the pillars of the game – “You have to respect xenomorphs”. This was the main goal for the fight. The player should be afraid of them. If they didn't do it, it wouldn't be like playing Strange The universe. Therefore, they had to be deadly, unpredictable and tactical. Demonstrate your capabilities and behavior as accurately as possible.

So, if you add the VR element to xenomorphs in the game process, it means a player is never safe.

Question: How has the development process for Aliens: the fever of rogue Different from PC/Consoles games, especially when it comes to players' mechanics and interaction in VR -OSD?

A: What is true Strange The universe? What is realistic in the world in which we live? How can we achieve the goals, but ways that bring more physical immersion? What and how do we make these actions feel good?

I think reboot is a great example of this. We could decide the reboot – this is the onslaught of the button. But instead we make you take all the realistic steps that will take. Take a rifle, throw the clip, take a new one, move it, pull the pin to stop the bullet. Each gun has different ways of emptying and booting bullets. Thus, VR reveals immersion and presence more than traditional games on a flat screen and in Aliens: the fever of rogueUndertaking Strange The world makes it “true”.

One of the pillars of the game – “You have to respect xenomorphs”.

Question: What things inspired you to develop Aliens: the fever of rogue? Was there a specific movie, comic or media form from the franchise that stood out for you when developing this game?

A: Strange and Foreigners The movies were my strongest inspiration. I sought to link Strange Because how they behave xenomorphs to cause fear. As proof, they do not behave like thoughtless killers who attack madness. Instead, they take their time with prey and slowly moving from them before opening their mouth wide enough to demonstrate their inner mouth, slowly expanding it before finally go for murder. There is time to build fear.

A Foreigners The film strongly referred to combat tactics and how they behaved in a group battle. One example I used was after Ripley smashed the armored vehicle to save the squad, and how it was Xeno. As it stood great, with a shot and flamers, and people were walking nearby to reach the vehicle's safety. He waited when the last human, private drone would be near him before he decided to finally take his step and ambush behind.

Question: How did you approach the design to maintain a constant sense of horror and tension throughout the player's experience? What specific methods or elements of the game process you used to ensure that the fear factor was both exciting and spectacular in VR?

A: The focus was the experience and emotions of the player, in particular, building expectations. What separates fear (and horror) from the fright? This is the expectation of what is happening, and in some cases the expectation is worse than the source of fear.

That's why, in my opinion, the appearance and sound of the movement is so iconic for the franchise. Franchise fans were preparing for Xenmorphs to go on the road. Thus, the sound of Blips creates anticipation and fear. Thus, the gameplay was set to make sure there was a time to build up. Yes, there are cases of emergency fright from the ambush, but another time there will be a lot of warnings before the player can see Xenomorph, but they know they come there.

What has survived for aliens: invading the robber is a change in Xenomorphs behavior between the difficulty with the understanding of what enhances physical and cognitive problems in the game process.

Question: What aspects of the game are you most proud of and how do you hope they will affect the player? How do you want the players to feel after the game Aliens: the fever of rogue?

A: I'm most proud of xenomorphs. We spent time and created systems to shine. From their unique movement, moving the environment, attacks strategies when and how they spawn into the world and discovers the player. We want the players to believe that they feel the same Xenomorphs they watched in movies or read in books and comics. That changing the density and frequency of Xenomorph meetings makes the world feel real, and that the danger is hiding everywhere.

In particular, how we developed difficulties for the game. A lazy way of creating complexity in the game is to give the enemy more hit -chkov and more harm. But, when you destroy it, these two things do not actually create more difficulty, instead they check the player's ability to maintain a high level of playing. More hit points translates to the need for more time to kill the enemy. The longer you need to kill the enemy, the more likely the player will hit. The greater damage means less hits that the player can get before death. Add them together and it disputes the player's ability to maintain the focus on a long time and does not actually do second in the game process more complicated.

For what did the survival Aliens: the fever of rogue This is to change xenomorph's behavior between the difficulty with the understanding of what enhances physical and cognitive problems in gameplay.

The main means of the Zul's fight against xenomorphs are her weapons. So, as a shooter, we physically challenge the player's ability to strive and hit their goal. So we have developed all ways like Xenomorph can behave to make them a more complicated blow. The greater the difficulty, the less the windows the ability to hit them before getting to the player. But it's not just about hitting the xenomorphs where you shoot them. Some body parts do more damage than others, while other parts are better to beat back or leads to hit -reaction, all to buy a player more time to kill them before killing you.

Aliens: the fever of rogue It is now available through the Meta Store, PlayStation Store and Steam for $ 39.99. Survios also offers a $ 49.99 digital edition that comes with some bonus cosmetics.

Page invasion of a foreign robber page cover



Operation

Horror

Virtual reality

System

PlayStation-1

Liberated

December 19, 2024

Esrb

M for mature 17+ // Blood and mountains, intense violence, strong language

Developer (s)

Sustained

Publisher (s)

Sustained

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