


It's a pretty standard FPS as far as gameplay and aiming feels really stiff. Then the Marine Campaign, I thought this was going to be the most dull but there were moments where I actually felt dread and paranoid.but it fell flat on it's face with the stupid constant beeping warning you there is something near by and ruins any kind of surprise. You follow one certain alien who starts out trapped and being examined and then you 's very short and lasts about 3 hours, if that. The Aliens campaign is very mediocre but if there is one thing this game gets right, it's making you feel like you're an alien because the controls and gameplay are very entertaining, climbing up surfaces and jumping around, sneaking behind enemies and taking them down with the little mouth, although the sneak executions are limited and repeat and the climbing on surfaces can get very disorienting when in small vents or a cliff with too many turns. On top of that, the blood and gore stains, the music, the tropes, and the screams all add up to the 80’s blockbuster horror vibe oozing from your screen.To start things off, the story of this game is extremely weak and nothing extremely gripping but it's passable, you can complete the story in 3 segments (Alien, Predator, Marines) and you can choose which order to go in and they all have a tie in together but nothing huge.

The tentacles, as soon as they get detached from the surface, are physically simulated and accompanied by a wide assortment of “gory” sound effects (fun fact – the trademark “whipping” sound was achieved by cutting the air with a USB cable), making the main character feel more organic and alive. Even a great slice of meat needs some seasoning in order to become a juicy steak! Would Carrion be the same without its writhing tentacles? I’d argue it would lack one of the components critical to the overall experience. Game and level design aside, I feel that attention to detail might have played a huge role in our success. Having been on the brink of dropping the project several times during the development, I could easily see how other developers might prefer to take a safer path, but we’re called Phobia for a reason – we’re not afraid to take the scarier route to get to where we’re going! We proceeded to plow through all the challenges head-on and, remarkably, the game not only turned out to be fun and intuitive to play, but it also became very successful, selling hundreds of thousands of copies.
