Obsidian’s Aliens: Crucible RPG would have been like a “more terrifying” Mass Effect

During improvement for Alpha Protocol, work additionally started on Aliens: Crucible, a cancelled RPG from developer Obsidian.

“Aliens: Crucible was really sad to see cancelled, but I don’t blame Sega for it,” author Chris Avellone advised VG247 throughout Reboot Develop. “It can be like – that is going to be actually tough comparability – mainly Mass Effect however extra terrifying.

“We needed to make it. But by that time Sega, I feel, was… the writer/administration relations had gotten to a degree the place they had been simply uninterested in coping with [Obsidian]. Everyone engaged on Aliens: Crucible was actually enthusiastic about it. It was shaping as much as be a extremely cool game. The prototype was actually cool. But then Sega’s like ‘nope!’”

The RPG would have seen gamers flying to an alien planet the place they’d discover one of many ships or installations – like what they discover in Prometheus – left behind by the Engineers, in addition to a valley of creation and weapon testing services.

Obsidian’s Aliens: Crucible RPG would have been like a “more terrifying” Mass Effect

“But as you’re entering the atmosphere, [you realise] that this planet is incredibly unstable, so your entire crew gets blasted all over the planet,” Avellone defined. “And you land and the player, and some marines, and your squads, and scientists – and the weird thing is that when Prometheus came out, I saw some of the similarities, [and thought] ‘oh, we had a character like that’. But the entire world was more violent and there were a lot more Aliens running around. It was more a question of survival, and ‘how do we recover all the supplies, and desperately try to make a base?’ It was fun to set up.”

One of the issues Obsidian actually needed to nail with Aliens: Crucible was a way of concern, even throughout dialog. Where most RPGs pause the motion when you have a chinwag, right here the xenomorphs might arrive at any time, interrupting your plans.

“The biggest challenge we had was how to keep the fear going even in conversations,” Avellone remembered. “You can make conversations stressful and frightening. How do you do it so that an alien could be attacking you at any moment? You can’t take shelter in a conversation with two talking heads while you try to figure out what to do.”

The game was a good bit into improvement and featured conversations, fight, and even hacking. Much like Mass Effect, fight can be real-time with two AI characters supporting, and you might give them easy orders to get them to interact particular enemies or hunker down, for instance. It’s simple to think about how this may have labored within the Alien universe, since there are already loads of established xenomorph variants, the enemies are sturdy and good, and that acid blood is a ready-made standing impact.

If you’re questioning what that appeared like, right here’s some (very early) footage:


 
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