(One which I, playing in the dark with headphones turned up to full volume, was completely suckered by.)īut soon the jolts are for real. Metallic clanks and hisses are accompanied by an ominous synth-led soundtrack, creating a slow-burn tension through the early stages that is released by one of the cheapest scares in the book. WayForward wastes no time in creating an imposing atmosphere about the USS Sulaco, where your adventure begins. There's a run button, but you'll only ever use it to flee. Yet it's not long before you'll realise why you need to take your time. Infestation takes its cues from Acclaim's Alien 3 and the early Metroid games (which were an Alien tie-in in all but name), but it feels a little slower, mainly thanks to the very deliberate movement of the characters. When your life meter is but a single swipe of a xenomorph's tail away from empty and you're a long room full of motion signatures away from safety, the elation and relief as those metal doors slide shut is euphoric. WayForward's Aliens: Infestation is slightly easier, but still punishing: reach a save room and you'll exhale deeply. There's arguably no finer proponent of this old-fashioned mentality than WayForward, whose most recent game, Bloodrayne: Betrayal, set blood boiling with its brutal difficulty level. Demon's Souls and its imminent follow-up hark back to a time when games weren't afraid to kill the player. No longer feared, he's a minor inconvenience, a small bump on an otherwise smooth road to the finish line.īut some developers aren't prepared to let Death shuffle around in the wings, promoting him to a crucial role as both fearmonger and educator. His mortal enemies, the checkpoint and the regenerating health bar, have relegated him to bit-part status. Death has always been a significant part of video games, but in recent years, he's had to settle for a relatively minor role.
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