00:00PEGI 18
00:41Riddly Scott's original Alien movie presented a really grounded view of the future.
00:47This wasn't holograms and touchscreens. It's chunky analog push-button technology.
00:51This is a world of CRT, not LCD.
00:55Early in development, our artist studied the work of Ron Cobb,
00:59who was one of the original concept artists on the film,
01:01and the goal was that if we could understand his process,
01:04we would be able to expand on the universe while still remaining faithful to the original source.
01:11This lo-fi sci-fi approach doesn't just inform the visuals,
01:14it also has a big effect on how we design the gameplay.
01:17If you take the motion tracker, for example, it's big and it's heavy,
01:20you can't hold it at the same time as a weapon,
01:22and all it does is tell you the movement of an object on a 2D plane,
01:25and even then only on a small cone in front of you.
01:30In order to stay faithful to the source, we set ourselves a rule.
01:33We wouldn't build anything that couldn't have been built on the original set in 1979.
01:41I'm in.
01:42Everything in our game conforms to this retro future aesthetic.
01:47The first objective was to strip back the UI as much as possible.
01:51For the on-screen elements that we do have, we had to look at a lot of different options
01:54to try and recreate the softness and fuzziness that the technology of the 70s presented.
02:01The technique that we found most effective was actually to take gameplay footage and UI elements
02:06and record them onto VHS tape and play them back through an old portable television.
02:12And on its way, we would distort the cables and stamp on the tape and generally destroy equipment in the
02:17process.
02:17And once we got that back into the game, we found that it didn't just look authentic, it was authentic.
02:23This is a game set in the future, but baked in the past.
02:27It's a place which we can really relate to.
02:29It's also a world in which technology won't save you.
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