Quoted from Aurich:
To be perfectly honest I think showing just the playfield is probably the worst possible way to show a pin. You're just missing too much context.
In this case it was also obviously the right thing to do. Waiting until there was a complete game to showing something would have been a horrible idea, no one here wants that.
I'm waiting for the final CAD file from Dave to start doing some updates, but I quickly overlaid the latest version over my art. A lot of the space that feels "blank" is covered, there was no reason to put art there that no one would see. And if you look you can see that the Weyland Yutani logos need to move up a bit, the upper right flipper is shifting slightly. Etc etc.
I'll make those tweaks soon. I can repost that art then just to keep a public record of the latest version probably.
But the reality is you're just missing too much of what makes the game the game right now. It's a three dimensional beast, with ramps and wireforms and plastics and toys etc.
New CAD lines in pink (not necessarily final, just a reference for where things are, doesn't include toys).
At first, I was a bit underwhelmed. But, seeing the CAD layout overlayed pulls things together a bit more.
It reminds me a bit of Sega artwork, like X-Files, ID4, and Starship Troopers. Lots of gradients punctuated with shapes with solid colors. Not really a style that speaks to me, but some people seem to like it.
I was probably expecting something more along the lines of Giger-inspired artwork.
I think that a lot of folks just imagined it looking differently, so they weren't blown away by it.
Overall, it's ok. Some playfields are really eye-catching to the point where you might want an extra just to hang on your wall, but with this one, I'm not really seeing that happening, unfortunately. That doesn't mean it's bad though--not all playfields are destined to be wall hangers.
Either way, I appreciate all the work you did put into it and how open you have been about it through the whole process. It has been very interesting to follow along in the process of developing a game.