I'd like to see you play a co-op game together like F.3.A.R, Dead Space 3 or Left 4 Dead... And I think it would be good to see an Oculus Rift edition of HoH since there are some horror games being made which support it.
If I bought a Shield I wouldn't even bother using it for portable gaming. This would save me having to take my computer into my living room if I wanted to play on a bigger screen, since I could just hook it up to my HDTV and stream from my PC.
It's got HDMI output, and a USB port (which I hope manufacturers will make hubs for) so perhaps you could use it with a tv and a proper controller. Or a mouse and keyboard.
What I'd really like to see would be the ability to have LAN style functionality, so you could play a game on your main computer, and someone else could play the same game on the Shield.
Instead of spending money on 2 computers, if you wanted to play local co-op, you could invest in one powerful system and use the Shield as the second one.
That's the only way I can see it being worth purchasing; I can't see the purpose in paying to play on a smaller screen when you might as well be using your main PC...
I played this game; I was 4 years old when it was released. I replayed it today after watching this vid, and it was actually bearable because I could remember what I was supposed to do.
You can still play ET and other (decent) Atari 2600 games online at www.virtualatari.org if you're feeling nostalgic, or want to see what gaming was like back in the day.
If I was a dev, and being online was an integral part of the product, I wouldn't even have bothered making distributable copies of this game. What are you actually selling, if not a few gigabytes of data that's going to sit dormant on users' hard drives if the servers are down?
If you've got to be connected anyway, why not put something like this on OnLive? Have the whole thing running in the cloud.
Provide a game, OR a service; you've got to commit yourself 100% to that product - not make something that tries and fails to be both.
I watched a play through of the 1st mission of the game on YouTube, and the thing that ruined the experience for me was the moment when the first Alien jumps on your character and... You just have to mash on the X button and you can throw it off.
I'd always pictured Aliens as being these perfectly evolved, lethal predators. To use a real world comparison, if a lion pounced on you your chances of survival would be slim to none.
I'm not saying the idea of being able to survive being pounced on is bad as such, but there should be some element of drama added to the QTE. Like you have to mash X until a certain point, and then push a different button to do something like avoid its jaws or shoot it with your sidearm. Something that takes proper timing, and creates a chance for the Alien to actually kill you.
As far as games I think could have added some beneficial elements to this one go, I agree that Dead Space could have been a great influence - for one thing, I would have liked to seen a similar dismemberment system. Maybe an "active reload" system like the one in Gears of War could have been added as well.
I think this game could have worked out a lot better had Gearbox done something a bit more innovative with the series and used the Aliens comic books for inspiration. Instead of having a game that looks like it could be a total conversion of Doom, they could have gone for a more Borderlands, dark graphic novel aesthetic.
One other thing I'd include would be an AI system similar to the one Monolith used in FEAR. The enemy in that game seemed smart, but they were actually programmed to interact with objects placed in their environment in different ways, giving the illusion of intelligence.
I don't know what order things are done in in the real world, but I would have programmed the AI first, and then designed the levels around the AI. A level could be designed specifically with vents, elevator shafts, multiple points of access, places to hide.
When this game hits the bargain bins, I'll probably still pick it up out of a sense of morbid curiosity...
It's good that online replays were mentioned as effective training tools. There's one addition that could be made to, say, the SF IV replays that would make them even better IMO. When you watch the replays, you can see each player's input on the side of the screen. This is useful in itself, but what if you could copy and paste these inputs to practice in training mode? This way you could be watching any replay, see a cool combo or move, and then be able to learn how to do it yourself. You'd have the advantage of seeing the moves in the context of a fight against a human opponent, which you can't get by doing the trials in SF IV against what's basically a punching bag. Or say you're new to playing the game, and someone does a FADC ultra, or an advanced combo on you? If you wanted to learn how to counter this, you'd currently be out of luck because the game's limited to recording and replaying commands you actually know how to input...
We've seen an evolution from Wolfenstein 3D, to near photorealistic stereoscopic 3D. But how far has AI come during the same period? The 3 AI enemies that really stand out for me are the soldiers in Half Life, the replicant soldiers in F.E.A.R. and the Covenant Elite in Halo. For the most part, enemies in most FPS games are basically like targets in a shooting range. We're playing whack-a-mole in stereoscopic 3D. The enemies are still two dimensional. What would I do differently? I'd try to learn from a very different game in which AI has demonstrated it can perform as good as, or better than, a human mind. Chess. Algorithms have been written which let computers calculate what the best move in a given situation will be, based on both the current position and what will happen in response to each move. Rules and calculations - things computers can understand. What I'd like to know is, would it possible to write an AI program that followed the principles of chess, but operated on a real time rather than a turn-based basis? Perhaps this would allow enemies to be created that change their behaviour based on what a player does, thought strategically, and behaved in a more convincing way. For this purpose, I think machine learning would be great. Maybe when you played an FPS online, the servers could be monitoring what you did, and learning the most effective strategy in any given situation.
Diluted_NZ's comments