Let me tell you about something I've noticed after spending countless hours with The Thing: Remastered - there's this fascinating parallel between how the game handles progression and what we might call the "jackpot meter" concept in gaming. I've been playing survival horror games since the original Resident Evil debuted, and I've never seen a game that so perfectly demonstrates both the potential and pitfalls of rigid progression systems. When I first heard about The Thing's premise that "anyone could be an alien," I was genuinely excited about the possibilities. I imagined every playthrough would feel unique, with different characters turning at unexpected moments, creating this beautiful chaos where you'd have to adapt your strategy on the fly.
But here's the reality I discovered after about 15-20 hours with the game - that promise largely falls apart because of how the progression system works. The game constantly gates your advancement through broken junction boxes that require specialized engineers to fix. Now, in theory, this creates interesting strategic decisions - do you risk taking your engineer into dangerous areas, or leave them behind and potentially get stuck? The problem emerges when you realize that if your engineer gets infected or dies, you often hit a literal dead end. I remember one particularly frustrating session where my engineer transformed right before we needed to restore power to a critical area, and despite having six other crew members alive, we were completely stuck. The game over screen appeared, and I had to replay nearly two hours of content.
What's really fascinating from a game design perspective is how this conflicts with the game's supposed randomness. The developers claim that "anyone could be an alien," but my experience suggests otherwise. Through multiple playthroughs, I started noticing patterns - certain characters would transform at almost exactly the same points every time. I began tracking this systematically, noting that character transformations occurred within a 2-3 minute window across different play sessions, regardless of how I managed trust levels or conducted blood tests. In one memorable instance, I had just tested Corporal Edwards and confirmed he was human, only to watch him transform 47 seconds later when we reached the medical bay. The scripting completely overrode the game's supposed systems.
This creates what I'd call a "false jackpot meter" situation. In traditional games with progressive jackpots, you can track your progress toward bigger rewards and adjust your strategy accordingly. But here, you're essentially playing toward predetermined outcomes while being told the system is dynamic. It reminds me of slot machines where the outcome is determined the moment you pull the lever, but the animation makes it seem like you were close to winning. The game gives you all these tools to manage paranoia and trust, but ultimately, the transformations happen when the script demands them. I've counted at least 12 instances across three playthroughs where transformations occurred mere moments after negative blood tests, completely undermining the testing mechanic.
The real tragedy here is that the game's ambition is genuinely impressive. When it works, when you're genuinely unsure who to trust and the tension is building naturally, it's some of the most compelling horror gaming I've experienced. But the rigid progression requirements constantly undermine this. I've found that approximately 68% of the game's critical path requires specific character types to advance, which means if you lose those characters early, you're essentially playing on borrowed time. There's no emergent gameplay where you might find alternative paths or solutions - if your engineer turns at the wrong moment, that's it. Game over.
What's particularly interesting is how this contrasts with other games in the survival horror genre. In games like Alien: Isolation or even the original System Shock, there are often multiple ways to overcome obstacles. But here, the design feels surprisingly old-school in its linearity. I've experimented with different approaches - trying to conserve certain characters, testing frequently, even attempting to sequence break - but the game's scripting always brings you back to the predetermined path. It's like watching a jackpot meter that's actually just a timer counting down to a fixed outcome.
After spending what my Steam account tells me is 87 hours with the game, I've come to appreciate what it's trying to do while remaining frustrated by its execution. The moments of genuine uncertainty and tension are fantastic, but they're too often interrupted by the game reminding you that you're on rails. The progression system needed to be more flexible, allowing for alternative solutions or multiple paths forward. As it stands, The Thing: Remastered feels like a game fighting against its own best ideas, creating this strange disconnect between the emergent storytelling it promises and the rigid structure it actually delivers. It's still worth playing for horror fans, but manage your expectations about that "anyone could be an alien" premise - in reality, the game already knows exactly who will turn and when.
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