



Once the tuning got right, it felt like it was always there.Īlso, if you read the review, it's partly about there not being control options, not just that it's a "bad" controller set-up. You go play Alien Resurrection on PS1 and even though it's mapped the same, it feels uncomfortable because the reticule is jerky and there's no drift or auto-adjust or accounting for the choppy framerate. It's why I get frustrated with how much this became a "LoL Gamespot" meme, because yes, it really did take time to get used to, and now (especially old-timers like me) we really have the hindsight to wonder how it ever worked any other way.īut also, something I pointed out in another thread is, the Dual Stick FPS really didn't work until they tuned it specifically for consoles. I'd have put money on that." Īccording to Ben Broth, a tester at Fox Interactive, the game's twin stick control scheme immediately went down well with the game's QA team. If it remained in the other perspective it would've got cancelled. Having the game in first person removed the fundamental problems in the game's development senior designer Christopher Smith recalled, "It was a moment where everything went, 'right'. The team struggled over technical difficulties with their 3D game engine for over a year, and in late 1998 decided to change the format a second time, to a first-person shooter. Morale dropped further when the team were invited to a private screening of the film they found it underwhelming at best, and were disappointed that the game they'd made for the film, Atom Zone, only appeared very briefly. Frustrated at having a year's worth of work completely scrapped, a significant fraction of the development team quit the project. After working on the game for a year, Argonaut Games decided that the Loaded genre had become outdated, and restarted development as a 3D action-adventure in the vein of Tomb Raider, which had been released after work on Alien Resurrection started. Fox announced that Alien Resurrection would be released in late 1997 on the Sony PlayStation, Sega Saturn, and Microsoft Windows.įox weekly shipped the team boxes of scripts, storyboards, and raw footage from the film as reference material. Pleased with the prototype, Fox Interactive green lit the project and further assigned the team to create a game which would appear in the film. Lacking any initial directive from Fox Interactive beyond that it be a game for the Alien franchise, Argonaut designed a game engine with an overhead shooter format inspired by the recent game Loaded.
