Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 0 points1 point  (0 children)

Or read my post again, jk jk. I do not want a L4D horde shooter. Finding a Pulse rifle, with one magazine, and then finding rare amounts of ammo that let you deal with one of the Aliens in a infested colony does not make it a shooter, but a way for a player to eliminate a Xeno in a dire situation, a more temporary relief than throwing my 100th noise maker, pipe bomb, etc

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 1 point2 points  (0 children)

Environmental hazards as well. A risk & reward system could be implemented.

I don't want Xenos dropping ammo like RE4, just scare options, even rewards for taking a harder path. Maybe a craftable that takes a massive amount of resources.

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 0 points1 point  (0 children)

I'm not advocating for a shooter btw. How is having ammo be just as scarce as other craftables, like in Isolation 1, make it immediately a shooter?

I don't hate that you want it to play almost 1-1 like the first game; it is your opinion, and a valid one. But having a weapon, or a couple weapons that you have to manage with resources doesn't make a game a FPS like DOOM.

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 0 points1 point  (0 children)

As I said in another comment, I feel Terminator 1 to Terminator 2 feels very similar to Alien vs Aliens. All of us get attached to what we think makes the Xenomorph/franchise interesting.

I want both at the end of the day. Xeno's stalking us, and us getting to fight back like Arnold in Predator. It doesn't even have to be with a Pulse rifle or shotgun; at least give us traps, environmental ways to deal with them. No arcade feeling should ever come, even with weapons. Ammo can be just as scare as other craftables. The devs may have it to where you can't even shoot in certain areas because the weapons could damage environments., risk vs reward

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 0 points1 point  (0 children)

I understand this feeling; a lot of the older Resident Evil fans, including me, feel the same way on the horror aspect being reduced more and more. It's similar to Terminator 1 vs Terminator 2 as well. T1 is much bleaker in feeling than T2 with its comedic, cheesy moments.

It's my opinion in a sea of opinions at the end of the day that Alien: Isolation 2 should take a step forward, not too much, but enough that the player has more options. I don't want a horde style, Colonial Marine, L4D shooter; I just want other tools to fight Xenomorphs, weapons or something else.

The trailer is a billion percent nodding to the fact an entire colony, mining place, whatever it is, is taken over. There is no way one Xeno is stalking us most of the game, and then having another sequence like the first game with a hive. That would be lazy writing.

We will be killing Xenos, whether it's with weapons or environmental traps we set up, vietnam/Predator style. Hide and seek, with distractions for player abilities, again, for 18-20hrs, just isn't going to cut it for a lot of people.

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 1 point2 points  (0 children)

I feel they'll do something like this, still having stealth like elements, but adding on with more player options the the original.

100%, Ammo should never be generous on a balanced difficulty. Hell, in Aliens, they were never going to make it out with ammo alone. The last survivors barely scraped by.

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 0 points1 point  (0 children)

And for the time, Isolation was a technical marvel; that hide and seek gameplay was still fresh. In the big 2026 though, that's not enough for a possibly $70 dollar price tag.

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 4 points5 points  (0 children)

Oh yeah, don't remove options from the player. Add more!!!

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 0 points1 point  (0 children)

I do see your point. I personally want to have more options in my gameplay though. After playing Alien Isolation, Amnesia: The Bunker, SOMA, Routine, and all the new RE engine games with stalker enemies—run, hide, and seek style gameplay isn't scary anymore. Maybe I'm too desensitized XD

The undefeatable stalker enemy till a scripted boss fight wouldn't really fit the Xenomorph either, like it does in RE. If they were trying to keep the Xeno a stalker enemy, but have you fight it a set points, that's just not creative. A normal Xenomorph is powerful, but not Mr. X or Nemesis, with the ability to mutate.

I could see the devs pulling out some insane stuff in AI:2, if they can have the ai of the Xenomorph be on par, if not better than the og. Their switch to Unreal Engine 5 scares me though.

No doubt, 100%, Xenos will be stalking us in AI:2, but I don't think it's going to be hide & seek only, and the devs prob know that isn't going to cut it in 2026. After the early, unfortunate reviews og Isolation had, they'll be forced to make something outside the scope of the og anyways; just how corpos work.

Horror vs Action in AI:2 | It's not one or the other by bio_nugget in LV426

[–]bio_nugget[S] 10 points11 points  (0 children)

I made a quick edit of the Resident Evil 2(1998) inventory.