The cancelled sequel
The Thing 2 promised to make good on the promises of the original.
Due to the critical and commercial success of The Thing, a sequel was on the cards, but despite already starting production, Computer Artworks entered receivership in October 2003, killing the project. The Thing 2, taking place right after the ending of the previous game that revealed a surprise appearance by movie protagonist Macready, would focus on him and Blake trying to survive in a number of different environments, including a small town and an oil rig. The team at Computer Artworks intended to deliver upon the promises made by the previous game, and as Campbell points out, a large part of this was focused on rebuilding and perfecting the UI, Infection System and Fear/trust mechanics. “We made a prototype where one random character starts off infected in a level and then when they are alone they infect another. Each time a new character was infected a bone-chilling wail would echo over the ice. We still hadn’t solved the problem of how to get that to work with a story, but I think it could have been done by having different types of levels, some which drive the story, others that were more dynamic. In terms of a trust system where NPCS had trust in each other, we made some progress on this. It made for a more interesting system with emergent behaviour – eg help one NPC and all the others who trust him, then start to trust you, but those that did not become your enemy.”
Each member of your squad at any one time serve a specific purpose, and can ultimately do things that the player simply cannot.