
The randomness of the encounters also lends the game an emergent quality largely absent from modern, scripted-to-the-pixel design. The alien's AI is harsh but consistent, and figuring out how it functions and constantly applying that to new level layouts is Isolation's masochistic joy. While that'll lead to some tough lessons, I never died unfairly. It's constant, unbearable terror, and it's beautiful.Īlien attacks are instant death and checkpoints tend to be infrequent. Every time I picked up movement on the radar, I'd immediately crouch and push forward with attention paid to potential cover and escape methods should the alien come tumbling out of the ceiling. It heightens the alien's senses to the point that no hiding spot is truly safe, as I discovered when the alien ripped open locker doors, followed me into vents, and pulled me out from under tables whenever I was being just a hair too clumsy. I played the game on the highest difficulty, and I'd recommend the same to anyone with the patience. We've recently seen a resurgence of this non-confrontational approach to horror in titles like Amnesia and Outlast, and it hits a peak with Isolation. Since the alien can't be killed, players spend the vast majority of the time sneaking about, staying out of its line of sight, and even holding their breath (with the left trigger) in certain extreme cases. The vast majority of its behavior is unscripted-it can drop out of air vents at nearly any time, and players are only alerted to its presence by listening for sound cues and keeping one eye on a faithful-looking motion tracker. I could gripe about some poor texture quality and inconsistent lighting effects, but this is one of those cases in which artistry trumps technology.īut, atmosphere ultimately plays second fiddle to the alien itself. The station itself is a triumph of production design, meticulously recreating the primitive computer monitors and push-button mechanisms seen aboard the film's Nostromo. Isolation delves into the previously-untold story of Amanda Ripley, daughter of Ellen, whose search for her missing mother takes her to a remote space station that's recently been terrorized by the monster. Fortunately, the trick is magnificent, which is a relief given that the game has over 20 hours to fill. This approach restores terror to a creature design that's grown banal in recent years, and makes the alien frightening both off-screen and on.įrankly speaking, Alien: Isolation is a one-trick pony.

The premise is that there's only ever a single xenomorph hunting the player at any given time, and while flamethrowers and improvised weapons can be used to briefly scare it off, the creature cannot be outright killed. The Creative Assembly's Isolation is the first modern video game to use the original Alien film as its inspiration. WTF Reuniting the original cast and then walling them off for preorders.

LOW A lengthy midgame segment that has nothing to do with the alien.
