“Because on paper, this sounds compelling and in-line with the exciting AI and systems experimentation happening on the PC side of things during the same era, with games like Deus Ex. And to The Thing’s great credit, the opening hours are a surprisingly solid execution of these ideas, as the game walks you through carefully crafted sequences of action and tension that slowly introduce all of these ideas into the mix, clearly building towards the game removing its hand-holding and allowing the systems to do their work.
This culminates in a set piece near a kitchen, where the player finally has multiple squadmates with varying roles and different ways of dealing (or not dealing) with stress, and the seemingly very real threat that any one of them could transform at an inopportune time. One squadmate ran away after a firefight, another transformed into a thing. I was guiding a squadmate from one room to another to try and calm them down for a minute. And it was at this point while streaming the game with Rob, we turned to one another and went ‘look, if the rest of the game builds on what they’ve got here, we could be in for something special.’
Sadly, we were not.”
- The Thing Playthrough [Part 1 — Patrick/Rob]
- The Thing Playthrough [Part 2 — Patrick/Rob]
- The Thing Playthrough [Part 3 — Patrick/Rob]
- The Thing Playthrough [Part 4 — Patrick/Rob]
- The Thing Playthrough [Part 5 — Patrick/Rob]
- The Video Game Version of 'The Thing' Is an Empty Promise Worth Playing by [Essay — Patrick Klepek]
- Waypoint Radio Discusses John Carpenter’s The Thing [Patrick/Rob/Gita/Ren/Cado]
- Waypoint+ Commentary Track for ‘The Thing From Another World’ [Patrick/Rob/Ren/Cado]
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