The can­celled se­quel

The Thing 2 promised to make good on the prom­ises of the orig­i­nal.

Play (UK) - - Feature -

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.

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