Also, this comment I found:
Quote:
You could argue that the ideal Aliens game should have barely any aliens in it at all. You solve puzzles, navigate mazes, fix spaceships and walk around being scared as **** any time something moves, but it's never an alien. Then later, when you're feeling kind of secure, ALIENS. The scary part of xenomorphs is that they have the hunting behavior of psychopathic housecats. They toy with you, scare you, taunt you. They're not just monsters who want to rush up to the nearest human and bite it until it is dead; if that was the case they'd just all be in the first room and they'd kill you immediately.
Look at that deleted scene from the end of Alien where the xenomorph does that hilarious crabwalk thing. Other than the fact that it looks **** ridiculous, that scene totally captures the horror of the xenomorphs. It is in the room, totally silent, and could easily come up behind Lambert and eviscerate her before she even knows it's there. But it doesn't. It slaps its tail down, announcing its presence so she'll turn around. It hisses, and does the (not intentionally) hilarious crab walk of doom. It wants her to know, it wants her to be afraid. It knows she has no chance of defending herself.
That kind of horror cannot be achieved by throwing hundreds of xenomorphs at the player's face, or by giving them a flamethrower but only a little bit of ammo. That kind of terror can only come from placing you in a situation where your choices are "die" and "run." What aliens you can kill should be outsmarted, killed using environmental tools. Blowing up a fuel tank, or pushing debris off a ledge onto an alien below, or tricking it into running into a power generator or something. If you do get a gun, it shouldn't be capable of slaughtering them in droves. Make the player the underdog.