How would you make a John Carpenter's The Thing game work?

How would you make a John Carpenter's The Thing game work?
I know their was already one but I want another game with modern technology I honestly think their is untapped potential for a truly amazing game.

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en.wikipedia.org/wiki/Shin_Megami_Tensei:_Strange_Journey
youtube.com/watch?v=ClmBS_BbAp0
youtube.com/watch?v=ZxsbDidz2GY
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>their

With today's technology, they could make the transformation look fucking horrifying in a video game.

you couldn't you goddamn idiot, movies are not games and games will NEVER be as good as movies at telling stories and having engaging gameplay at the same time

Play strange journey, that's about as good of a the thing game as we're going to get.

it could only work as a horror version of Trouble in Terrorist town

Go grab an original Xbox and go on Ebay and buy the game and find out

any game of Epic Mafia is more or less The Thing if it was a tabletop roleplaying game.

make it a heavy rain/telltale kind of point and click game with different characters and many outcomes where you decide who to trust and who to not

...

Rougelike FPS, mostly dialogue based. I guess kind of like FTL's got a lot of choices. Game has a lot of triggers that vary every time you play based on its seed, like timers, choices to kill people, what you collect, etc.

Sure what ever you say buddy.

It's a multiplayer shooter where the players are all stuck on an antarctic base during a snow storm and one of them is chosen to be The Thing. The goal of the Thing is to either sabotage the base's equipment (stuff like power, heating, lights, etc) or to kill/infect everyone there. The players win if they wipe out whatever Things are hiding among the crew or if the on-site computer synthesizes an anti-Thing gas, which spreads through the whole facility unless The Thing can destroy it before it gets to that stage. Other forms of The Thing are attacking the station constantly, so players have to go out and defend it from them.

It could work, but publishers these days remove all creativity from the devs.

It would have to be a decent combination of different games. You would have to have combat and atmosphere, times when you have to have different dialogue options and some of the more subtle times like sitting on the computer (where puzzles could come in)

If you take into consideration what I mentioned above then you know it could be possible. I am going to point out Untold Stories on PC. There is a 3rd chapter which has you in an arctic area and then you go out into the snow while communicating with people over the radio. That part nailed the feel of the thing in alot of ways.

Damn, I was going to call bullshit since I thought it was only released on the ps2 but I looked it up and a xbox port does exist. Learned something new I guess.

You'd have to be pretty stupid to make it a The Thing game. You can use the concept without calling it that. Make it your own thing inspired by it.

>They both take place in the Antarctic so they're pretty much the same

That's not how it works.

Just remake the old The Thing game with better animations, more in depth infection system rather than scripted ''lolz medic was a monster all along'' and less bullet spongy enemies.

Kaneko has said the story and atmospher of the game were inspired by the The Thing, it the closest thing we'll ever get probably.

Thats fucking retarded. Aside from Antartic The Thing and SJ have nothing in common.

Oh boy I sure loved the story, what was it again? I was also a big fan of how much the alien cheats and teleports.

you are now realizing the thing is basically TTT: the movie

en.wikipedia.org/wiki/Shin_Megami_Tensei:_Strange_Journey
>The game's setting in Antarctica was chosen with an international audience in mind. The setting and subsequent character interactions were inspired by John Carpenter's 1982 film The Thing.
Why is it so hard to accept it took inspiration from The Thing for you?.

>alien
>singular
There were multiple alien

But there's only one in many segments, and it teleports, hence me using the singular

Asymetrical multiplayer like Friday the 13th. Monster has to try and kill everyone else without being detected and can turn into other players. Give some goals for the humans that the monster can stealthily impede.

Fuck that. Multiplayer horror doesn't work.

It never telported.

it 100% did.
youtube.com/watch?v=ClmBS_BbAp0

Penumbra was kinda "The thing", otherwise Amenesia basically. but i never liked amnesia.

Space Station 13 already does it perfectly
Great community, great code, great graphics

Like Prey 2?

>the alien cheats and teleports
you havent been paying atention, it never cheats and teleports. thers a whole talk about it on gdc if i remember correctly.

Even if you ignore it's teleporting (which it does do) the AI director tells it where you are, so it constantly knows where you are, but needs an excuse to actually find you. It's just a really shitty system that leads to constant tension. Scary becomes boring with time, they needed more times where you think you are safe.

That has never happened to me once that looked like a glitch because the Alien never leaves till it gets into a vent.

I literally posted a video of it teleporting.

That was forced by it being trapped. but when it goes into vents it doesn't actually travel, it teleports, it feels really shitty.

Nobody's disputing it take inspiration, but just because it does, doesn't mean the game provides what OP and others are asking for. Its very obvious what people want from a Thing video game is a claustrophobic survival horror, not an occult/military sci-fi dungeon crawler. Metroid takes inspiration from Alien, but its still a markedly different experience.

Fair enough, all I was saying was it's probably one of the closest thing s we'll get to a game like that. The Thing sadly has no appeal to normalfags so it can never be milked.

I would make it a third person shooter, open world, with only two weapons (a 1911 pistol and a modern m16 assault rifle) and the final boss is a quick time event. During development, I would change the overall game so many times, it would be literally absolutely nothing like the first gameplay footage, and probably make it a first person linear shooter with the same two weapons and quicktime event.

The ending would be lacking, so I would just release $40 DLC that's about 20 minutes long (15 of those are cutscenes) that would explain the real ending, but still wouldn't explain shit because I'm trying so hard to keep it like John Carpenters work, but in the end it's a lack luster game. So then, what I would do, is release multi player with DLC, and then I would pay off game journalists to say this game is a 9/10. I would then rake in the money from nostalgia and normalfags, and completely ruin any chance of this game ever getting a good sequel or any other type of game, because I would put a deathgrip on the rights to The Thing games.

>open world
I appreciate it when long posts like these give a nice warning they shouldn't be read very early on

Thanks for reminding me I've played that abomination

>no flamethrowers

Dropped.

...

Flamethrowers are in the dlc.
Clearly my game is not for the likes of you

mutliplayer-only mafia

>character select on new game (something sorely lacking in games now)
>can play as any one of the original cast at the US research outpost
>starts you out a day or two before the events of the movie
>Your role and objectives change depending on your character, including how readily you have access to certain areas.
>you can change the events of the movie by pre-empting events you know to happen.
>if you become infected with the thing your objective changes to one of infecting the other characters in the most creative way possible before you're discovered.
>the game can be as short or as long as you want depending on how smart you play (for instance, impeding Blair before he goes apeshit on the radio allows for a different ending)

>DLC would include a Norwegian base episode

>Flamethrowers are in the dlc.

The McCready Pack, only 9.99

Just reskin Alien Isolation and you have the perfect "The Thing" game

>can't kill the monster, only drive it away
>can't trust other survivors because they might be The Thing or they think YOU are
>you can put in other enemies, smaller portions of the thing, if you need some other entities to fight or hide from

Honestly I think The Thing would have worked better as the basis for Alien Isolation than Alien did.

Just have Telltale make one :^)

>have to decide whether to use flares as weapons or as light in dark areas

It already worked.
youtube.com/watch?v=ZxsbDidz2GY

You really can't, the old Thing game is basically the best way to use the premise. Possibly as well.

When was the last time a genuinely good movie came out?

>9.99
Please... 11.99

SHIEEEEET

with almost no gameplay

They come out all the time

>digital effects
>better than practical effects
you're the problem

Extermination, a niche PS2 launch title, is a lot like The Thing. Viral outbreak in an Antarctic base. Go check it out. Not a great game, but still pretty cool.

Every new campaign would have to be completely random. (Map, who gets infected, etc...)

the game should be like alien isolation. If Creative Assembly made any other horror IP i'd buy it

Fuck off

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE FUCKING TELLTALEFAGS THINKING THAT THEYRE GOOD GAMES

wow stick your thumb out of your ass faggot, just accept that Creative Assembly are one of the best horror studios out there (although they started as a strategy games)

a third person smash tv like shooter that let's you
play as 4 characters as you move along different areas of the base killing multiple thing's.

This. None of the elements of The Thing (small number of characters in an isolated environment, limited resources, a difficult to kill monster that prefers to hide and flee rather than fight, tension based largely on paranoia of who to trust, etc) make it suited to any kind of combat focused game.

The focus instead should be on dialogue with NPCs and listening closely for any discrepancies, along with resource management to survive the cold.

Make it multiplayer. Have one person be the Thing. Everyone else has jobs they need to do.

>Implying the original was not a horrific garbage fire.

>Your role and objectives change depending on your character, including how readily you have access to certain areas.

This was one of the few features of the Resident Evil: Outbreak games I enjoyed. This is easily the most important mechanic that you'd need to use in a half decent thing game, the risk/reward element.

> "Don't trust the engineer, he's definitely the Thing!"
> "But we could really do with him repairing that generator/unlocking that storage shed/whatever before we confront him and he changes.

So, dead by daylight or whatever. Friday the 13th game?
They dont seem to be that good right now.

SS13 does it best.

Anyone who has played a Changeling round in Space Station 13 knows what it would be like. It's fun for the changeling, running around, taking different shapes, stealing DNA, spawning tiny changeling bits to go off and terrorize people

I think it's kind of boring from a human's perspective, though. You kind of feel like you're waiting to die as the station starts to get quieter as people slowly and silently die-off. I guess it doesn't help that there's no moment like the blood test scene in that, if you're the Thing in that situation, you may as well go nuts and kill everyone.

isn't that essentially what Trouble in Terrorist Town is?

Nah, you never know what round type its going to be in SS13. Could be traitors, and strike team assault, aliens, changelings, wizards, of it could be nothing at all.

Legit I think a great Thing game would just be a VR remake of this game but your teammates get infected randomly, making every playthough different

>practical effects in a video game

Why does Sup Forums love to pretend this game wasn't a terrible, broken mess?

Blade Runner 2049 literally came out 2 days ago fag

>>can't kill the monster, only drive it away
That's stupid. The thing isn't scary because it can't be killed, hurt or driven away in regular terms. It's scary because it's infectious, smart and works around its limitations. When it's exposed, it's vulnerable. That's something the prequel fucked up really hard.

>online multiplayer game
>features a semi-open world (basically just a big-ass map ala battlefield and such)
>players spawn on random locations on the map
>resources are also scattered randomly
>this may necessitate a lot of travel as you go from one location to another to find other players or resources
>after a certain time, a player will become infected
>infected players can not be distinguished from human players, only the infected knows they are infected
>infected players can choose to transform into their thing/beast form at any time to engage humans in combat
>this is somewhat risky, as the process takes time allowing humans to flee or deal damage
>things/beasts can return to infected mode, but it requires cocooning and the process takes longer if the player has been in thing/beast form for a while
>a human killed by the thing will leave a corpse, but that corpse will reanimate as an infected after a while
>human players can burn corpses to prevent this
>evidence of fights remains ; broken glass, shattered furniture, burnt surfaces or blood of corpses who have been reanimated
>name of players only shows up when you point your cursor at them; when they're further away or view is obstructed by bad weather / objects, it takes a while for the name to pop up (think Metroid Prime scanner)
>the volume of the in-game mic depends on how close you are to the speaking player, you can't hear people across the map
>only way to communicate over the entire map is by using radio stations, but these also transfer the in-game sound of the player who's using them, so you may hear a fight break out over the radio
>most weapons you find are weak against the thing, explosives and flamethrowers are quite effective though
>these require gas though, which is valuable because it also powers generators and snow mobiles
>you can travel by foot, but you'll be much slower, more vulnerable and when equipped with insufficient clothing, you may die to the cold
cont.

>human players win a round by escaping via helicopter
>if they unknowingly brought an infected with them, they lose the game
>if all human players die or get infected, the thing wins
>if everybody dies, the human players win, because they stopped the infection
>you can do blood-tests, but it takes gas and mildly damages human players (who can not be forced to participate)
>you can find different gear such as...
>snow boots, which disable sprinting but reduce the slowdown in snow
>warmer clothing, which reduces speed but reduces damage through cold (or even cancels it depending on how much you wear)
>weapons and ammunition
>gas (required for snow mobiles, flamethrowers, explosives)
>snow mobiles, allowing you to quickly traverse the map at a huge cost of gas
>looking glass (allowing you to scan players at a larger distance)
>looking glass with mic (allowing you to hear further)
>med kits allow to heal wounds and stop bleeding

Name a single good game based on a movie.

The Godfather

Alien Isolation.

Choose any of the original cast to play as.

Each of the characters have a base responsibility to maintain operations in the base (Electricity, Vehicles, Medical Operations, Weapons, Supplies).

AI and (You) have to maintain said operations to effectively make your eventual survival situation easier.

Like a previous user said, the game starts a few days before said Thing arrives, giving an opportunity to learn character role.

Thing arrival is a random event which you may or may not be present for and you'll eventually hear about.

The arrival may not always be a dog, there may be multiple arrivals or delayed arrivals false-positives etc. to increase replay value.

AI would have randomized response thresholds, each character should operate as a segmented NPC process to maintain actual ignorance of which character is infected.

Subtle character interactions in before and after infection should give hints as to who is infected, there may be false-positive interactions depending.

NPC's should be able to independently assume your character is the Thing even if you aren't. This may result in a game ending if they grow too suspicious of you.

Failure to maintain base operations or loss of AI characters that maintain operations will result in detriments to in-game structures and actions. You may attempt to pick of the slack of these jobs, but you will have a natural ineptitude and inefficiency.

Specific resources will be plentiful/lacking depending on play difficulty, random spawn areas for items like, electrical voltage kits, pistols, fuel cannisters, food, character clues that may indicate the Thing's identity.

Limited opportunities to hold 'interventions' and guess at things identity, things may go from bad to worse depending on outcome.

When Thing attacks occur randomly you may or may not be present for them, you may not be with another character, if you are questioned you might need an alibi etc.

Goldeneye

Mad Max

Just bought plane tickets to go see John Carpenter and Perturbator together live. I'm so excited, bros.

Spider Man 2

Leave Perfection to me.

user, shut the FUCK up. Name ONE single broken fucking thing about this game.