Showing posts with label Colonial Marines. Show all posts
Showing posts with label Colonial Marines. Show all posts

Saturday, 5 April 2014

EGX Rezzed 2014: So I played Alien: Isolation.


The bitch is back. I am Charley, the lone survivor of a single playthrough of Aliens: Colonial Marines. It was one of the biggest disappointments in my 20 years of gaming that left me horrified, bitterly disillusioned and now a raging alcoholic. Now, a year later, I've been coerced by Sega and Creative Assembly to go against my better judgement to return back to the series and play yet another Alien game. Maybe this time? I awaken from cryosleep after a long journey southbound on the M6, past all the needless 50mph speed restrictions, and now find myself in orbit above the Birmingham NEC - preparing to drop on EGX Rezzed 2014 where the 'alien video game' menace is believed to have resurfaced on an unsuspecting crowd of hopeful gamers. 

These are my hands-on impressions of the PC demo of Alien Isolation from Rezzed 2014. 


A weird thought occurred to me whilst I was queuing to play the demo of Alien Isolation at this year's Rezzed. A weird thought that was linked back to my introduction to the series.

The whole waiting area of Sega's Alien Isolation booth, reminded me of my local Quazar in Stoke On Trent. Back in the nineties, Quazar was the location of many a birthday party, where you would get high on lemonade before running around shooting your friends in the dark. The entire establishment just so happened to have an alien theme as well. You walked in to be greeted by a shaved headed Sigourney Weaver, staring out from an Alien3 poster. All around the cafeteria area was grim Giger-esque concept art, and flanking the entrance to the arena, were two gangly knock off xenomorphs encased in glass. Dried glue was used to depict the slime frothing from their reptilian jaws. By comparison the Alien Isolation booth, had the same black walls illuminated by green lights, dry ice filtering from out of the corner to create a faux sci-fi atmosphere. It even had the same smell! It made me nostalgic for some mid 90s serious fun with a laser gun.

Quazar was my first introduction to the alien franchise of course. A fondness that has stayed with me through to the present day. At these Quazar parties, there was always the one kid who had seen the Alien movies. Gradually, through word of mouth you learned more about the alien's unique lifestyle how humans were impregnated by face huggers, where the victim was forced to swallow the alien embryo which would then gestate in their chest only to burst out of the ribcage in an explosion of blood and cartilage a few days later. Before I had even grasped the fundamentals of sexual reproduction and where regular human babies came from, I understood completely where aliens came from. A form of oral rape from a betesticled face spider culminating in a fatal case of grisly body horror. It occurred to me there in the Alien Isolation booth that this may have had a negative effect on my emotional development...

But I feel fine don't I?

Before I could dwell on these kind of musings, it was my turn to take my place in front of a monitor to play the demo. Donning a pair of expensive headphones and picking up a trusty Xbox360 controller, it was time to play yet another Aliens game published by Sega...

Oh shit, I'm about to play another Aliens game published by Sega. What am I thinking?

I don't want to harp on about Aliens: Colonial Marines, I quite eloquently (if I do say so myself) expressed all my feelings towards that game and what it meant to me as a fan of the troublesome series with Creative Assembly's new game in the pipeline. It is probably the most read piece on my blog, I'm very proud of it, you should read it sometime. In fact go ahead and read it right now! Here is the link! Don't worry, I'm not going anywhere. I'll wait. Here's the link!

Welcome back.

So as a franchise, and I hate using that word franchise (a term fit for boardrooms yet increasingly banded around by consumers, used to describe the continuation of a story with financial legs), Aliens has been in the doldrums for the last ten years or so. A rectal cavity search would be more tasteful and entertaining to watch than the AVP movies, and despite the grand visions and big questions of Prometheus, the film was full of narrative inconsistencies and the kind of shoddy 'mystery with no resolution' writing style of Lost. Then came Colonial Marines, a game released under false pretences, hyped upon lies yet promptly selling gangbusters. No thanks to people like me, who had pre-ordered the game expecting Left 4 Dead with pulse rifles. In some ways, I came out of Colonial Marines like somebody who survived a horrific car accident or a romantic relationship that went sour. I'll never be the same person again. Video games hey?

It would be hard to accept any good from this franchise (euh...) again. But surely it can't be so difficult can it? You make enough games and movies, and eventually somebody is going to get it right. Surely?

Alien Isolation is being presented as the Aliens game we have always wanted to play. Or so says Al Hope the game's creative director in a developer session (which can be viewed here). Of course when we say Aliens, we really mean Alien, Ridley Scott's 1979 horror classic. The traditional formula of games featuring xenomorphs has been the first person shooter 'bug hunt' route, blasting legions of the beasts with the standard issue M41A Pulse Rifle. Since the movie's 1986 release, a lot of Cameron's Alienisms have become Haloisms, Aliens' impact on first person shooters cannot be understated. But it has been done to death. Returning to the original movie, Creative Assembly are taking the survival horror route, minimal weapons, alone in a big old industrial space ship, one 9ft alien creature that adapts and learns as it hunts you and the mentality that no one in space can hear you scream. To put it more plainly it is Alien by means of Amnesia. Not a bad idea, but neither was Aliens by means of Left 4 Dead...

Ah look at me, I've got to stop...  

Can you really make an Alien game or film without Ripley? Alien Isolation will be a sequel of sorts to Alien in which you play as Amanda Ripley, daughter of Ellen.
The demo was approximately 20-30 minutes long. Players were allowed to go at their own pace through a section which has already been teased online after the game's announcement in January.

The demo was preceded by a grainy VHS styled introductory video, in which you are briefed on your mission and the game's basic mechanics. The noise of your movement, your physical profile and the light from your torch, the successful management of which will make you less visible to the alien as it hunts you through the dark, meticulously designed 70s sci fi interiors. The narrator referred to the xenomorph as the creature which in itself was encouraging. Ever since the creature received the goofy pseudo-scientific moniker of xenomorph in Aliens, you could argue that the creature has lost some of its potency as an agent of horror. Nice one Gorman.

JUST LOOK AT IT!

The demo begins. It is black, but gradually a light flickers on and one by one a series of lights activate with an clunky 70s flutter like a mechanical heartbeat. You are located in a corridor, there is a door at the end of the, you should open it. It is a strong understated opening. The voice via radio begins throwing directions at you and introducing your motion sensor, you hold LB to see the interface. Technology based on the Alien movie, but the UI is reminiscent of Aliens. It points in the direction you need to be going, whilst revealing the presence of the nasty.

Entering the next area, you find yourself in a deserted lobby. Window panels open up to fill the interior with light from a gigantic orange planet that looms below. The familiar two note flute melody from James Horner's iconic score plays as you explore this larger expanse, opening up suitcases collecting parts and scrap metal that will presumably be used for crafting objects to defend yourself with in the finished game.

At this point it has to be said, the game looks utterly fantastic in terms of graphics, with the lighting amidst the dark environments especially mesmerising. The sound is also of a supremely high quality, booming through the earphones, nearly every movement and action associated with the ship can be heard. Similarly, the feel of movement and your actions was very tactile, you feel every footstep, whether you walk, crouch or run you can feel the weight of each step. You look down and you see a pair of skinny legs in mustard coloured 70s space trousers. You feel that much connected with your character and the world she inhabits. Whilst survival horror has typically relied on a limitation of controls, its newest genus relies specifically on this connection. You are human and are frail as a result. It was because of this, I was progressing very cautiously and was crouch walking everywhere in typical video game stealth mode. Amanda Ripley would surely have the quadriceps of an Olympian goddess by the game's end. In fact she will probably be in a better position to break the alien's neck with her thighs. This is obviously going to be the ending. I'm calling it right now.

For the first half of the demo you are effectively exploring the space station's interior being taught the game's basic mechanics. All the while the tension mounts, the creature's presence is implied, with bloodstains and dead bodies lying around the place. Occasionally you'll see a shadow flutter in the distance. All very unnerving. God, I wish I had a shotgun... NO! I chastised myself, that isn't the point of the game. I have to be scared, the game wants me to be scared. It wants me to progress under this pressure. At the end of which I will be of a stronger character because of it. The interiors are familiar, you come across the living section and a very familiar dining table. This is all cluttered with the same kind of brick-a-brack crap Ridley Scott adorned the space trucker's interior of the first movie.

"The first thing I'm going to do when I get back, is to get some decent food."


In contrast, I remembered the beginning of Colonial Marines, in which you explored the Sullaco. In the first room you see a range of lockers each labelled with the names of the Aliens squad - Hicks, Hudson, Vasquez, Dietrich, Apone. This was exciting originally, a sign of legitimacy and tie to Aliens. The further I went through the level however, the more I kept noticing the same lockers cut and pasted throughout the level. Did the Marines just have multiple lockers stationed around the Sullaco? Why? What did Spunkmeyer stow away in this locker that he wouldn't stow away in the other one? Why would a Colonial Marine require so much locker space in different areas of the Sullaco? The kind of questions I shouldn't really be asking when faced with hordes of aliens. Even these kind of aliens which didn't really pose a threat to begin with, crawling towards you like dumb cattle to the trademark stacatto din of the pulse rifle. Alien Isolation felt the polar opposite in other words. This environment felt used and lived in. At least once upon a time.

Picking up a repair torch suddenly triggers all the lights to go out. Quite a big jump scare. I moved very quickly to hide in a locker expecting Mr xenomorph to be making an appearance.You couldn't hide in those stupid Colonial Marines lockers. These Alien Isolation one's however were good high quality Metal Gear Solid 2 lockers. God, I wish I had a shotgun... NO! I chastised myself, that isn't the point of the game. I have to be scared, the game wants me to be scared. It wants me to progress under this kind of pressure. Sometimes in life, you have to go through scary ordeals, but you will be a stronger character when you come out at the other end. I have to accept the fact that I will have a stronger constitution as a person upon completing this game.

So I must have remained hiding in this locker for a good 5 minutes before it gradually dawned on me that nothing was coming. Not yet. The power outage was a small scare preluding to the real confrontation. Stepping out of the locker, I turned on my torch the game tutorial prompting me that I could focus my beam to illuminate over greater distances. This could be perhaps the greatest torch known to video games ever. I was to take the welder to open the locked door at the other end of the corridor. Then, I assumed, the alien would enter.

Best torch since Doom 3. Hands down. Torches all over the world celebrate. 
After cutting off the door panel and opening the door, I moved into the next section, you get a brief glimpse of something big as it whooshes into an air duct. Well shit. I am reassured by my supervisor via radio to turn on the power to the console so that I may hack into it. It is the only way, he affirms. At this point I realise I'm standing in a puddle of milk that had drained from the torso of an unlucky android. Effectively, the next part introduced me to the area in which I would soon be evading the alien within. A large corridor that wrapped around a central control room. The space was very open, with entrances and shortcuts through to areas and convenient cover to hide behind.

After restoring the power, I had to interface with the central control through a hacking mini game via a suitably 70s sci-fi looking device. Things starting blaring because of my actions and eventually, the alien revealed itself, gracefully dispensing itself from a ventilation shaft. The creature is huge, jet black, with long spindly links and a shiny smooth dome for a head, just like in the original Alien.  

The second half of the demo had you facing the alien creature. Facing is perhaps the wrong word, since the objective is to keep as far away from the creature as possible whilst anticipating its movements as it stalks you, knowing that every sudden move or interaction could alert it. By clicking in the right stick you crouch. By holding B and a direction on the left thumbstick you can peek out of cover.

It's at once refreshing and immensely stressful that the alien is scary again.

On my first attempt the alien walked out of the door of the control room, whilst I proceeded to creep my way out of the door opposite. Spying a locker, I was comforted by my earlier initiative and climbed inside. I was aware that the creature was far away on the opposite side of the level map, but gradually he revealed himself, as I peered out of the slits.

The phallic shaped head came into view slowly like a submarine. Every move was slow and deliberate, yet curious in that Alien way. No jaunty blind Aliens T-rexing around this place.

I was prompted to hold LT to hold my breath as it came closer to the grill to inspect my hiding place. I did so immediately. How long can I hold my breath? Will it hear me gasping after I run out of breath? Then I was prompted to pull back on the left stick to stand further back from the locker door. This was not a good sign. It was too late, the creature was on my case, and it opened the door and found me.

Dead. I would not try the locker again.

The game had a fairly routine checkpoint system, taking me back to the start of the section. This time, I was to head directly to my objective. The door that I first came through. What could possibly go wrong? This time I used my motion sensor and placed some distance on my foe. As I crept within sight of my objective, I could see that the creature was advancing on my position.

Turning around I could see it checking around the scenery, so I crouched and looked to put cover between us. It stood there for a little bit as if uninterested. At this point the door was very close by and I decided to sprint to the door. By this stage, I could hear the creature react behind me.

You reach the door but it shuts suddenly. You bang a fist against the pane, and there is an explosion, the entire structure in which you are confined is suddenly jettisoned, like an escape pod. Is the alien still behind me through this scripted sequence? A brief stint in zero-G brings us crashing to the ground to the sounds of more sirens.  

And then... the demo froze on me.

A bit of a buzz kill to say the least. Much of the tension evaporating, which admittedly was a bit of a relief.

Looking round I viewed the proper ending of the demo. You are forced to traipse back through the area to yet another door, an airlock. For this one you have to open it first. Then you have to wait for it to open as yet more alarms ring alerting the creature to come running. Gradually the door opens, but the alien remains stationed there with his back turned. Most players saw the opportunity and ran for the exit. Entering the door way seemed to activate another scripted scene, in which the door is closed just before the alien lunges.



You are safe for now, but then you turn round to see the airlock open and you are jetted off into cold space... Then the demo ends.

I'm sure Ripley Mk.II will be okay... She died in her old age, without ever really knowing what happened to her mother. Oh.

First impressions of Alien Isolation were good, but I have been wrong about an Aliens demo before... Putting that game out of mind, because lets face it Charlie, we have to move on. Alien Isolation, is an experience perfectly authentic to the original movie. It is not a game I was expecting to come from a publisher like Sega, a triple A game that seeks to disempower the player through a lack of firearms and juxtaposition against the perfect killing machine. It is encouraging that the bigger studios are taking on the bigger IPs with a degree of originality and new ideas. For Alien Isolation, I guess we have the influence of the indie gaming scene to thank, especially Frictional Games (who incidentally are working on their own Alien styled sci-fi horror game SOMA). However, in its own right, Alien Isolation feels like a meticulously crafted game, whatever research Creative Assembly put into their Total War games, it feels as if they have done the same with all the design material from the Alien production.

In summation:

What was good:
  • Excellent graphics with the best lighting of dark space corridors since Doom 3 and Dead Space.
  • Amazing sound, investing in a pair of decent quality headphones might be a good idea for this game, as this is where most of the horror comes from. 
  • The game makes the most out of the first person perspective without the need of a firearm bolted at your hip. Instead you are given precise control of your movement and equipment. And it all feels very tactile and immediate. The opposite end of Resident Evil style tank controls. You feel exceptionally human with all the frailties that entail with the mortal condition.
  • Authentic to the 1979 Ridley Scott aesthetic: cushioned walls, computer monitors, old chunky hardware that feels extremely fallible. Just how on earth did these people get into space in the first place?  
  • The feeling of atmosphere, tension and claustrophobia is intense and exactly like Alien. Stiflingly so.   
  • The Alien is scary again.  
Concerns:
  • This game is going to be very stressful to play through. Remember the atmosphere surrounding Ripley at the end of Alien, it is that, but now it's interactive. This game will not be for the faint of heart.
  • We are yet to see how the deeper mechanics will play out, crafting will feature and it has been stated that weapons will feature as well. Though it looks unlikely that the game will turn into a shooter at any point. Maybe you'll get a flamethrower to shoo the creature back or scare it away for example. I look forward to seeing exactly how the player and the creature will push and pull against one another, this could lead to some great emergent play and gameplay anecdotes between friends.
  • After dying so many times and watching as the alien finishes you off. I wondered whether this will become old very fast? With the alien becoming less terrifying and more just irritating. I can't imagine that this game is going to be very long.  
  • I hope this isn't just going to be an interactive version of the Alien movie. These are some good free forming mechanics but I hope Creative Assembly are able to do something new rather than just present us with the air duct bit, or the confrontation with a malfunctioning android, before escaping the ship before it self destructs before the final confrontation in which you blast the alien out of an airlock with a harpoon.
  • It did crash on me. Maybe this game is just too scary for your computer...  
Overall, I am excited and maybe a little nervous to play Alien Isolation when it is released later this year. The demo left me scared but in a good way, we're a weird bunch we horror fans aren't we?

Although, before we get too hyped for this game, let's just wait to see what the reviews have to say before pre ordering? There is still much more to see.



Alien Isolation is scheduled for release on the 7th October 2014. 



Tuesday, 7 January 2014

My reaction to Alien: Isolation

Sega have announced Alien: Isolation, a new Alien game with a particular emphasis on Ridley Scott's original 1979 masterpiece. I react in the only way a scorned Alien fanboy can, by quoting almost verbatim from James Cameron's classic 1986 sequel.

INT. CORRIDOR

CARTER BURKE From SEGA stands in the narrow, dingy corridor with LIEUTENANT GORMAN, CREATIVE ASSEMBLY. Young and severe in his officer's dress black but maybe slightly obsessed with large scale historical total war strategy games. The door opens slightly.




BURKE
Hi, Charley. This is Lieutenant Gorman of the...

SLAM. Burke buzzes again. Talks to the door...


BURKE
Charley we have to talk.
(pause)
We've got a brand new Aliens game coming out. 

The door opens. Charley considers the ramifications of that. He motions from inside. 

INT. CHARLEY'S APARTMENT - A LITTLE LATER

Burke and Gorman are seated, nursing coffee. Charley paces, very tense. 
CHARLEY
No. There's no way! 

BURKE
Hear me out...

CHARLEY
I willingly sat through those two Alien Versus Predator movies. I got all hyped up for Prometheus and came out woefully disappointed. I pre-ordered and played through that piece of shit train wreck you called Aliens: Colonial Marines, and now you want me to go back out there and play another Alien game? Forget it. 


We see that he's gut scared, covering it with anger. Burke sees it too. 

BURKE
Look. It's not going to be another shooter. It's a survival horror, a canonical sequel to the original Ridley Scott Alien movie. Y'know I think we're really onto something here. That's all.

GORMAN
It wouldn't be another space marine shooter. It'll be a true survival horror experience. Like Amnesia, but set in the Alien universe.

BURKE
This game stays true to the spirit of Alien. No weapons. Just one alien and one big deserted space ship based on the architecture and set design of the original movie. It's going to be a pure horror game. You're going to be extremely disempowered in the face of this perfect killing machine that stalks you around each and every corner. Just like you always wanted. 


GORMAN
We've been working on it for quite sometime. Before the whole debacle of Colonial Marines. The original vision for this game has remained consistent from the beginning of development. And we've got the rights to include the original Jerry Goldsmith score.  

CHARLEY
(To Burke)

So you're making a canonical sequel to Alien now? You going to soil that masterpiece too? What's next? Maybe you could do a canonical sequel to Alien 3! Where Ripley wakes up to find it was all just a horrible dream... She wakes up with Hicks and Newt and they go off to the Alien homeworld, and find out that the aliens aren't actually all bad, just misunderstood. Just like Renny Harlin wanted? I like Alien 3 just fine! Especially the director's cut edition. It's a real dark underrated movie! Don't mess with Alien 3. 



BURKE
You're upset. I get it. This is a sore subject under the circumstances. After that last game. But look. In this new game, you play as Ellen Ripley's daughter Amanda Ripley. She lost her mother aged 11 when the Nostromo disappeared. From her perspective she has no idea what even happened to her beloved mother and now 20 years later she gets a call from Weyland Yutani who tell her they've found the Nostromo's black box and what happened to her mother. Its a real great setup for, I think, a real compelling story, a young woman travelling across the black recesses of space to search for the truth of what happened to her mother. But of course, when she gets there... she meets the horror her mother faced. Wouldn't you watch that movie? I'd watch that movie! 

Burke is revealing the skills of his early days in sales. Charley is almost convinced. Almost.

CHARLEY
Yeah, yeah. Nice try. But the franchise is dead to me. Why can't you understand? I'm just trying to move on with my life. You know, maybe some new IP or franchise will reveal itself. 

BURKE
Yeah. I heard you were really getting back into Nintendo in a big way. Mario and Animal Crossing? That kinda stuff?

CHARLEY
(defensive)
That's right.

BURKE
Collecting stars and mushrooms? Jumping on goombas... Rescuing the princess? Little cute animal people? That sorta thing?

CHARLEY
(shrugging)
It's all I can handle. It certainly keeps my mind off the betrayal... fuckin' Colonial Marines. Nintendo have had a really good year and Mario never disappoints. You should see the new game for the Wii-U, you get a cat suit and everything. It's adorable. What would Sega know about good games anyway? Aliens is one thing, but look what you did to Sonic the Hedgehog. 

He makes a good point and Burke knows it. 


BURKE
(changing the subject)
What if I said that Alien: Isolation could reinstate your hopes in the Aliens franchise? And that from here on we're going to treat the series with the respect it deserves. We will enter a new golden age for the franchise. Maybe we could even make the Colonial Marines game you always wanted?

CHARLEY
A 4 player Left 4 Dead co-op shooter with xenomorphs?

BURKE
Exactly. 

CHARLEY
Well that does sound nice.

BURKE
You're damn right it sounds nice! 
(pause)
It's a second chance, kiddo. And I think it'll be the best thing in the world for you to get back in with the xenomorphs. You gotta get back on that.... charging bull alien thing... 

Charley suddenly appears visibly repulsed. Memories of a glorious walkthrough demo juxtaposed with the sad reality of a tragically broken game, sold on a lie. 

CHARLEY
(frosty)
Spare me, Burke. I've heard all this before. I've had my psych evaluation this month. 

Burke leans close, a let's cut-the crap intimacy.

BURKE
Yes, and I've read it. You wake up every night, sheets soaking, the same nightmare over and over. The sluggish combat, the dated visuals, the weyland yutani mercs, jaunty blind aliens t-rexing through the sewers... The bit when you see a poorly modelled Bill Paxton cocooned chest bursted on the wall, as if Hudson's heroic death meant nothing... 



CHARLEY
(shouting)
No! The answer is no. Now please go. I'm sorry. Just go, would you?

Burke went too far, he nods to Gorman who rises with him. He slips a translucent card onto the table and heads for the door. 

BURKE
Think about it. Check out all the previews and teaser trailers. The press embargo has lifted. We'll be trickling out a lot of details over the next coming months before its Q4 release. Lots of really really compelling stuff. So follow us on twitter and facebook... you know what to do. 

INT. LOUNGE - LUCID DREAM SEQUENCE

A hundred YouTube video players broadcasting demos and promotional material for Aliens: Colonial Marines. Randy Pitchford begins laughing heartily whilst doing magic tricks. The promise of a Left 4 Dead styled co-op shooter with xenomorphs. Charley dreams of himself happily playing with friends, reeling off Aliens quotes back and forth, as they get overpowered by waves and waves of deadly aliens. Every death is glorious under the din of pulse rifle fire. Randy Pitchford, is still laughing doing magic tricks. His laughter is gradually becoming more maniacal as he goes into the biggest magic trick of all. The launch day of Aliens: Colonial Marines. Dumb AI, bad lighting, dated visuals, shoddy writing, character models stuck forever glitching in scenery. Michael Biehn's sleepwalked return as Corporal 'not dead' Hicks. JAUNTY BLIND ALIENS T-REXING THROUGH THE SEWERS... Randy Pitchford laughter reaches feverpitch, throwing his head back madly with the veins in his neck pulsating. His kind bespetacled Santa Claus eyes completely at odds with his deranged cackle. 


But the nightmare grows - flashes of the tasteless hospital scene from Alien Versus Predator: Requiem. Suddenly Charley is falling through infinite blackness, the gaping plot holes and unanswered questions of Prometheus. He crashes onto an alien planet. He gets himself up and looks around. But what's this? He looks behind him, a monolithic structure blocks out the sun. The space jockey's ship is rolling towards him. Its rolling! It's going to crush him. But instead of running to the side, all he can do is look up in terror as the ship comes crashing down upon him. But lo! What's this? He's suddenly at the cinema, queuing up at the box office buying tickets. But for what? Oh no... It's Prometheus 2 - Prometheuses! Promethei? 

IT NEVER ENDS. 

CUT TO: INT. APARTMENT

Charley lunges into frame with an animal outcry. He clutches his chest, breathing hard. Bathed in sweat he lights a cigarette with trembling hands. 

TIGHT ON PHONE CONSOLE as Charley's hand inserts Burke's card into a slot. "STAND BY" prints out on the screen and is replaced by Burke's face, bleary with sleep.

BURKE
(on video phone)
Yello? Oh, Charley. Hi...




CHARLEY
Burke, just tell me one thing. There are going to be no pulse rifles, smart guns or sentry guns. No predators or pred-aliens or company mercs... It will be a true survival horror game. Amnesia with xenomorphs. Just a brooding isolating atmosphere, plagued with scarce resources with some stellar lighting and sound design. 

BURKE
That's the plan. My word on it. 

CLOSEUP - CHARLEY taking a deep slow breath. Surely it's time for someone to make good use of the Aliens IP once again?    

CHARLEY
All right. I'm in.