Why Are Video Game Adaptations Good Now? | Spot On
From the moment Bob Hoskins and John Leguizamo slid into their matching overalls and unleashed Super Mario Bros. on to the world back in 1993, video game fans have wondered: can video game adaptations ever be… good? For years, it seemed as if the answer was a resounding no. While some films were decent, the vast majority left a lot to be desired–such as good dialogue and storylines that, you know, made sense. Recently, however, everything has changed.
In the past few years, Netflix has earned not only financial success but critical-acclaim with its television adaptations of Castlevania, Arkane, Cyberpunk: Edgerunners, and The Witcher. Just last year, HBO delivered a The Last of Us adaptation worthy of the coveted “prestige tv” status, while Amazon Prime’s Fallout series has already left fans eager for its next season. And it’s not just video game-related television shows that are finding success. The Super Mario Bros. Movie was the second-highest grossing film of 2023, surpassing Oppenheimer and every super hero movie released that year.
So, what happened that made video game movies, well, good? And more importantly, what does all this mean going forward? Tam and Lucy discuss the game-to-film pipeline, what’s changed, and how this movement is fantastic for indie games with interesting narratives–such as El Paso, Elsewhere and Dredge–which now have movie deals of their own.
Spot On is a weekly news show airing Fridays in which GameSpot’s managing editor Tamoor Hussain and senior producer Lucy James talk about the latest news in games. Given the highly dynamic and never-ending news cycle of the massive video game industry, there’s always something to talk about but, unlike most other news shows, Spot On will dive deep into a single topic as opposed to recapping all the news. Spot On airs each Friday.
Manor Lords – Best Game Settings And Difficulty Options
So, you’ve decided to play Manor Lords. This strategy game from Slavic Magic sees your character grow a village from humble beginnings to economic and military powerhouse. Still, you might be wondering about the ideal options when starting your playthrough. Here’s our guide on the best difficulty options and game setup for Manor Lords.
What are the difficulty options and best game setup in Manor Lords
After you’ve spent some time designing your ruler’s coat of arms, you’ll see the Game Setup screen. This presents you with several scenario templates and options related to AI behavior, supplies, and events.
Game setup options
Here are the most notable options from the Manor Lords game setup screen:
- End goal – This determines how you’ll win the campaign:
- Growth – Reach “Large Town” settlement level.
- Conquest – Claim all regions.
- Domination – Defeat other lords by claiming their territories; can only be selected if there’s an off-map adversary.
- None – Endless play with no completion goal.
- Off-map adversary and AI aggressiveness – There’s an AI lord located off-map, but they control a couple of regions at the start. AI aggressiveness determines whether this lord will not press claims on your lands or will press claims at will.
- Raiders and bandits – Think of these hostiles as regular mobs you need to handle occasionally. You can set the frequency of raids, the years when there would be no raids, and the number of bandit camps that spawn on the map.
- Residential requirements and approval – Your villagers have needs that should be met. Failure to do so impacts the growth of your town.
- Starting season – Starting during spring means you can farm early, whereas a winter start date is just asking for trouble due to a lack of supplies and unpreparedness.
Starting out: Rise to Prosperity scenario
Manor Lords offers three scenario templates, each with predetermined settings. However, you can still tweak each setting manually. Template difficulties–Relaxing, Default, and Challenging–change all the settings.
The first scenario template is Rise to Prosperity, and we think it’s the best game setup in Manor Lords. The primary goal is to grow your town. There’s no off-map adversary, and there are no bandits/raiders either. For the most part, you can think of this as a way to learn the basics of the game, with a game flow more similar to a town management sim.
On the Edge, meanwhile, is for those who want a bit of a challenge. The key difference here compared to Rise to Prosperity is the presence of bandit camps, as well as frequent raids. This time, you have to grow and defend your town from encroaching enemies.
Facing a rival lord: Restoring the Peace scenario
Finally, there’s Restoring the Peace, which now includes an off-map adversary. Your initial concerns are the bandits and raiders near your lands. Once you’ve fended them off and feel ready, you can challenge the baron to capture the remaining territories. Domination is the end goal here, which means you have to ensure that the baron no longer holds any region on the map.
This is everything you need to know about the difficulty options and game setup in Manor Lords. How you approach the sandbox campaign is entirely up to you. We recommend starting slow so you can learn how to manage your town and residents first. Still, if a peaceful and relaxing time isn’t your jam, then a bit of medieval warfare might suffice.
Eiyuden Chronicle Devs Open Up About Murayama’s Passing And Going Beyond A Suikoden Successor
As the number of video game remakes, remasters, and spiritual successors grows, so does the hesitation surrounding these projects. Though some might see these games as loving homages to the art and stories that made us who we are, it’s just as easy to see them as attempts to bottle lightning–or perhaps, more accurately, nostalgia. So, how do these games set themselves apart? Well, as Rabbit and Bear Studios’ debut title Eiyuden Chronicle: Hundred Heroes–a spiritual successor to legendary RPG Suikoden–proves, having a team of veteran developers united under a beloved series’ creator is a great place to begin.
Rabbit and Bear Studios launched back in 2020, with four ex-Konami developers at its helm: character designer Junko Kawano of Suikoden fame, Castlevania: Aria of Sorrow director Junichi Murakami, Suikoden and Silent Hill’s Osamu Komuta, and Suikoden’s creator, the late Yoshitaka Murayama. The team came together with a very clear purpose: to create the game the four of them had always dreamed of making, Eiyuden Chronicle: Hundred Heroes.
“All of us are ex-Konami, so we’d meet up and drink together sometimes,” Junko Kawano told GameSpot. “One time when we were drinking and talking to each other, we sort of realized that we’ve reached a good age, and that we really wanted to develop a game that we were deeply interested in together. So we decided to form the studio.”
After the studio had been formed and the team cemented their vision for the title, they decided to launch a Kickstarter to help fund the project. Though the studio opted to not explicitly refer to it as a spiritual successor to Murayama’s Suikoden series in the description, fans quickly made a connection between the team’s vision and the critically acclaimed series. Within three hours, Rabbit and Bear raised over $500,000, exceeding the initial goal they had set for themselves.
In the days that followed, stretch goals were added, with the promise of a companion game being released if the studio hit its astronomical end goal of $4.5 million–it did, and Eiyuden Chronicle: Rising was released on May 10, 2022. However, massive crowdfunding success–and the weight of being an assumed spiritual successor–comes with a lot of pressure.
“Since I am the person least involved with Suikoden, I think I’m also the one most outside of all the pressure. It [was] probably the easiest for me,” art director Junichi Murakami said. “However, I know a lot of the people at Konami. I understand the feeling and the weight of that title. Even if I am not directly related to that title, I know I am making a game with those members. I feel that pressure.
“The target for us was really how much we could realize the thing that Murayama-san wanted to achieve. In that sense, I believe Murayama-san was actually under the greatest pressure,” Kawano added.
Yet for as much pressure as Murayama had placed upon him, Kawano, Murakami, and Komuta made it clear he was driven by a very specific vision for his next–and regrettably final–project. From the very beginning of Eiyuden Chronicle’s development, Murayami knew who the game’s protagonists would be. He had a clear idea of what they would look like, how they would fit into the world, and how their stories would collide and conclude. He conveyed this all to his team, who then set out to bring his visions to life while also showcasing the experience and artistry they had acquired over decades of working in game development.
“I started by learning about the setting made by Murayama-san. For the main characters, he gave me the information first. So I knew this would be their age, this was the kind of weapon they would carry …Even some of the hair colors were predetermined,” Kawano said. “I took all the information I received from Murayama-san and came up with different versions of these characters. And then he said, ‘Yes. Now keep going.'”
As the latter half of Eiyuden Chronicle: Hundred Heroes name implies, the team–and particularly Kawano–then created over a hundred recruitable characters for the game. Throughout development, it became a group effort to balance these characters–ensuring each one had an interesting design and role in Eiyuden Chronicle, while also making sure the game’s core thread and main cast weren’t buried underneath it all. It’s a delicate balancing act that, Komuta says, can be “difficult to strike.”
“As for the characters related to the main story, Murayama-san had determined their stories so the backbone was already established,” Komuta told me. “However, for the characters other than the main characters, the timing in which they join, their background, and how that person develops, was more open. There was a setting, but we had to actually deepen the story and the design.”
Thanks to Murayama’s fantastical setting, the sheer amount of characters that needed to be designed, and Rabbit and Bear Studios’ own creativity, the team was able to dream big while filling out Eiyuden Chronicle’s roster. From Mellore, a self-proclaimed magical girl adorned in a Sailor Moon-esque uniform, to Kawano’s favorite character, a luchador named El Alicante, Eiyuden Chronicle has quite the colorful cast–and I’ve yet to even mention the giant, sword-wielding kangaroo.
That’s not to say, however, that there aren’t plenty of realistic or edgy characters in Eiyuden Chronicle as well. It might come as little surprise given Murakami’s history with the Castlevania series, but his favorite characters were a pair of “cool-type” women he created.
“Mio and Hildi are my favorites. Mio is a woman samurai warrior and then Hildi is the assistant commander to Seign, and I actually created both of them by myself. Both of them are women with a “cool-type” personality because…” Murakami gave a coy smile, and I watched as both Kawano and Komuta began to laugh. “I like cool women.”
Similarly, Komuta shared that his favorite character was also a strong woman: General Elektra.
“Originally, Elektra was not supposed to participate in battle, but because I liked her so much, I asked Murayama-san and Murakami-san if we could increase the number of characters so we could add her,” Komuta said.
Though Murakami might not have been in charge of designing all Eiyuden Chronicle’s characters, implementing them into the game’s hybrid art style fell upon his shoulders–and, according to Murakami, this process was difficult and time-consuming. Similarly to Octopath Traveler, Eiyuden Chronicle places expressive, 2D character sprites atop 3D environments to create an experience that feels lush and modern, as well as in line with its ’90s-RPG roots. Though I found the end result beautiful and extremely natural-looking, Murakami said ensuring that was the case took the team about two years.
“Merging those art styles is actually very, very, very hard,” Murakami said. “It took us more than two years because you have to make sure all your 3D angles and camera work do not disrupt the 2D expressions, or make them look placed unnaturally, or clip anything… It actually took a lot of time to make it seem perfectly natural.”
Merging the old with the new was a recurring theme in Eiyuden Chronicle’s development. Komuta, for example, recalled the team having a conversation around a classic, ’90s-RPG feature that some were worried might be a little outdated: the save point.
“We did have a discussion,” Komuta said. “The save point was actually very important to Murayama-san’s concept, as it gives you an indication of how the scenario is progressing. He had a strong focus on conveying when the game could naturally be suspended by using a save point. But on the other hand, in order to strike a balance between this classic feature and something modern, we incorporated some auto-save functions. We want to have a good balance between the modern and the classic.”
Some things, however, were set in stone from the beginning–including the game’s music. When it comes to which musicians would create Eiyuden Chronicle’s score, Murakami said that even before launching their Kickstarter, the team was set on two artists in particular: Michiko Naruke and Motoi Sakuraba.
“We knew that, alongside the four of us, they would really be the core and one of the strongest appeals of this project,” Murakami said. “In that sense, we knew we wanted Michiko Naruke and Motoi Sakuraba to join us. We felt they were artists that really represented Japan while also being well-known overseas.”
Both Naruke and Sakuraba have an impressive number of well-received games under their belt, with Naruke’s most notable work being her arrangements for the Wild Arms and Super Smash Bros. series. Meanwhile, Sakuraba’s portfolio includes a number of titles from the Tales, Star Ocean, Golden Sun, Dark Souls, and Mario sports series. Together, the pair created a soundtrack both I and GameSpot’s reviewer found “superb,” and truly proves Murakami correct: These artists did contribute significantly to Eiyuden Chronicle’s core appeal.
Other factors that add to Eiyuden Chronicle’s appeal are simply how much fun it lets you have and its sheer replayability. According to Komuta, the timing in which you add a character to your party can change the script and how the character speaks, enticing players to replay and attempt to grab characters at different points throughout the game.
“There are certain scripts you cannot hear in the early scenario because they are tied to a character becoming a member in the latter part of the game. So in that sense, if you are replaying the game, you can maybe find these characters in their first place and hear a different script if you previously picked them up in the second place. For all of those characters, we have prepared those scripts,” Komuta said.
Additionally, some of the game’s recruitable characters are optional, meaning it’s very easy to miss them your first time playing. And yet, this is a very intentional part of Eiyuden Chronicle’s design, Komuta said. According to Komuta, “How you find heroes and members of your party is a fun and important part of the game.” He then added there is one character in particular, hidden within a hidden dungeon, that he recommends players try to find. “It’s fun,” he said with a laugh.
Kawano and Murakami also pointed out that some of the game’s funnier moments–such as the theater and the hot springs–play out differently depending upon your current team composition.
“The theater, I think, is interesting. In both the Japanese and English versions, the voice cast acts according to the ongoing story. You can actually have different [character] combinations and different things will happen according to these combinations,” Kawano said.
Keeping in line with his more mischievous statement earlier, Murakami said the onsen–or hot springs–was one of his favorite parts. Naturally, all three of the founders began to laugh.
“I think fans will have fun with the hot spring scene. I want you to actually find and watch all of the hot springs scenes with all of the characters. Particularly when they enter the bath.”
In the few hours I spent with Kawano, Murakami, and Komuta, I can’t count the number of times their laughter filled the room. From the team chuckling while sharing stories about the game’s development, to a near teary-eyed Komuta giggling as I explained that, in English, we call cats kneading “making biscuits,” there was this sense that this team exuded levity and joy. The founders stated that Murayama was perhaps the most joyous of all of them, constantly dreaming, laughing, and inspiring their work. When I shared my condolences and asked how things have been at the studio since his passing earlier this year, I could feel the weight of his loss begin to fill the room.
“It was a big shock to us,” Kawano said. “We were already in the process of producing the title and the release date had already been determined, so we were in this final stage and not really able to halt production.”
“In that sense,” Murakami added. “It was almost a relief. We had to apply and concentrate ourselves–we haven’t had time to lament his death. We have to keep going.”
Komuta nodded in agreement with Murakami, before adding in something that warmed my heart.
“Fortunately, Murayama-san was involved in the final adjustments, so we were able to really complete this title.”
Before our time was up, I asked the team what they thought really distinguished Eiyuden Chronicle: Hundred Heroes from being a Suikoden successor. Ultimately, Komuta said that the team’s experience, desires, and approach to creation are what elevates it.
“There is no member of staff involved in development who thought we were just making a sequel to Suikoden,” Komuta said. “No one was thinking like that, or came at it from that place. It ultimately is a totally different game.”
And yet, I don’t think it’s inaccurate or wrong to say that, in many ways, Eiyuden Chronicle: Hundred Heroes is a spiritual successor to Suikoden–and a worthy one, at that. To be one of the handful of studios that can bottle lightning–that can create an experience that makes players fondly recall playing one of their favorite games–is an incredible feat. Yet at the same time, it’s much more than that.
Eiyuden Chronicle is a game four friends decided to make over drinks and jokes about needing to get started before they got any older. It’s a game that seeks to grant nearly three decades of wishes made by both Suikoden fans and the series’ creators. And most importantly, it’s a shining example of an artist’s final work fully realized. It is wondrously cathartic to know Murayama was there to deliver the last rounds of edits and adjustments–to know that he was there to witness his vision brought to life. And yet, it is perhaps just as beautiful to see how deeply his dreams inspired his three dear friends, each of whom have spent the last few months ensuring the rest of us could see them, too.
Proximus Caesar Reigns In Kingdom Of The Planet Of The Apes Clip
While Andy Serkis’ Caesar was last seen in 2018’s War for the Planet of the Apes, he’s been gone a much longer time in the upcoming sequel, Kingdom of the Planet of the Apes. Nearly 300 years have passed since Caesar’s death, and apes are now the dominant species on Earth. However, Caesar would probably be horrified by his self-proclaimed successor, Proximus Caesar (Kevin Durand). Especially since Proximus twists and perverts the meaning of Caesar’s teachings while enslaving apes and humans alike.
Perhaps the most disturbing aspect of the newly released preview clip from Kingdom of the Planet of the Apes is how many of Proximus’ followers hang on his every word, especially when he gets them to chant “apes together strong.”
The only ape in this scene who isn’t in Proximus’ thrall is Noa (Owen Teague), the young and heroic ape who is the new protagonist of the franchise. It’s unclear if Noa is a prisoner or if he has infiltrated Proximus’ seaside fortress. Either way, he’s vastly outnumbered by Proximus’ followers.
20th Century Studios has also released a new video where Serkis expresses his admiration for director Wes Ball’s work on Kingdom of the Planet of the Apes, and the feeling is apparently mutual for Ball.
Kingdom of the Planet of the Apes will be released on Friday, May 10.
Bitmap’s Stunning 650-Page History Of JRPGs Is Up For Preorder At Amazon
Bitmap Books is a publisher dedicated to giving readers an in-depth look at the history of gaming and the franchises that have left a lasting impact. Its titles encompass everything from a look at SNES artwork to the complete history of Metal Slug–though they’re often sold out at Amazon or marked up by resellers. Thankfully, a two of the publisher’s most popular and gorgeous books are getting reprints, with preorders now open ahead of their September 3 launch.
$45
Clocking in at over 650 pages, this book gives you an expansive look at the landscape of JRPGs. It discusses everything from Pokemon and Dragon Quest to Final Fantasy and Megami Tensei. It also covers multiple eras, starting with retro 8-bit titles before jumping to modern releases. The book itself is a work of art, with a hardcover design that uses special pantone inks and metallic foil accents.
$45
Much like the book above, Go Straight is a book dedicated to a single genre of games–side-scrolling beat-’em-ups. It examines over 200 games across nearly four decades, including hits like Kung-Fu Master, Streets of Rage 4, and Golden Axe. The book is a hefty 456 pages and features a vibrant hardcover design that’d look great in a game room or displayed on a coffee table.
While those are the only two books up for preorder, you’ll find plenty of other Bitmap Books up for grabs at Amazon. Here’s a look at a few of our favorites.
Best Bitmap Books
Manor Lords, Developed By One Person, Is Putting Up Huge Numbers On Launch Day
Manor Lords, the medieval strategy game developed by a single person, is out now on PC after much anticipation, and the game is putting up big numbers, even in its unfinished state.
According to Steam’s publicly available data, the game has reached nearly 160,000 concurrent users, putting it inside the top five for Steam’s most-played games today. Only the free-to-play games PUBG, Dota 2, and Counter-Strike 2 have reached more players on Steam today.
By comparison, the AAA game Suicide Squad: Kill the Justice League, which was released in February, reached a peak of 202 players today.
The game is also playable via PC Game Pass and can be purchased via the Windows PC store, GOG, and the Epic Games Store, so the player count from Steam represents just a piece of the game’s overall market opportunity for players.
Manor Lords is also the No. 1 top-selling game on Steam right now. The game is marked down by 25% for its first two weeks, bringing the price down to $30 until May 10.
Player sentiment is strong, too. Manor Lords has more than 2,000 user reviews on Steam already, with an aggregate rating of “very positive.”
Looking ahead, Manor Lords is likely coming to Xbox, but it remains to be seen if the game will be released on PlayStation or Switch.
Manor Lords is available via Early Access/Game Preview, and its developer is encouraging people to submit their feedback to help improve the game. Publisher Hooded Horse acknowledged that playing an unfinished game is not for everyone and said it understands if people want to delay their purchase until later.
Manor Lords was one of the most wishlisted games on Steam, reaching 3.2 million player wishlists, according to Hooded Horse. The publisher is promising regular updates to the game.
Stellar Blade – How To Get The Lingerie Outfit
Stellar Blade stars Eve, a warrior with killer moves and looks. Still, given all the fan service this game has to offer, it’s no wonder that a particular reward awaits those who are completionists at heart. Here’s our guide on how to get the Black Pearl lingerie in Stellar Blade.
How to get the Black Pearl lingerie in Stellar Blade
The Black Pearl lingerie is the final reward that you can obtain once you’ve acquired all 49 can collectibles. This is no easy feat given the sheer number of items, as well as certain related tasks.
Aside from the lingerie reward, collecting a certain number of cans (every seven) nets you permanent boosts, too. These increase the maximum number of consumable items readily held in your inventory, such as Lingering Potions, Smart Mines, Pulse Grenades, Sonic Grenades, WB Pumps, and more.
Tips to obtain all cans
If you want to unlock the Stellar Blade Black Pearl lingerie, the best thing to do is read our can collectibles guide since we have it organized per region. We also mention when certain items become accessible (i.e. an ability might be needed).
Apart from that, there’s the Can Detector upgrade for your drone. It requires you to unlock other perks along the left-hand side of the skill tree, and the perk itself costs 4x Drone Upgrade Modules. Once unlocked, the drone will make a whirring noise if a can is nearby. Sadly, the sound effect is barely audible, so you really need to be alert.
Lastly, we want to avoid spoilers as much as possible (since the game just came out). However, we do have to mention that there are two points of no return in the campaign. The game will warn you when you’re about to make a fateful decision, which will prevent you from returning to a certain area. It’s imperative that you pick up all the important items therein. If you miss out on anything, you might have no other choice but to try again in New Game Plus mode.
In any case, this is how to get the Black Pearl lingerie in Stellar Blade. For Eve’s other attires, you can check our outfits and nano suits guide.
Stellar Blade has you facing off against vicious Naytiba, all while trying to figure out your origins. Action, thrills, and a bunch of collectibles/unlockables await. For more tips, you can visit our guides hub.
Warframe’s Jade Shadows Update Adds New Warframe And Cinematic Quest In June
Today, Warframe‘s devstream revealed details on Jade Shadows, the game’s next cinematic update. Jade Shadows adds the 57th Warframe, Jade–known as the “song of devastation”–as well as the Ascension mission type, a new Clan Operation, quality-of-life changes, and more.
The Jade Shadows quest involves the return of the Stalker and will have players confront him again with all-new lore, details, and additional secrets to unveil. Jade is an angelic Warframe who thematically opposes the Stalker’s corruption, despair, and brutality, with her love, hope, and wonder instilled with her signature weapons. She is also the first Warframe in a long time to have three signature weapons. “Mechanically she is more support and debuffing. Assisting your allies and debuffing the enemies,” said Digital Extremes during the devstream.
Jade Shadows launches the new mission type Ascension, more TennoGen items, and a new Clan Operation: Belly of the Beast. Further details of Ascension and Belly of the Beast will be revealed closer to the update.
Quality-of-life changes such as new Warframe Augments and Arcanes, brand-new Duviri decrees, increased drop rates for Debt Bonds, and Whispers in the Walls replayability all debut in the Jade Shadows update.
The Jade Shadows update releases this June. Be sure to check out our interview with creative director Rebecca Ford on another upcoming Warframe story update later this year with Warframe 1999 and our Warframe tips for beginners, so you can start your journey as a Tenno.
Hades 2 Early Access Might Be Coming Sooner Than You Think
Supergiant Games has hinted that Hades II might be hitting early access sooner than we may have though. The developer also said that the technical test will start to wind down on April 29.
Once the the technical test is over, it will no longer be available to access through Steam libraries. it’s not all bad news, though. “However, we plan to launch Hades II Early Access relatively soon after, so please stay tuned,” Supergiant Games said in an updated Steam post. “We hope you share our excitement for Early Access, and really appreciate your support and encouragement during the Test!”
Thank you for your patience during the Hades II Technical Test, which helped us identify and address a number of key issues we weren’t able to find before.🌒
We plan to start winding down the Test on Monday, then launch Hades II in Early Access relatively soon after that! pic.twitter.com/QjryI9xERO— Supergiant Games (@SupergiantGames) April 26, 2024
It’s unclear what “relatively soon” means to the developer. It could be as early as next week or a few months down the line. However, it seems like we won’t have to wait too long.
Lots of lore and info about Hades II have already been chronicled through those playing the technical test. For example, we may already know who the unnamed narrator is. We’ve also got a list of confirmed gods and characters who will appear in the game.
Hades II will launch into Early Access sometime this year for PC. In GameSpot’s Hades II technical test preview, we said, “Supergiant Games’ Hades 2 technical test offers a fascinating glimpse at how the sequel is building on the success of the first game.”
New Alien Game Announced For VR, Aims To Make Your Skin Crawl
A new Alien video game is coming this year. Game developer Survios and 20th Century Games have announced Alien: Rogue Incursion, an action-horror VR game due out this holiday.
The game is coming to PlayStation VR 2, Meta Quest 3, and PC VR on Steam.
The game tells an original story that focuses on an “ultimate mission” that has players trying to survive as Xenomorphs come after them. Survios chief product officer TQ Jefferson said the game features “kinetic action and heart-pounding exploration.” Jefferson added that the aim is to “truly make your skin crawl.”
Survios has developed a number of other licensed VR games, including Creed: Rise to Glory, Westworld: Awakening, and The Walking Dead: Onslaught.
Survios and 20th Century announced their partnership back in 2022. Also coming in 2024 is the next Alien movie, Alien: Romulus, and it looks extremely scary.
This isn’t the first time that the Alien IP has been used in the horror genre, as Creative Assembly’s 2014 game Alien: Isolation mixed stealth with suspense to tell the story of Amanda Ripley, daughter of Alien protagonist Ellen Ripley, as she investigated a space station infested with the iconic Xenomorphs.