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E3 2002: The Thing PlayStation 2 media update

Universal Interactive has released new screenshots from the PlayStation 2 version of The Thing.

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Universal Interactive has released new screenshots of the PlayStation 2 version of The Thing. The Thing's storyline serves as sequel to John Carpenter's feature-length motion picture of the same name and begins shortly after the movie ends. You play as Blake, a captain of a reconnaissance team who is sent to investigate a loss of communication with a scientific team stationed at a military base in the Antarctic. When Blake and his crew arrive, they discover the fallen, frozen scientists and attempt to unravel the mystery.

The Thing may seem like a typical survival-horror game, but its gameplay goes far beyond the traditional boundaries of the genre. The biggest change is that Blake has command over three to five non-playable characters (NPCs) that come in three different forms. There are engineers that can open doors, hack computers, and save the game as well as soldiers that are adept at fighting, and medics who will heal Blake and the other NPCs. When certain NPCs are killed the game is effectively over, because it's impossible to open new doors unless there is at least one engineer remaining alive.

Blake may instruct the NPCs to investigate specific areas, attack enemies, or stand guard, but controlling NPCs requires more than navigating a menu system. Each one has a fear and trust meter that regulates how they react to Blake's actions and commands. Because The Thing can infest a human without any telltale signs, paranoia runs rampant in the scientific outpost. If Blake spends too much time away from the group they will become suspicious that he has been infested and will refuse to follow his command. However, trust can be regained by allowing Blake to become vulnerable-an example would be handing a gun over to an NPC.. Fear also plays heavily into The Thing's gameplay. NPCs are designed with specific characteristics that factor into how they react in pressure situations. Some NPCs are more easily spooked than others and once their fear meter peaks, they will perform poorly in combat. Similarly, NPCs that are easily scared will begin to lose trust in Blake if he unexpectedly turns out the lights or performs some other erratic action. If any of the NPCs refuse to obey your commands, coercion tactics such as placing a gun to an NPC's head are in order. According to Computer Artworks, the fear and trust meter will ensure that playing through the game is different each time because there is never a single correct way to accomplish an objective.

There are four different variations of The Thing that you will come into contact throughout the game. Infected NPCs are the most common enemies, but they also present the biggest challenge because Blake is never aware of which NPCs have become hosts. This makes it difficult to turn your back on teammates for fear of being attacked. Infested NPCs eventually turn into walkers--the strongest enemies in the game with the exception of bosses. It's important to pick out the infected NPCs before they have a chance to transform. Scuttlers are the most common form of enemy included in The Thing. They're basically the head of a host that has sprouted legs, and they will attack in groups. In fact, it's not uncommon to come under siege by more than a dozen Scuttlers at once. Ruptures are the bosses of the game and they will include body parts from your infested comrades and any other creature they come into contact with. Because their form is ever-changing, no two ruptures look alike and they're formidable enough to take up to five of your NPCs at once.

The Thing is currently scheduled for release on the Xbox in the third quarter of this year. Look for a hands-on report from the E3 show floor later this week.

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