Alien: Isolation is an upcoming first-person survival horror stealth game developed by The Creative Assembly and published by Sega, part of the Alien franchise.
The game is set in 2137, 15 years after the events of Alien and 42 years prior to Aliens. The game follows Amanda, who is investigating the disappearance of her mother Ellen Ripley. Amanda was transferred to the space station Sevastopol to find the flight recorder of Nostromo. However, an Alien has already infested the station.
Instead of following a predetermined path, the artificial intelligence of the Alien has been programmed to actively hunt the player by sight, sound and smell. The Alien AI was programmed with a complex set of behavioural designs that progressively unlock as it encounters the player to create the illusion that the Alien is learning from its encounters with the player and adjusting its hunting strategy appropriately
20th Century Fox provided The Creative Assembly with three terabytes of archived data related to the original Alien film, including notes on prop and set design, behind the scenes photos, videos, and the film's original sound effect recordings, to help Creative Assembly authentically recreate the atmosphere of the film.
The game can be played from beginning to end as of January 2014, and the remaining development time will be spent on testing and improvement.
I was literally just searching to see if there was a thread for this game haha. I cant fucking wait, i love games like Amnesia and Outlast, but space is just so much cooler, looks great!
the review scores are fairly spread out. I am worried about the cons though, they showed some footage to illustrate the point and it really looks like a flaw I can't stand
You can easily see the difference between test magazines/sites that give this a honest Review (somewhere between 6 - 8/10) and the ones that give them a good Review in Exchange for exclusivity or something else. The game is pretty disappointing for what it should have been. But the developers can't get their shit right with the Total War series for over 10 years now. They just seem absolutely incapable of releasing a well rounded product. Which might have a lot to do with Sony, but anyways simply should never pre order anything from CA and pay for their products with caution.
On October 04 2014 21:11 TigerKarl wrote: You can easily see the difference between test magazines/sites that give this a honest Review (somewhere between 6 - 8/10) and the ones that give them a good Review in Exchange for exclusivity or something else. The game is pretty disappointing for what it should have been. But the developers can't get their shit right with the Total War series for over 10 years now. They just seem absolutely incapable of releasing a well rounded product. Which might have a lot to do with Sony, but anyways simply should never pre order anything from CA and pay for their products with caution.
It's kind of absurd to say that just because people love the game they are paid for. I know a few reviews that gave the game a high score that would never in a million year get caught doing a paid for review. Those things usually get out as well.
People will allways rage about critic's reviews. They seem to forget that they are personal opinions, just like ours (sometimes they are PAID opinions, but whatever). The right thing to do is compare various reviews and see for your self the pros and cons exposed there. A con from a reviewer can be a good thing for you (IGN saying it's "too hard and stressfull" is good for me) and vice-versa.
To me, it seems like a good game. Never a nearly masterpiece like PC Gamer says and never mediocre to almost bad, like IGN says.
Some. It's a different approach compared to the games released up to date. Some reviews mentioned that the game can really shine, if all the things work out as intended I'll give it a try. Dark room, solid sound, 420... i surley will enjoy a couple of hours
People still listen to critics? Read Steam user reviews and read Metacritic user reviews, those have similar value to what "professional" critics say as in they also just give you opinion of one person.
Metacritic user reviews are a troll fest and you have to be very selective on what you read. Steam reviews are good, though. At least you have to own the game to review it.
As weird as it sounds, you can mostly rely on german reviews if you want to have a good opinion about the quality of games. These reviews are boring but accurate, just like germans.
The complaints from my understanding about difficulty are that many deaths are completely unavoidably random, and the save points require going to stations that leave you highly vulnerable to death before you can finish the save process. Difficulty that can be over come with skill is great. Difficulty because you die randomly and have to redo an entire section because of a poor save system would get old for me fast.
On October 07 2014 22:26 karazax wrote: The complaints from my understanding about difficulty are that many deaths are completely unavoidably random, and the save points require going to stations that leave you highly vulnerable to death before you can finish the save process. Difficulty that can be over come with skill is great. Difficulty because you die randomly and have to redo an entire section because of a poor save system would get old for me fast.
I think the fact there is an old style save system adds to the feel. If you could save whenever then a lot of the tension in the game would be gone.
Save points that you have to run past rather than saving any time you want seems like a valid design decision, but from what I read you have to go to a card reader device that is in the wide open area and it's an extended period of vulnerability to complete the saving process. It seems like it would be exceptionally annoying to get past a difficult section and get killed before the save process can complete. Especially if there is no skill based way to make the save process safer.
The scenery and the environment was fantastic. the suspense that the game created while you were playing really drew you into the game. Cutscenes were however a bit bland and there was only 1 generic animation per death blow ( depending on where the Alien caught ya). The plot itself was a bit bland (wasn't much look into the backgrounds of ripley nor how the aliens came into the station.
Combat was actually quite repetitive and the randomness factor of the alien itself was repetitive as well. I will say that trying to save in the open did add to the gameplay (do you save while the alien is about or try to wait it out till it leaves). However, the randomness factor after you save was quite annoying to observe. From Lirik's playthrough, there was multiple times where he would die from the alien, reload from the save spot and die on the spot since the alien spawned next to him. There's probably a better way to enforce the location of the alien from before saving and after saving so that if you save in the clear, you're not gonna die from being stabbed when you respawn.
The ending itself was pure shit and left out there. No closure, no resolution, no nothing. We don't even know what happens to the shuttle nor the alien that was aboard it (I'm assuming that the pilot died from the alien that got onboard) I know that there's DLC available but if the ending was purposely done so that the DLC had to be played to figure out what happens next, then this game is a piece of crap and the developers should go retire from the industry
Overall, it's a meh game with it's only good point being environment immersion and nostalgia factor for alien fans
Not sure what people are complaining about. I'm glad the alien is so strong, he has only managed to kill me twice (2 total deaths) and I'm about 7 hours in.
I think people are just used to easy games and now that there is one that requires some skill they don't know how to react. That is just imho of course.
- Amanda is way to large lol. A few times i had the feeling i would walk straight into on of the steel beams - The staging is really bland. There is much potential wasted, sadly (so far)
+ Graphic and sound. Wikipedia said, the graphic engine is in house, what i kinda doubted initially. But it seems legit. The engine does really good (full hd + ultra on my gtx460 oO). Together with the sound, A:I creates an authentic atmosphere.
I`ve only played one and a half hour so far. So, what can I say... Dunno what to say more, download should be finished by now...
This looks fucking cool, I like the idea of an unscripted (well, relative to other games) alien stalking you. From the small video review samples I watched the sound design and general tone all seem bang on the money too.
Fuck me, way to scary lol .. i haven`t found the alien yet, and i`m not sure if i want to
Oculus Rift... i would die :o
I`m sneaking all the time. I don`t want to make any noise and am (?) to afraid to use the radio messages lol. I know i`ve already mist a sensor part, component of the motion tracker D: i want that thing asap!
The atmosphere of this game is amazing. Only about 5 hours in but the alien has got me 3x. I dont find it too hard yet, but I like challenging games. its a rare thing these days.
On October 07 2014 22:26 karazax wrote: The complaints from my understanding about difficulty are that many deaths are completely unavoidably random, and the save points require going to stations that leave you highly vulnerable to death before you can finish the save process. Difficulty that can be over come with skill is great. Difficulty because you die randomly and have to redo an entire section because of a poor save system would get old for me fast.
I think the fact there is an old style save system adds to the feel. If you could save whenever then a lot of the tension in the game would be gone.
yes but dying and having to do again what you just did keep out the surprise and the tension.
I am a massive fan of sci-fi of that era, not just alien. Even from having a few peaks on streams it looks like the aesthetics and overall feel would trump many of the flaws others have mentioned. I can see why if you don't really buy into the ambience why you might have a totally different view.
Will probably get this upon the resurrection of my PC, anything that is a bit of a departure from military shooters and the likes piques my interest.
On October 07 2014 22:32 ZeromuS wrote: I think the fact there is an old style save system adds to the feel. If you could save whenever then a lot of the tension in the game would be gone.
From an artistic standpoint this game is looking, feeling and sounding great most of the time. But it partially fails as a game for the known reasons. The 93% PC Gamer review and many others either didn't play the game or they gave that high number for exclusive content for previews, which is the likely option of these 2.
On October 07 2014 22:32 ZeromuS wrote: I think the fact there is an old style save system adds to the feel. If you could save whenever then a lot of the tension in the game would be gone.
What's "old style" about it ?
There are save stations that you have to visit and activate in order to save the game, rather than just save any time you want, or just by running past a check point.
On October 07 2014 22:32 ZeromuS wrote: I think the fact there is an old style save system adds to the feel. If you could save whenever then a lot of the tension in the game would be gone.
What's "old style" about it ?
There are save stations that you have to visit and activate in order to save the game, rather than just save any time you want, or just by running past a check point.
i think the problem ist that both ways to safe are pretty much around since the beginning of gaming. so talkling of "old" and "new" doesnt really make sence
On October 08 2014 23:48 Godwrath wrote: old style would be roguelike no saves at all. Or i am just too old and people call the console saving format "old style" nowadays.
I think people are confused about those things and call new things old and old things new.
I remember Doom 1 having free saves whenever you wanted and it doesn't get much more old-school than that for PC FPS games. Savepoints is something consoles introduced but until the era of bad PC ports I never saw them on PC games. Might have just been the style of games I played in those days though.
On October 08 2014 23:48 Godwrath wrote: old style would be roguelike no saves at all. Or i am just too old and people call the console saving format "old style" nowadays.
I think people are confused about those things and call new things old and old things new.
I remember Doom 1 having free saves whenever you wanted and it doesn't get much more old-school than that for PC FPS games. Savepoints is something consoles introduced but until the era of bad PC ports I never saw them on PC games. Might have just been the style of games I played in those days though.
mario and sonic had "safestations" :D
as i said, both ways are around long enough to be called old
I can see why he referred to them as old, a better description would have been 'A different saving system from modern trends' I guess?
Enough, more Aliens! I'm really dying to get this now, reminds me a bit of the original AVP all those years ago. Not in gameplay obviously, but in how authentic to the source universe the whole atmosphere is.
Alas, it's either wait to get my PC fixed for a few weeks or get the Xbox 360 version, which I imagine is pared down a lot graphically
This game scratches an itch I haven't had scratched in years. I legit get scared and was shaking earlier. I only just got to the med lab, so chapter 4 is what I finished (i think).
The long haul from the comms centre to the transit past all the androids was pretty hard. I went into one room where two androids were - I thought - offline. Then as I went to leave music started playing and I was grabbed from behind. Put 4 bullets in his head but he kept walking. The game glitched and the android was moving while alive Wasted my only 8 revolver shots on him and so I loaded a previous save.
so far I've only missed 2 logs and I really like the difficulty in trying to get the logs while avoiding everything else, super fun!
The last bit on the final floor of the comms area before the elevator was especially brutal though. Thats a LONG way without a save option so I was really not looking forward to the alien catching me. Luckily I made it to the save then sprinted to the car and got in JUST as the alien was about to catch me.
I'm playing on Hard and MAN is it fun. I couldn't imagine this on easy or normal tbh. Do those difficulty settings just make it harder to get found, harder to trick the AI or less bullets to kill the non alien?
On October 08 2014 23:48 Godwrath wrote: old style would be roguelike no saves at all. Or i am just too old and people call the console saving format "old style" nowadays.
I think people are confused about those things and call new things old and old things new.
I remember Doom 1 having free saves whenever you wanted and it doesn't get much more old-school than that for PC FPS games. Savepoints is something consoles introduced but until the era of bad PC ports I never saw them on PC games. Might have just been the style of games I played in those days though.
mario and sonic had "safestations" :D
as i said, both ways are around long enough to be called old
I would say as far as "horror" games go, this is "old" style. When you think the staple horror games like Resident Evil for example you had limited saves and you had limited save spots, with no checkpoints. On PC of course there was always a save option but I think the notion of "checkpoint" saves every 10 feet is what would hurt this game. This being said, it SHOULD save after every major plot point or cutscene, only because some of them are long and I don't want to have to retrigger them from my old save then watch them then head back to the new save.
Likewise with elevators and major location exits. If I'm on a transport from one place to another or on an elevator after a 40 minute sneak where I had to deduce movement patterns etc, I would like a quick save or somewhere to save but thats just because I want it to be "safer" to enter a new area and not have to redo the old stuff.
On October 08 2014 23:48 Godwrath wrote: old style would be roguelike no saves at all. Or i am just too old and people call the console saving format "old style" nowadays.
You could save in roguelikes! You just couldn't reload ifwhen your character dies.
Finished the game, i really like it... but its way too long for its own good, it gets QUITE repetitive, but i have to cut it some slack, its the first "AAA" game with a good budget to go for full horror... its definetely rough around the edges, but like someone said, it scratchs an itch for a type of game that besides some amazing indie games, we were missing
Cant wait to see what Creative Assembly has in store for Alien,
On October 09 2014 12:05 ZeromuS wrote: This game scratches an itch I haven't had scratched in years. I legit get scared and was shaking earlier. I only just got to the med lab, so chapter 4 is what I finished (i think).
The long haul from the comms centre to the transit past all the androids was pretty hard. I went into one room where two androids were - I thought - offline. Then as I went to leave music started playing and I was grabbed from behind. Put 4 bullets in his head but he kept walking. The game glitched and the android was moving while alive Wasted my only 8 revolver shots on him and so I loaded a previous save.
so far I've only missed 2 logs and I really like the difficulty in trying to get the logs while avoiding everything else, super fun!
The last bit on the final floor of the comms area before the elevator was especially brutal though. Thats a LONG way without a save option so I was really not looking forward to the alien catching me. Luckily I made it to the save then sprinted to the car and got in JUST as the alien was about to catch me.
I'm playing on Hard and MAN is it fun. I couldn't imagine this on easy or normal tbh. Do those difficulty settings just make it harder to get found, harder to trick the AI or less bullets to kill the non alien?
I was dreading that long distance back to the tram. Are you talking about the room with two androids in their cells? I walked in that room, saw them, recalled the other "dead" ones that grabbed you from behind and immediately noped out of that room. Alien was clunking around in the vents the entire time I was creeping back towards the tram avoiding androids. At one point I heard it clunk over to a room on the left right before the tram and saw slime dripping out of the vent, I snuck the fuck away as best I could. When I got to the android guarding the tram door I already had one chasing me, I looped up the stairs as they followed, jumped down the vent and circled back to the tram before they could get me. I wouldn't have been able to do that if Alien had been out of the vents though!
On October 09 2014 12:05 ZeromuS wrote: This game scratches an itch I haven't had scratched in years. I legit get scared and was shaking earlier. I only just got to the med lab, so chapter 4 is what I finished (i think).
The long haul from the comms centre to the transit past all the androids was pretty hard. I went into one room where two androids were - I thought - offline. Then as I went to leave music started playing and I was grabbed from behind. Put 4 bullets in his head but he kept walking. The game glitched and the android was moving while alive Wasted my only 8 revolver shots on him and so I loaded a previous save.
so far I've only missed 2 logs and I really like the difficulty in trying to get the logs while avoiding everything else, super fun!
The last bit on the final floor of the comms area before the elevator was especially brutal though. Thats a LONG way without a save option so I was really not looking forward to the alien catching me. Luckily I made it to the save then sprinted to the car and got in JUST as the alien was about to catch me.
I'm playing on Hard and MAN is it fun. I couldn't imagine this on easy or normal tbh. Do those difficulty settings just make it harder to get found, harder to trick the AI or less bullets to kill the non alien?
I was dreading that long distance back to the tram. Are you talking about the room with two androids in their cells? I walked in that room, saw them, recalled the other "dead" ones that grabbed you from behind and immediately noped out of that room. Alien was clunking around in the vents the entire time I was creeping back towards the tram avoiding androids. At one point I heard it clunk over to a room on the left right before the tram and saw slime dripping out of the vent, I snuck the fuck away as best I could. When I got to the android guarding the tram door I already had one chasing me, I looped up the stairs as they followed, jumped down the vent and circled back to the tram before they could get me. I wouldn't have been able to do that if Alien had been out of the vents though!
Side question, does the Alien attack Androids?
Yes thats the room I meant!
Also yeah! The alien was all over for me Q_Q Right now im only on mission 4 and I think I might be moving too slowly? Not sure Alien AI is super aggressive. I think it "cheats" on hard and theres a vicinity around you it patrols. Of course it has real AI so it doesn't know where I am, but it damn well sticks around a lot Q_Q
On October 09 2014 12:05 ZeromuS wrote: This game scratches an itch I haven't had scratched in years. I legit get scared and was shaking earlier. I only just got to the med lab, so chapter 4 is what I finished (i think).
The long haul from the comms centre to the transit past all the androids was pretty hard. I went into one room where two androids were - I thought - offline. Then as I went to leave music started playing and I was grabbed from behind. Put 4 bullets in his head but he kept walking. The game glitched and the android was moving while alive Wasted my only 8 revolver shots on him and so I loaded a previous save.
so far I've only missed 2 logs and I really like the difficulty in trying to get the logs while avoiding everything else, super fun!
The last bit on the final floor of the comms area before the elevator was especially brutal though. Thats a LONG way without a save option so I was really not looking forward to the alien catching me. Luckily I made it to the save then sprinted to the car and got in JUST as the alien was about to catch me.
I'm playing on Hard and MAN is it fun. I couldn't imagine this on easy or normal tbh. Do those difficulty settings just make it harder to get found, harder to trick the AI or less bullets to kill the non alien?
I was dreading that long distance back to the tram. Are you talking about the room with two androids in their cells? I walked in that room, saw them, recalled the other "dead" ones that grabbed you from behind and immediately noped out of that room. Alien was clunking around in the vents the entire time I was creeping back towards the tram avoiding androids. At one point I heard it clunk over to a room on the left right before the tram and saw slime dripping out of the vent, I snuck the fuck away as best I could. When I got to the android guarding the tram door I already had one chasing me, I looped up the stairs as they followed, jumped down the vent and circled back to the tram before they could get me. I wouldn't have been able to do that if Alien had been out of the vents though!
Side question, does the Alien attack Androids?
Yes thats the room I meant!
Also yeah! The alien was all over for me Q_Q Right now im only on mission 4 and I think I might be moving too slowly? Not sure Alien AI is super aggressive. I think it "cheats" on hard and theres a vicinity around you it patrols. Of course it has real AI so it doesn't know where I am, but it damn well sticks around a lot Q_Q
From what i heard, each time you lock yourself in a locker, the alien hear the location and remember it. Apprently it goes for everything, the more and the longer you hide in it, the more it's going to find you etc...
If people like me want to know how is the game but not playing it( because i don't have time) i encourage you to watch readwulfgamer. This guy is funny as hell and is currently doing Alien isolastion (also he screams like a little girl and you're gonna laugh).
Chapter 4 seemed really hard. RW died a lot of time (with lots of holy fucking screams :p)
On October 21 2014 07:38 Striker.superfreunde wrote: Hey, i`m streaming the game right now. I don`t have a cam, neither is my mic on, but maybe my gf is in chat.
Yeah, that's true :/ It found me ultimately... and there was no way out. Those damn androids suck too. I want to shoot them, but it makes noise, and noise scares me. It doesn't make things better if you know the beast is around. At least i found the motion tracker, but that thing only drives my paranoid... even more. This game... (in a good way lol)
This is by far the best AAA game I have seen in a long time. I find it terrifying and the level of detail is incredible. CA also nailed the ambiance. It has some flaws but overall it is incredible.
I couldn't finish the game because the constant tension wore me down. But I was really impressed by it. Maybe if I didn't play it alone all the time I would have been able to handle it better.
Beating this game was like beating Dark Souls lol, a sense of pride. I kept saying to myself "Just be a man godamnit!". Great game tho, even though it is 20 hours of non-stop stress.
Ah sorry for the spoiler. No one has posted in this thread so I didnt even think about it lol. I figured this long after the game has come out everyone has played it. Ill put the spoiler on it now.
@Capped, to get the full experience play with your headset, lights off at night. The greatness to this game is the sights and sounds. It feels like your in the first Alien movie.
The tension the first times you meet the alien without anything to hurt him is awesome. First time I hide in a closet, I had my hand on my mouth IRL without thinking about it. (then the game asked me to press "S" and I died because that hand wasn't on the keyboard :D)
I found it a little easier once you get the flame thrower though.
Also the androids... at first I though they looked dumb. Until you find this place where they are "inactive" and the light is down... and you start walking around with your shotgun pointed at their dumb "inactive" head.
That room where there is a dead lady behind a computer and 8 androids lined up and you should walk between them tor each the door, I was so ready to be jumped at... and nothing happened... then I open the door, one of them activate and I'm like "screw you" and I rush to the door. The door close and there I find some ammo (2 EMP bombs). then they break the door and they were all active. The chaos at that moment... So lucky the alien isn't around by that time of the game...
In the very last section, just after releasing the ship, the alien was in the stairs, getting down. I stay behind him and follow him all the way down. He enters the big room in fire, and there I saw it, a freaking second alien in the same room. This was a big "no no no no" from me there... I took all my courage and went berzerk running to the room while firing the flame thrower. Luckily I could reach the room and then when I pushed that lever and I saw the saliva on the helmet...
Glad to see Alien: Isolation still gets attention. Despite being contrary to my expectations (I anticipated some degree of randomization like more advanced version of Monstrum), it still remains one of my favourite stealth games - and the inclusion of Nightmare Mode just made it better
On May 27 2015 16:06 Razhil wrote: Some anecdotes : (around mid-game) + Show Spoiler +
That room where there is a dead lady behind a computer and 8 androids lined up and you should walk between them tor each the door, I was so ready to be jumped at... and nothing happened... then I open the door, one of them activate and I'm like "screw you" and I rush to the door. The door close and there I find some ammo (2 EMP bombs). then they break the door and they were all active. The chaos at that moment... So lucky the alien isn't around by that time of the game...
Yeah I agree, that was surprisingly just about the most terrifying moment in the game for me haha!
i LOVE the aesthetic and idea of the game, but i hate the mechanics in the game. The crafting annoys me to no end, why am I looting "scrap" in an alien game? It also annoys me that I can have a flamethrower and guns, but the alien is immune to ever dying (this is perpetuated by the story forcing the idea that there's only one alien, even when it's blindingly obvious that there's an entire hive on the station). Also the story sucks, why did they have to use Ripley's daughter? why not some random worker that got caught up in all of this? It felt like the writers were trying to impose themselves on the franchise by making WY seem more evil than ever because 1 they involved Ripley's daughter in the same continuation of the event that killed her mother and 2 it just means they lied to Ripley even more at the start of Aliens.
Also why did the writers decide to have so many humans on board? Like within the first 20 minutes of being aboard the station, you see 3 other humans running around in a group... Kinda killed the sense of dread on a setting wide scale for me. Same with the cyborgs, they shouldn't have been in the game. I get that the original Alien had an "evil" cyborg in it, that doesn't mean your title needs a cyborg in it, let alone like 500 of them. The humans and the cyborgs felt like filler. 99% of the game felt like filler. If they had made the game a 2 or 3 hour experience without all of the nonsense fetch quests and dumb combat, it would have been 10000x better. The only loss would have been the absolutely amazing artistic direcction ambiance, sound, and lighting in all of the cut areas, because every single area in the game was spot on in those four compartments. It felt exactly like Alien in a very good way, sans all of the filler nonsense.
Also, a sense of urgency to force you to not fully experience the amazing art direction would have been appreciated, because in some areas I was literally standing around staring at cool objects being like "damn, the artists in this game are great, this looks exactly like it would fit into Alien!" instead of being like "why is this 1970s monitor hanging out of the wall, i need to get the hell out of here because there's a biomechanical monster hunting me!"
Overall I loved it as something to look at and experience, but the game's mechanics sucked, and the story sucked, and the filler sucked. Still play it if you liked Alien though.
On May 28 2015 01:54 Endymion wrote: **Spoilers** + Show Spoiler +
i LOVE the aesthetic and idea of the game, but i hate the mechanics in the game. The crafting annoys me to no end, why am I looting "scrap" in an alien game? It also annoys me that I can have a flamethrower and guns, but the alien is immune to ever dying (this is perpetuated by the story forcing the idea that there's only one alien, even when it's blindingly obvious that there's an entire hive on the station). Also the story sucks, why did they have to use Ripley's daughter? why not some random worker that got caught up in all of this? It felt like the writers were trying to impose themselves on the franchise by making WY seem more evil than ever because 1 they involved Ripley's daughter in the same continuation of the event that killed her mother and 2 it just means they lied to Ripley even more at the start of Aliens.
Also why did the writers decide to have so many humans on board? Like within the first 20 minutes of being aboard the station, you see 3 other humans running around in a group... Kinda killed the sense of dread on a setting wide scale for me. Same with the cyborgs, they shouldn't have been in the game. I get that the original Alien had an "evil" cyborg in it, that doesn't mean your title needs a cyborg in it, let alone like 500 of them. The humans and the cyborgs felt like filler. 99% of the game felt like filler. If they had made the game a 2 or 3 hour experience without all of the nonsense fetch quests and dumb combat, it would have been 10000x better. The only loss would have been the absolutely amazing artistic direcction ambiance, sound, and lighting in all of the cut areas, because every single area in the game was spot on in those four compartments. It felt exactly like Alien in a very good way, sans all of the filler nonsense.
Also, a sense of urgency to force you to not fully experience the amazing art direction would have been appreciated, because in some areas I was literally standing around staring at cool objects being like "damn, the artists in this game are great, this looks exactly like it would fit into Alien!" instead of being like "why is this 1970s monitor hanging out of the wall, i need to get the hell out of here because there's a biomechanical monster hunting me!"
Overall I loved it as something to look at and experience, but the game's mechanics sucked, and the story sucked, and the filler sucked. Still play it if you liked Alien though.
I couldnt disagree more. Sorry, but there are some mechanics that are flawed I will agree, but the story/characters/humans were all spot on.
On May 28 2015 01:54 Endymion wrote: **Spoilers** + Show Spoiler +
i LOVE the aesthetic and idea of the game, but i hate the mechanics in the game. The crafting annoys me to no end, why am I looting "scrap" in an alien game? It also annoys me that I can have a flamethrower and guns, but the alien is immune to ever dying (this is perpetuated by the story forcing the idea that there's only one alien, even when it's blindingly obvious that there's an entire hive on the station). Also the story sucks, why did they have to use Ripley's daughter? why not some random worker that got caught up in all of this? It felt like the writers were trying to impose themselves on the franchise by making WY seem more evil than ever because 1 they involved Ripley's daughter in the same continuation of the event that killed her mother and 2 it just means they lied to Ripley even more at the start of Aliens.
Also why did the writers decide to have so many humans on board? Like within the first 20 minutes of being aboard the station, you see 3 other humans running around in a group... Kinda killed the sense of dread on a setting wide scale for me. Same with the cyborgs, they shouldn't have been in the game. I get that the original Alien had an "evil" cyborg in it, that doesn't mean your title needs a cyborg in it, let alone like 500 of them. The humans and the cyborgs felt like filler. 99% of the game felt like filler. If they had made the game a 2 or 3 hour experience without all of the nonsense fetch quests and dumb combat, it would have been 10000x better. The only loss would have been the absolutely amazing artistic direcction ambiance, sound, and lighting in all of the cut areas, because every single area in the game was spot on in those four compartments. It felt exactly like Alien in a very good way, sans all of the filler nonsense.
Also, a sense of urgency to force you to not fully experience the amazing art direction would have been appreciated, because in some areas I was literally standing around staring at cool objects being like "damn, the artists in this game are great, this looks exactly like it would fit into Alien!" instead of being like "why is this 1970s monitor hanging out of the wall, i need to get the hell out of here because there's a biomechanical monster hunting me!"
Overall I loved it as something to look at and experience, but the game's mechanics sucked, and the story sucked, and the filler sucked. Still play it if you liked Alien though.
I couldnt disagree more. Sorry, but there are some mechanics that are flawed I will agree, but the story/characters/humans were all spot on.
really? hmm, well to each his own, i just thought that the story kinda took away from the alien and the whole horror experience.. the game felt a lot like Amnesia to me, and I would have said the same thing about there being other humans in Amnesia who weren't already dead. One of the amazing points of Amnesia for me was how you would always interact with the humans though the voice overs and the notes, but whenever you "ran into them" they were always long dead or worse: it just caused to amp up the dread of that title, and i definitely think Alien Isolation could have done something similar.
On the other hand, one of my favorite horror/surrealist games, Yume Nikki, has tons of NPCs, as do the better silent hill titles. But they never really offer anything to help the state of mind of the player, I always felt like NPCs in horror were always written to wear your psyche down even if they are "friendly."