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    Walking in Giger ' s Steps – Alien Blackout Interview


    Appolicious: How did Alien: Blackout arise? Why has such an ambitious tone emerged as an AAA quality mobile Alien game?

    JD Sorvari: It was a fruitful clash of ideas between developer, publisher and IP holder. Each had considered different parts of the equation, which then came together in what is now Alien: Blackout.

    Appolicious: Please describe your role (s) in the project and what that entails.

    JD: As the main writer, I wrote more or less everything for the game, from the background and plot to the characters and the dialogue. Of course I also had some help from the other narrative members of Rival Games and Theory Interactive. I was also involved in creating the original pitch and I was part of that entire process.

    Appolicious: What is the secret to maintaining tension and atmosphere in a mobile?

    JD: We have received a great boost through our combination of music and audio effects, which I really feel at home the atmosphere. The fact that you know the Alien is always present, but you cannot see it, is nerve-racking and creates general tension all the time. The constant management of multiple crew members and not always being able to see where they are located by a camera is really disturbing. Blips too … you get to know the sound of them and when you hear one, your heart jumps and you know you have to clamber to avoid the Xenomorph!

    Appolicious: The decision to let crew members die was a courageous decision. How did you manage to balance that and meet characters who were potentially dead during the story?

    JD: From the point of view of a story, it was a bit of preparatory planning. All dialogues were written so that different people could intervene at different points, depending on who was still breathing, and a separate dialogue was written for situations where the last crew was a member. None of the characters was created as "replaceable" because I wanted the players to be able to choose their own crew favorites. The real balancing work, however, had to be done in level design.

    Appolicious: What is it about Amanda Ripley that you think resonates so much with fans of the Stranger franchise?

    JD: She carries the same spirit that Ellen Ripley has. She can be strong, but she doesn't have to resort to traditional macho exercises to do it. It can also be vulnerable and it displays humanity that is sometimes neglected, especially in video game figures.

    Appolicious: What is your personal favorite aspect and / or moment of Alien: Blackout?

    JD: I just love how good it feels. I've been a fan of it Stranger for decades, and just looking at the level map with the circling dots, I get chills and make me smile at the same time.

    Make sure you stay informed for our upcoming review of Alien: Blackout.


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