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I disagree with every point about talking Sligs. For one thing, giving them intelligible conversation humanises and de-creepifies them. Also, the slig dialogue in MO was so corny and crap. And unless JAW hire a full-time writer only for the incidental dialogue, it's going to start repeating incredibly quickly, which immediately breaks the atmosphere and destroys suspension of disbelief.
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Maybe it would better suit an Exodus remake? I get what you mean. Like in stockyard escape, all you see is their glowing evil-red visors, and there's complete silence as they stand still, till they unpredictably swivel round, coupled with the sudden sound of their screeching mechanical legs as they move across the screen, and then he stops, and the silence resumes. This makes the sligs seem like a creature designed only to kill, taking military-like marches. And knowing of their little brain power takes away any hope you might have of them showing you any mercy. An unforgiving programmed killer.
...Could be wise to not try to humanise them. Good call Nate

You could have them talking as Abe enters a new area, like a live cut scene, but not during gameplay. That way, the dialogue is relative to the current events and is only played once, and is not repetitive. On second thought, I did prefer the Exodus stylings, how it brought in a more light-hearted comical atmosphere, yet still had the necessary realness to keep the player in anticipation.