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Alien: Isolation

Alien: Isolation

Oct 6, 2014

Main game

3.93 average rating based on 1776 ratings

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Alien: Isolation is a survival horror game based on the Alien franchise. As Amanda Ripley, daughter of Ellen Ripley, you will navigate through an increasingly volatile world as you find yourself confronted on all sides by a panicked population and an unpredictable Alien. You must scavenge resources, improvise solutions and use your wits, not just to succeed in your mission but to simply stay alive. In addition to the main story mode there's Survivor mode in which the player needs to escape from a specially designed map fulfilling secondary objectives along the way, while being aggressively hunted by the alien. … More
Alien: Isolation is a survival horror game based on the Alien franchise. As Amanda Ripley, daughter of Ellen Ripley, you will navigate through an increasingly volatile world as you find yourself confronted on all sides by a panicked population and an unpredictable Alien. You must scavenge resources, improvise solutions and use your wits, not just to succeed in your mission but to simply stay alive. In addition to the main story mode there's Survivor mode in which the player needs to escape from a specially designed map fulfilling secondary objectives along the way, while being aggressively hunted by the alien. This mode includes online leaderboards. Less
Release Dates
Oct 06, 2014 Full Release (Worldwide)
PC (Microsoft Windows)
Oct 07, 2014 Full Release (Worldwide)
PlayStation 3, PlayStation 4, Xbox 360, Xbox One
Sep 29, 2015 Full Release (Worldwide)
Linux
Oct 27, 2015 Full Release (Worldwide)
Mac
Dec 05, 2019 Full Release (Worldwide)
Nintendo Switch
User Stats
6830
In Collection
933
Wish Listed
324
Playing
3120
Backlogged
How Long Is Alien: Isolation?
Main story: 22.5 hours
Main + extras: 32.9 hours
100% completion: 43.5 hours
Total completions: 55
BMO
BMO gave Nov 22, 2017
BMO gave Nov 22, 2017
An Alien in need of a trim

Warning: this review contains minor spoilers that reveal names and other details about locations, levels and events in Alien: Isolation. I avoid major spoilers and significant details are not discussed, but if you want to go into the game completely blind consider this your heads up.

Crew Cryo-pods

On many levels Alien: Isolation is an exceptional game. It is an expertly crafted homage to the world and aesthetic of the original film. Every surface, corridor, container, sign, structure and sound is faithful to the original film’s production design. Playing this game is the closest thing one can get to living the movie.

Retro Tech

The Alien terrifies me. The original Alien always has. It’s one of those rare movies that remained scary years, and multiple screenings, after I first watched it as a kid. The alien design is something nearing a true articulation of pure fear. Even when I knew the alien was coming when rewatching the film, I nearly always felt just as terrified as the first viewing.

We probably shouldn't be here

Alien Isolation captures that feeling well. The Alien slinks in and out of tight openings, it corners you in while you crawl around in the air ducts, it surprises you silently as you turn …

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Warning: this review contains minor spoilers that reveal names and other details about locations, levels and events in Alien: Isolation. I avoid major spoilers and significant details are not discussed, but if you want to go into the game completely blind consider this your heads up.

Crew Cryo-pods

On many levels Alien: Isolation is an exceptional game. It is an expertly crafted homage to the world and aesthetic of the original film. Every surface, corridor, container, sign, structure and sound is faithful to the original film’s production design. Playing this game is the closest thing one can get to living the movie.

Retro Tech

The Alien terrifies me. The original Alien always has. It’s one of those rare movies that remained scary years, and multiple screenings, after I first watched it as a kid. The alien design is something nearing a true articulation of pure fear. Even when I knew the alien was coming when rewatching the film, I nearly always felt just as terrified as the first viewing.

We probably shouldn't be here

Alien Isolation captures that feeling well. The Alien slinks in and out of tight openings, it corners you in while you crawl around in the air ducts, it surprises you silently as you turn a corner. Alien Isolation’s alien is terrifying, at least initially. The second time you catch a glimpse of the Alien is in the Cristobal Medical Centre. I honestly spent around 10 minutes cowering in a locker. I was terrified of dying, of confronting the monster. I dashed out and hid under a gurney, thinking I was still safe. Well, it saw me hiding there and came straight for me. My first death. Time to try again. Dead. Again. Dead. Again. Oh this time I made it to next wing. Eventually I made it safely out of Cristobal, after letting one person die (he tried to kill me) and murdering one synthetic with my maintenance jack. I made it, my heart beating a mile a minute. My only thought? This is one damn scary game!

That looks safe

Flash forward a few levels and that initial fear is gone. The alien no longer retains the power to scare. Rather it’s grown into something annoying rather than frightening. I’ve rerouted power lines, or activated terminals, or backtracked to find alternate routes a few too many times. Now I’ve spent multiple occasions trekking down the same corridor five separate times, sent back and forth by a game that revels in repetition, to think any monster is scary. Not even the monster of my childhood nightmares is scary after this much repetition. By the middle of the game every occasion the alien appears is not an occasion filled with terror. It comes with the thought “ah, fuck! You again? Piss off.” This sentiment is exacerbated once you have a flamethrower and can shoo it away without any real effort.

Neither Ripley nor the Alien are into fire

Alien Isolation suffers from a desperate need of an editor. There are just simply too many repeated tasks, creating the impression that the game designers ran out of ideas half way through. And this greatly diminishes the fear I felt while playing. At one point I even appreciated the synthetic filled levels in the latter third of the game because it meant I could essentially glide through the level and complete tasks at lightning speed. A great deal of the middle can be cut out of this game. There are a few crucial narrative events that are all bookended by the same five or so tasks (most of which are reroute power, power up system, disable system, reboot system, find an alternate route). Cutting some of those out wouldn’t have made Alien Isolation a lesser game, but rather a tighter one that imposes a real sense of urgency. That urgency is absent in the game as at exists now simply because you find yourself acting out routine tasks ad nauseam. I might even argue that a third of the game could be cut out without damaging the narrative or game flow.

So, I'm a vampire?

I think that the game has one common reason for both its strength, the faithful homage to the look, feel and sound of the original film, and its weakness, the repetitive nature of in-game tasks. That reason? The impulse to precisely reproduce everything about Alien. This impulse is everywhere in the game. It explains the meticulous detail of things like the materials on the walls of the space station, the various signs found throughout Sevastopol, the look and feel of computer terminals, switches, buttons, doors, all the way down to equipment like the motion tracker. This expert reproduction is likely why everyone tends to love the game, myself included. Alien Isolation’s world feels and sounds like Alien. Even one of Amanda’s last acts involves a device that looks strikingly similar to the Nostromo’s self destruct mechanism. And then we have the Nostromo and the game’s DLC, all astoundingly crafted reproductions. Not only can you walk around the Nostromo, the characters even speak precise lines from the film. Creative Assembly went more than all-in on homage. And this is wonderful. That is until that same impulse is applied to the actual mechanics of the game. Here is where copying the film faithful does the game a disservice.

This poor lady didn't know what was coming

Alien is full of dead ends, futile tasks and missed opportunities that each result in the crew attempting a plan that inevitably fails and leads to a need to find alternatives. Furthermore, the last half hour or so witnesses Ripley retracing her steps multiple times before she can escape the Nostromo and the Xenomorph. And then her best plan, like all those before, fails and she is required to desperately find one last alternative solution to “defeat” the alien. This works well in a two hour run time, creating both a sence of urgency and an atmosphere of tension and uncertainty. Creative Assembly, in their attempt at fidelity, mapped the structure of the film onto the game. However the what works well over the course of two hours suffers greatly when stretched over 15-20 hours. It works for a time, but as I point out above, drags the experience out just a little too long to maintain the tension.

Future-retro advertising

Despite the repetition and the extended sequences that I feel added little more than extra padding to the game, I repeatedly came back to it. Simply said I love the world. And even if the alien is missing it’s more frightening edge, I did enjoy the vast majority of the game of cat and mouse between Amanda and the xenomorph. It’s quite satisfying to out stealth that bastard. And my desire to continually return to the game is due to my willingness to focus on its design strengths rather than weaknesses. The production and sound design, the spot on use of music, the absolutely superb way the game pays homage to the original film (in all aspects except structure) makes it an appealing universe in which to spend time.

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ayachanz
ayachanz gave Oct 19, 2021
ayachanz gave Oct 19, 2021
If you like the 1979 & 1986 film, you definitely will appreciate this game
This review is for the PC (Microsoft Windows) version

I actually played it in 2015 but abandon it because I was too scared. Now that I've finished it for the first time, I don't think it's actually THAT scary. Just a lot of jumscares. Amnesia: The Dark Descent and Outlast still takes the cake for me in terms of horror. But compared to those 2 games, the length of this game is A LOT LONGER. The moment I thought I've finally reach the final level, the game give me another mission lol.

The start of the game when the alien is being introduced to us for the first time is definitely scary but as you play more and progress, you kinda get used to it and the horror is reduced. Probably the scariest part of the game is the lack of autosave point, which makes you really want to avoid death as best as you could in order not to replay the same scene that took a long time to pass over and and over again. The thought of losing my long progress is what scares me the most in the game.

You need to be very stealthy in this game for the most parts.. it's nothing …

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I actually played it in 2015 but abandon it because I was too scared. Now that I've finished it for the first time, I don't think it's actually THAT scary. Just a lot of jumscares. Amnesia: The Dark Descent and Outlast still takes the cake for me in terms of horror. But compared to those 2 games, the length of this game is A LOT LONGER. The moment I thought I've finally reach the final level, the game give me another mission lol.

The start of the game when the alien is being introduced to us for the first time is definitely scary but as you play more and progress, you kinda get used to it and the horror is reduced. Probably the scariest part of the game is the lack of autosave point, which makes you really want to avoid death as best as you could in order not to replay the same scene that took a long time to pass over and and over again. The thought of losing my long progress is what scares me the most in the game.

You need to be very stealthy in this game for the most parts.. it's nothing like Dead Space where you can shoot and kill the aliens. You have weapons and can craft one anytime you like but there's a limit to how many items you can carry. The weapons are specific for certain enemies. In most scenarios, open fire is definitely not the best idea because sometimes the weapons can't kill the enemies but only can help you to escape from it. And sometimes, the weapon you use will attract another enemies nearby. Some people may not like it but I think it's realistic.

As you almost reach the final level, the alien's senses become more sensitive which makes the game even harder. The androids and humans also becomes stronger, and make some of your weapons become useless against them at some point. My only complain about this game is, I noticed that there's actually more androids than alien.

As for the graphics, I find it quite stunning despite not very graphically demanding. Dialogue, story writing and voice acting are also good. Overall, it's a great survival horror game that's very challenging. Another good thing is, the vibe of the game is really similar to the original 1979 film. From set design, alien behaviour, the sound of alarm, the sound of door opening, the device use, it's all super similar! It's mind-blowing. Even if you don't like the game, you still will think the developer has done a superb job in recreating the world as in the film.

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Torgo
Torgo gave Apr 16, 2015
Torgo gave Apr 16, 2015
Torgo's review of Alien: Isolation

This game came as quite a surprise! After decades of disappointing games for the Alien franchise, it was so refreshing to play a game that nailed it. Furthermore, this game made up for the horrible disappointment that was Dead Space 3. This game had elements of System Shock 2, Thief and Dead Space mixed in with it, and those are some of my favourite games. But more than that, it really captured the essence of the original Alien movie, the best of the series. I always consider Alien as a spooky subtle horror/thriller, not the over-the-top action film (like the sequel films). The coolest thing was that kind of future-80's vibe, that 80's sci-fi future where it's this dystopia of VHS tapes and DOS prompts and lots of ducts and grey. Hard to explain, but the upcoming indie game Routine is trying to hit the same atmosphere, that's another one I'm looking forward to. Anyway, this game was great, Brutally hard, cool crafting and stealth systems. I'm looking forward to playing it again, cuz my first run was on easy mode - and I still struggled! Possibly the best game I've played all year, 5 stars, highly recommended. :)

LxFx
LxFx gave Jan 22, 2017
LxFx gave Jan 22, 2017
Alien: Isolation is an amazingly beautiful and exciting tribute to the Alien movie franchise.

The Good

  • Alien: Isolation is a sight to behold. The design of the space station is on point with all its retrofuturistic goodness. Its abandoned corridors are filled with dread and anticipation.
  • This game pays tribute to the first Alien movie and does it well. The design, atmosphere and story perfectly fit in the Alien universe. A lot of embedded references are available for fans to enjoy. Be sure to dim the lights and turn up the volume.
  • A:I is extremely exciting. For once in an FPS, you won't feel like an invincible hunter but more like nervous prey. You will often hide for an imaginary enemy and skittishly listen for clues. Successfully escaping the clutches of death feels like an immense victory, time and time again.

The Bad

  • A:I is extremely exciting. This is great, but there is not a lot of downtime to recover and take a breath. You won't have a lot of time to relax and go sightseeing.
  • A:I can be very punishing. You will have to reload often, but you will learn to play it carefully. Some deaths will feel unfair though.
  • For a game this intense, it sure is long …
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The Good

  • Alien: Isolation is a sight to behold. The design of the space station is on point with all its retrofuturistic goodness. Its abandoned corridors are filled with dread and anticipation.
  • This game pays tribute to the first Alien movie and does it well. The design, atmosphere and story perfectly fit in the Alien universe. A lot of embedded references are available for fans to enjoy. Be sure to dim the lights and turn up the volume.
  • A:I is extremely exciting. For once in an FPS, you won't feel like an invincible hunter but more like nervous prey. You will often hide for an imaginary enemy and skittishly listen for clues. Successfully escaping the clutches of death feels like an immense victory, time and time again.

The Bad

  • A:I is extremely exciting. This is great, but there is not a lot of downtime to recover and take a breath. You won't have a lot of time to relax and go sightseeing.
  • A:I can be very punishing. You will have to reload often, but you will learn to play it carefully. Some deaths will feel unfair though.
  • For a game this intense, it sure is long. This is a weird complaint, but it might be valid for some.

I loved playing this game and consider it one of the best in my library. I can't wait for the sequel and it sure makes me yearn for the release of the new System Shock and Cyberpunk 2077 games.

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Matth
Matth gave May 26, 2024
Matth gave May 26, 2024
Alien: Isolation - A Suprema Obra-Prima do Survivor Horror
This review is for the PC (Microsoft Windows) version

"Alien: Isolation" é uma verdadeira obra-prima do gênero survival horror, destacando-se como uma das experiências mais imersivas e aterrorizantes que eu já pude jogar. Ao terminar minha jornada por essa obra prima, senti a necessidade de compartilhar os aspectos que tornam este jogo uma referência no gênero.

Ambientação e Atmosfera

A Creative Assembly conseguiu capturar com perfeição a essência do filme original de 1979. Cada corredor, sala e compartimento da estação espacial Sevastopol é meticulosamente projetado, evocando uma sensação constante de desconforto e perigo iminente. A atenção aos detalhes, desde os painéis de controle até os efeitos de iluminação, contribui para uma imersão total. A ambientação sonora merece uma menção especial; os sons ambiente, os rangidos metálicos e os alarmes distantes criam uma atmosfera tensa e opressiva que mantém os jogadores na ponta da cadeira.

Inteligência Artificial

A estrela do show é, sem dúvida, o próprio Alien. A IA do xenomorfo é uma das mais impressionantes e realistas já vistas em um jogo. O comportamento imprevisível do Alien, que patrulha, rastreia e caça o jogador, garante que cada encontro seja único e assustador. O Alien aprende e se adapta, forçando o jogador a constantemente mudar de estratégia, o que mantém …

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"Alien: Isolation" é uma verdadeira obra-prima do gênero survival horror, destacando-se como uma das experiências mais imersivas e aterrorizantes que eu já pude jogar. Ao terminar minha jornada por essa obra prima, senti a necessidade de compartilhar os aspectos que tornam este jogo uma referência no gênero.

Ambientação e Atmosfera

A Creative Assembly conseguiu capturar com perfeição a essência do filme original de 1979. Cada corredor, sala e compartimento da estação espacial Sevastopol é meticulosamente projetado, evocando uma sensação constante de desconforto e perigo iminente. A atenção aos detalhes, desde os painéis de controle até os efeitos de iluminação, contribui para uma imersão total. A ambientação sonora merece uma menção especial; os sons ambiente, os rangidos metálicos e os alarmes distantes criam uma atmosfera tensa e opressiva que mantém os jogadores na ponta da cadeira.

Inteligência Artificial

A estrela do show é, sem dúvida, o próprio Alien. A IA do xenomorfo é uma das mais impressionantes e realistas já vistas em um jogo. O comportamento imprevisível do Alien, que patrulha, rastreia e caça o jogador, garante que cada encontro seja único e assustador. O Alien aprende e se adapta, forçando o jogador a constantemente mudar de estratégia, o que mantém o jogo fresco e desafiador até o fim. A tensão de nunca saber exatamente onde o Alien está ou quando ele pode aparecer cria uma sensação de pavor constante que poucos jogos conseguem replicar, posso usar o exemplo até do Mr X de Resident Evil 2 (2019) que consegue ser um incrível perseguidor, porém nem perto do que o Alien pode fazer, Mr X te persegue, porém é lento e tem movimentos extremamente repetitivos, o que realmente tira a tensão do jogador ao longo até da primeira jogatina. Concluo esse tópico dizendo que até então, foi a melhor IA que eu já vi em jogos como esse.

Jogabilidade

"Alien: Isolation" oferece uma jogabilidade que premia a paciência e a estratégia. Recursos são escassos e cada ferramenta ou arma deve ser utilizada com sabedoria. O jogo incentiva a furtividade e a exploração cuidadosa, o que pra muitos pode ser um ponto negativo, ficar até 7 minutos esperando o Alien entrar na ventilação para poder avançar, mas em meu ponto de vista, isto torna o jogo muito mais assustador e uma experiência realmente realista e diferenciada. Os quebra-cabeças e a necessidade de gerenciar recursos adicionam camadas de complexidade que enriquecem a experiência.

História e Personagens

A narrativa é envolvente, girando em torno de Amanda Ripley, filha de Ellen Ripley, e sua busca por respostas sobre o desaparecimento de sua mãe. A trama é bem construída, com reviravoltas e momentos de alta tensão. Os personagens secundários, embora não tão desenvolvidos, cumprem bem seus papéis, contribuindo para a imersão no enredo.

Desafios e Dificuldade

O nível de dificuldade é desafiador, mas justo. Cada morte serve como uma lição, e a sensação de conquista ao superar um obstáculo ou escapar por um triz do Alien é imensamente satisfatória. A curva de aprendizado é íngreme, mas aqueles que persistem são recompensados com uma experiência rica e gratificante.

Conclusão

"Alien: Isolation" é um tour de force no gênero survival horror. A combinação de uma atmosfera incrivelmente imersiva, uma IA inimiga brilhantemente projetada e uma jogabilidade que exige inteligência e paciência resulta em uma experiência que é tanto aterrorizante quanto gratificante. É um jogo que não apenas faz jus ao legado do filme original, mas também estabelece novos padrões para o que um jogo de terror pode alcançar. Para os fãs de horror e para aqueles que apreciam um bom desafio, "Alien: Isolation" é absolutamente imperdível.

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savageddt
savageddt gave Dec 6, 2022
savageddt gave Dec 6, 2022
Nostalgia Hunting Masterpiece
This review is for the PlayStation 4 version

Having only recently become a PS4 owner, Alien Isolation was one of the games I knew I wanted as part of my collection. I read the novelization last year and really enjoyed it. Having been a fan of the original Alien film for many years this was such a nostalgia high for me. My short review might be a little rose tinted even though there were a few personal problems I had with the game, it does deserve the 5 stars I give it. You play as Amanda Ripley, daughter of the not so famous yet, Ellen Ripley, who is out looking for signs of her mother that went missing so many years ago. Information trickles down to Amanda about a recovered flight recorder and that the name Ellen Ripley is brought up in the same sentence means this is where the adventure begins for Amanda.

She has grown into woman who knows her way around the engineering side of the Alien franchise, not knowing that it will pay off in the possible prolonging of her life for an extra few hours or so. That is as much as I want to say story wise as I am not a …

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Having only recently become a PS4 owner, Alien Isolation was one of the games I knew I wanted as part of my collection. I read the novelization last year and really enjoyed it. Having been a fan of the original Alien film for many years this was such a nostalgia high for me. My short review might be a little rose tinted even though there were a few personal problems I had with the game, it does deserve the 5 stars I give it. You play as Amanda Ripley, daughter of the not so famous yet, Ellen Ripley, who is out looking for signs of her mother that went missing so many years ago. Information trickles down to Amanda about a recovered flight recorder and that the name Ellen Ripley is brought up in the same sentence means this is where the adventure begins for Amanda.

She has grown into woman who knows her way around the engineering side of the Alien franchise, not knowing that it will pay off in the possible prolonging of her life for an extra few hours or so. That is as much as I want to say story wise as I am not a fan of spoilers. I played this on the recommended Hard mode on my first run and will return to try it on the survivor difficulty soon.

Alien Isolation takes place between the movies Alien and Aliens as far as I figure. It sets a pretty cool narrative for what Ripley wakes up to in the movie Aliens, finding ut she has been in hypersleep long enough for her daughter to have grown old. That is at least the story I told myself up until the ending of the game, the game leaves a lot to speculate on regarding Amanda's outcome at the end of her Sevastopol trip.

Why I love this game:

-It pays homage to the original films. -I loved all the scenery. -That first encounter with the Alien was tense as Hell -This game does not hold your hand -Sevastopol had a fair open worlded feel to it apart from when you reach certain checkpoints. I missed a lot of things by not going back to previous levels with tools gathered in the next one. No worries, I will be going back in... -Sound design and the environment was just perfect to me personally and I loved the feeling of certain set pieces that made me feel like I was on the Nostromo. The Alien design and A.I was pretty intense, and I was at the edge of my seat nearly throughout the whole game. -When the Alien was not on your heels you also had to face off against humans trying to survive the place going to the crapper. -In some sections you also had to face off against the Seegson Working Joe's. Seegson is kinda like Wayland Yutani, but a knock of version in this universe that also have a version of androids that could spell trouble for Ripley. In some sections you had to not only deal with one group of individuals, but also while the Alien was on your ass. -There was some light resources gathering for item building needed to navigate Sevastopol. Using some of these also meant that you would attract the Alien a lot quicker. -For a game that came out in 2014, I feel that it looked pretty amazing on the PS4 still. -This game makes you die often, with not being able to kill the Alien who just one shots you (as it should be). -Face huggers = insta death (also as it should be). The save system was pretty nerve wrecking too. You are never truely ''safe'' while saving. I was killed right after a specific save, which meant that the next load I had to act quick to get the Alien frightened off before it got me. Thank F@!k I had some juice left in the flamethrower for that bit.

Things I had a personal gripe with:

  • In some cases the audio seems to stop working and I would end up just being scooped up by the Alien with no audio cues being given.
  • The last part of the game was a tiny bit annoying but did not overstay it's welcome.
  • Much like Deadspace, there is a lot of ''Ripley go do this, go fetch that'' while npc's who have been on the station longer than Ripley did almost nothing to make her journey easier. This should not annoy me that much as who plays a game only to let all the npc's do the work?
  • Too much starting generators back up for me personally. I get that the tech on Sevastopol represents the ideas that were still floating around the 1980's era of tech, so I can forgive the game for that. -Some parts where the Alien was particularly aggro and on your case and could just sniff you out of wherever you found yourself at the time meant that big parts of the game needed to be replayed after a death scene. Seeing a the save system was not always easy to get too. This was my first playthrough though and I am sure I could do better on the next run on the next difficulty setting.

Conclusion: Alien Isolation is a game I had fun with while at the same time slightly pissing my pants with at certain points. The Alien does tend to get a little frustrating after a point, but the payoff when you outsmart, or outlive the mission you are on does wonders to the dopamine. I had a decent time with it and I could easily recommend it to other likeminded fans of the franchise.

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Toupaloops
Toupaloops gave Jan 2, 2022
Toupaloops gave Jan 2, 2022
Alien: Isolation - One of the best horror games ever

One of the best, most suspenseful and atmospheric horror games ever. Playthrough below

V1CGaming
V1CGaming gave Sep 1, 2021
V1CGaming gave Sep 1, 2021
Chilling, intense and nerve wrecking.
This review is for the PC (Microsoft Windows) version

This game was very surprisingly good. I expected a decent game based off of a movie. It looked fun and scary enough. What I didn't expect is such an amazing atmosphere and world. The story was engaging. I think this is one of the strongest out of all of the games based off of movies and really captures the essence of what makes Alien great.

Lwielder
Lwielder gave Sep 8, 2020
Lwielder gave Sep 8, 2020
Alien: walk is a lot of fun
This review is for the PC (Microsoft Windows) version

Decided to play the game on hard mode and o boy did i have difficulty at first. Once i got into the swing of things it was a lot of fun. The alien forces you to be stealth since weapons are useless against it practically. Even killing androids and humans is a huge risk since alerting others will cost you a life. Overall the game is great and if you're a fan of horror def pick it up

mediocritic
mediocritic gave Mar 10, 2020
mediocritic gave Mar 10, 2020
A 2020 Review - Alien: Isolation (PC, 2014)
This review is for the PC (Microsoft Windows) version

A 2020 Review - Alien: Isolation (PC, 2014)

Score: 7/10

Mediocrity Score: Not Mediocre

Alien: Isolation is a death-by-alien simulator masquerading as a first-person survival horror game. Dripping with late-1970s tech-ambiance, Creative Assembly has produced a rather safe narrative that closely follows the original Alien's tale of Ellen Ripley. Not falling far from the tree, the protagonist you play is none other than Amanda Ripley - Ellen Ripley's daughter. In what must feel like the family curse, Amanda is stricken with a far-too-similar fate being stuck on a space station trying to survive against aliens. If you aren't a fan of the series or haven't seen any of the movies - don't sweat it. Just bring an extra pair of underwear and dive into this insanely atmospheric and engrossing experience.

Tags: A few words or tags that come to mind are: atmospheric, stressful, powerless, tedious.

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Avg. Time to beat: ~20 hours

Quickest Speedrun: ~2.5 hours (even on nightmare difficulty)

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2020 Retail Price: $40

Lowest Historical Price on Steam: $10

Lowest Historical Price outside Steam: $7.50

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Quick Take: Alien: Isolated is not fun. It is not an enjoyable experience by traditional standards, but it is a horrifically beautiful …

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A 2020 Review - Alien: Isolation (PC, 2014)

Score: 7/10

Mediocrity Score: Not Mediocre

Alien: Isolation is a death-by-alien simulator masquerading as a first-person survival horror game. Dripping with late-1970s tech-ambiance, Creative Assembly has produced a rather safe narrative that closely follows the original Alien's tale of Ellen Ripley. Not falling far from the tree, the protagonist you play is none other than Amanda Ripley - Ellen Ripley's daughter. In what must feel like the family curse, Amanda is stricken with a far-too-similar fate being stuck on a space station trying to survive against aliens. If you aren't a fan of the series or haven't seen any of the movies - don't sweat it. Just bring an extra pair of underwear and dive into this insanely atmospheric and engrossing experience.

Tags: A few words or tags that come to mind are: atmospheric, stressful, powerless, tedious.

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Avg. Time to beat: ~20 hours

Quickest Speedrun: ~2.5 hours (even on nightmare difficulty)

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2020 Retail Price: $40

Lowest Historical Price on Steam: $10

Lowest Historical Price outside Steam: $7.50

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Quick Take: Alien: Isolated is not fun. It is not an enjoyable experience by traditional standards, but it is a horrifically beautiful and a completely immersive one. Kotaku's Kirk Hamilton said it better than anyone else, "While many a video game has been designed for people who enjoy killing aliens, Alien: Isolation can only have been created for people who derive some perverse pleasure out of being killed by an alien." This game in its purest form is an engrossing simulation of how it would feel to try your odds against the alien xenomorphs in a bout of survival. Your odds are very slim. Between the sound engineering and the visual design, the two complement each other like two peas in a pod or...two facehuggers in an egg-sack, if you prefer. Together the two bring about an utter sense of dread, panic, and stress. You can hear the alien scampering through the ventilation; you can see its slimy drool ooze down in wait. You can hear the rich pops and sizzles of the CRT screens and analog devices used throughout the game. From opening production credits to end-game credits, it's a technical marvel...but is it an entertaining one? Well, that's where things get complicated... That's where I begin to feel the ol' quote "I want to get off Mr. Bones Wild Ride" becomes relevant again. At 16 hours in, I decided that's all the thrill I'll be getting out of that ride. Are you ever 100% glad you did or tried something, but wouldn't ever do it again? I appreciate Alien: Isolation for having done so much, so right - but I can't say I enjoyed or had fun playing it. It's stressful. I'm a huge horror film buff, yet this is a much longer and interactive experience - one that did not give me that "just 5 more minutes" feeling. It was more of a "where the hell's the savegame telephone at?"

Pros:

  • Scarier than I expected. Panic-inducing experience, as designed.
  • Completely engrossing experience thanks to the top-notch audio and visual quality.
  • Alien AI is something to behold. Something other developers should aspire to accomplish.
  • Great map design and setting. The rough state of things on the Sevastopol station really add to the effectiveness of the game's darker, more dreadful tones.

Cons:

  • Boilerplate story that does its best to imitate its original source rather than set itself apart more meaningfully. Doesn't hold together the weaker points of gameplay, but sags down with them.
  • Second half of the game becomes incredibly tiring and tedious when managing your alien woes mixed with having to frequently backtrack the map in order to accomplish new goals. The alien never lets up and the game feels like it will never end.
  • The feeling of powerlessness and stress become exhausting. The trial-and-error quality to survival leaves me feeling like I've wasted a lot of time and that I can't win. (What can I say? I'm a mentally weak man.)
  • No replayability. 100% glad I played it, but have no interest in ever playing it again.

Concept: Aliens (the movie) themed survival horror game. You're Ellen Ripley's unlucky daughter, Amanda - who also finds herself face to face with the same alien species that cost her mother's life. In a fight for survival, will you lead Amanda to her victory or just die 1,000 times trying? Yes. The answer is, yes.

Graphics: Impressive. Certainly so by 2014's standards but even for 2020 standards, this offers a high bar to pass. Compliments the audio design incredibly - both pairing together to reel you into the space-station, Sevastopol, along with all its horrors. For users looking to play at minimum or low specs, the game surprisingly doesn't look terrible when adjusted down. It holds up well enough, however, my advice would be to hold off until you can play at top specs. A huge amount of the value comes from the visual and audio. Unless you're easily entertained by horror games, I'd wait until you can get the full experience. It's worth it.

Sound: The sound design is killer. It breathes life into nothingness and fills the space with dread. From the menu screen, it is apparent that the audio will set the tone through much of the game. Hearing the alien bang around the ship or scamper about in the ventilation is disturbing when you've been hiding in a locker for ten minutes contemplating what actions led you to this awful place.

Gameplay: In one word - stealth. You will be crouching, hiding under desks, leaning, hiding in lockers, tip-toeing, and generally avoiding anything that moves or makes a sound. This will be much of your gameplay experience for a large portion of the game. Lots of tools and consumables/throwables to aid you in your fight. These won't be useful in killing an alien but should help separate you from the Alien a bit more easily. Unless you've memorized the maps and are an experienced speed-runner - you'll need to take the slow and steady approach. Kicking-down-the-door style of gameplay will get you killed. Although, hiding will mostly do the same. Perhaps my one word for gameplay should have been - dying.

Entertainment: Did you like the movies Source Code or Edge of Tomorrow? Then you'll enjoy experiencing it first-hand in an interactive simulator game, only with Aliens and Facehuggers. I found Alien: Isolation to be akin to a thrill-ride. A lot of fun in short bursts, but it is not something most people would enjoy for long stretches. I could only take so much stress and tension before growing tired of it and wanting to move on. "I want to get off Mr. Bones Wild Ride." comes to mind.

Replayability: How enjoyable is revisiting the same haunted house over and over again? Sure, the actors will always do things a little differently but it's always the same song and dance in the end. For me, it does not have replay value. It doesn't much affect my purchasing-interest if a game isn't replayable, so I'm cool with it. Maybe you are too.

Cheats??: None natively. There are existing trainers that can be downloaded and run alongside the game. I didn't find them to be useful or fun and led to achievements halting early on in my play-through. Use at your risk.

---Full Review Below---

Alien: Isolation is an immersive, first-person survival horror game set in the universe of the popular 1979 movie series, Alien. It provides a linear, puzzle-like progression with sci-fi and horror elements that are reminiscent of the 1999 PC game, Half-Life. You play as Amanda Ripley - Ellen Ripley's daughter. Hunting for answers relating to her mother's disappearance fifteen years ago - Amanda arrives at the retired space station, Sevastopol. She soon discovers the station has been ravaged by the same Alien that her mom had once faced. Going up against the legendary alien Xenomorphs is a terrifying experience to endure. A position you will find yourself far too regularly.

Creative Assembly has created a game true to its source material. Die-hard fans of the series are rewarded with its similar effect on the senses. Its richness and melding of audio, visuals, and narrative are a strong part of what made the original film so great. Alien: Isolation provides a horrifying simulation of facing the alien parasites head-on and struggling for your own survival. The unnerving atmosphere seeps its way through the halls and corridors of the maze-like Sevastopol station. I applaud the creators for doing an excellent job recreating the same intensity and unease as the films. The game surpasses the movies in many regards, including its effectiveness at bringing the audience in for a much closer, more frightful experience. Even in 2020, there is no better way to experience the thrill of being trapped on-board with the Alien Xenomorphs. It's a harrowing engagement to play this death-by-Alien simulator, and as the player, you get a real sense of what it might be like to have to defend yourself and survive against one.

The story falls a bit flat and too closes mirrors its source of inspiration. I can forgive the creators for not wanting to alter a working story-formula too much. Especially when the original worked so well. But this story feels shoehorned into place. It works, but it's not interesting and takes a back seat to everything else. Maybe it helps the Alien AI and horror elements stay in the spotlight. Maybe keeping a potentially too-radical story from imposing too heavily upon the game's features. I don't know. But to me, a more compelling story would have made for better cohesion thus more driving power during the slower, more repetitive parts. Instead, we have to endure an already long, stressful journey with lower motivation to continue forward.

Much of the game's effectiveness stems from its sound and visual direction. From the very second it launches, the player is met with a rich, filling audio that tickles the ear with its static hums and hisses. If it weren't for the technical accomplishments of the audio and visual, Alien: Isolation would be far less than the success that it is. Honestly, this might be the most stand-out game in terms of its audio design and ability to draw in the player with sound alone. It's an impressive achievement. The throwback themes of the late-70s technology are strewn about. Looking to the past for inspiration, the Sevastopol space station's design and appearance bring us right back to the same point in time that the original Ellen Ripley found herself face-to-face with the Xenomorphs. Warped CRT screens, static-noise eliminating from the security tuner box, or the beeps and blips from the motion detector are all great examples of the aesthetic the design team worked into the game. I feel like the flamethrower and Molotov could have better flame effects; the flames don't last long enough, the smoke effect is very weak, and could have made for a more serious impact in its use.

The Alien has both the most advanced and impressive AI designs, as well as the most frustrating ones to endure. It never gives up, it never relents. It's realistic to the series. For sure, this is how the Alien would behave if hunting you - but it is frustratingly difficult to progress the game at times. It is true, no two reloads of a save game are the same. The Alien does not always follow the same path. It shadows you, learning your habits and tendencies. It adapts to your play-style to better get the drop on you. While impressive, this makes for a very challenging experience in avoiding its traps. The other enemy type, Androids, are very thorough in their scans and sweeps when they see or hear you. If you are outside of a vent or locker, they'll find you rather quickly. The Androids, formally named "Working Joes", are the physical form of the APOLLO AI mainframe system. The APOLLO system provides security, communications, monitoring, and Android orchestration to the Sevastopol station. Alien: Isolation fumbles powerfully in its attempt at creating consistent human animations of movement and speech. Non-combative human-AI behavior and mannerisms are uncomfortable and confusing. The humans act skittish to a cartoon extent, just shy of a parody. They wail about in terror, while also frequently getting stuck in place halting all emotion. Cut-scene animations commonly have audio and video synchronization problems with mouth-movements and voices falling out of sync.

Fear, panic, and stress will be the prevailing emotions throughout playing. This game is about stealth and silence. It's difficult. You'll die a tremendous amount, often in startling ways. You cannot kill the Alien. You can trick it to go looking for you elsewhere (via equipment/throwables) or you can temporarily scare it away with a flamethrower. Rushing the Alien will mostly earn you another death animation. The androids will stop and hurt you before you can land a blow. Rushing around the map will make more noise and attract the Alien to your location all the quicker. This will likely wear down certain players, keeping them from finishing the game. It's frustrating and leads to replaying and re-accomplishing goals until you can hopefully get to the next save-phone. Watch-out! - if you save with the Alien right behind you, guess what will still be behind you once you reload?

For all the hassle required to finish, I found the end cut-scenes and conclusion to be lackluster. There were several times I felt like quitting out of frustration. It shines brightest within the first 4-8 hours while the horror and intrigue is still fresh and alive, and before any of it becomes tedious or repetitive. As much I enjoyed the many thrills Alien: Isolation has to offer, it was rather taxing on my ability or will to keep playing. Having an unsatisfying story, the game failed to hold-together my motivation to help power me through some of the more difficult or slower parts. Nonetheless, this release serves as a standout technical achievement for the genre. It accomplishes staying true to the movies, being masterfully designed in its cohesiveness between the sound and visual designs, and is powerfully scary to experience.

The worst thing I can say is that through all its thrills and immersion, I never found it to be a fun experience. It's one I'm glad I had, but not one I enjoyed much. I think this might be the case for many players or potential ones. It's made for a difficult game to review; how do I recommend something that I did not enjoy? My advice is to view i like a thrill-ride. Look for a low price point (have seen it go for $10 on Steam) and keep expectations realistic. I don't see the need to put more than 4-10 hours to really get the full experience. If you scare or get startled easily, perhaps see if any of your friends have a copy you could check out with them. It's absolutely worth experiencing but I'm not convinced the price for admission is priced right for most of the year. At being 6 years old, I feel $40 is quite a reach. $20 seems fairer - but I personally would wait until it falls to $10 or less.

Thanks for reading!

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giopep
giopep gave Jul 27, 2016
giopep gave Jul 27, 2016
giopep's review of Alien: Isolation

Il lavoro su atmosfera e ambientazione è pazzesco e le meccaniche d'interazione con l'alieno sono davvero notevoli. Qualche inciampo, ma divertente e sufficientemente vario fino alla fine nonostante la lunga durata. I due DLC ispirati al primo Alien sono ben realizzati, ma rappresentano anche un po' un'occasione persa per fare qualcosa di più fedele al film.

somnomania
somnomania gave Oct 19, 2022
somnomania gave Oct 19, 2022
Could've been perfect
This review is for the PC (Microsoft Windows) version

TL;DR: Map bad, stealth bad, everything else pretty damn good. You geniuses who play legit on Nightmare, you're goddamn wizards, I don't know how anyone manages it.

God. It really could've been a flawless game. The story? Amazing. Sound design and music? Fantastic, as they should be for a horror game. (The sounds of a shitty space station distracting you from actual threats in the environment, and making you afraid before you need to be!) The graphics? Really really amazing for 2014. Those are the good parts.

My biggest beef is with the stealth mechanics. In a game that is ostensibly about stealth, they kind of suck. Case in point, on medium difficulty, the first real test of this, when you pick up the data hacking thingy and then have to hide because four people are coming in (and you have to go where they came from), left me frustrated as hell after half an hour of attempts and finally turning to Youtube. If they can see me from halfway across a very large room when I'm in a vent, in the dark, but none of them notice me when I'm lurking in an open doorway that they all walk …

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TL;DR: Map bad, stealth bad, everything else pretty damn good. You geniuses who play legit on Nightmare, you're goddamn wizards, I don't know how anyone manages it.

God. It really could've been a flawless game. The story? Amazing. Sound design and music? Fantastic, as they should be for a horror game. (The sounds of a shitty space station distracting you from actual threats in the environment, and making you afraid before you need to be!) The graphics? Really really amazing for 2014. Those are the good parts.

My biggest beef is with the stealth mechanics. In a game that is ostensibly about stealth, they kind of suck. Case in point, on medium difficulty, the first real test of this, when you pick up the data hacking thingy and then have to hide because four people are coming in (and you have to go where they came from), left me frustrated as hell after half an hour of attempts and finally turning to Youtube. If they can see me from halfway across a very large room when I'm in a vent, in the dark, but none of them notice me when I'm lurking in an open doorway that they all walk past right at the start? That's not good. I freely admit I turned to Cheat Engine after that, and I'm glad I did, I can't imagine how many additional dozens of frustrated hours it would've taken me to get through it legit, all the sections with multiple erratically patrolling enemies. Instead I enjoyed the story, got severely spooked by explosions and the alien dropping out of vents unexpectedly, and had fun tossing explosives and shooting bad guys point blank in the head. Also it's very satisfying to walk up behind the alien and goose it with the flamethrower and watch it scurry away. That said, it sounds from other sources like the alien's AI had a lot of thought put into it, and I am admittedly a huge baby who was too much of a weenie to even experience it once. I guess I'll see how it is when I go binge-watch Let's Plays of the game.

Beef number two: The map. Please at least color code the rooms by ones I've been in, like Resident Evil does. I spent so much time sprinting through loops trying to determine if I'd been in there and looted yet or not. And all the environments look extremely similar and just chaotic enough that I get very confused. Also, by the time I got to the last couple of panic-inducing missions I was tabbing out to check a walkthrough every five seconds because the map indicators weren't clear enough for me to be able to function. The map needed floor indicators, too. Yes, I can look at other floors, but are they up or down from where I currently am?

Overall, it WAS a really good game apart from those two enormous categories of issues. I don't startle very easily, but I got seriously jumpscared multiple times. I appreciated the aesthetic of everything and how closely it matched the original movie (idk about the others, I've only seen Aliens besides the original, and that was a while ago). I'd forgotten the cool samurai sort of look to the EVA suits! And with the opening scenes I instantly knew it was correct by how sweaty everyone seemed to be, I remember that from the movie. I did have a couple of objects randomly yeet themselves due to physics, but otherwise there wasn't any weird clipping, stuck animations, anything like that, visually it felt extremely polished. I liked all the different hacking puzzles although the basic symbol one stresses me out and the first of the ones to do the observatory near the end made me have to look up how to do it. I appreciated (although again, I was playing with stealth mode on via Cheat Engine) how much time all the hacking and various door opening methods and even saving took; I imagine playing legit it just makes things that much more stressful. The whole game gave me a lot of Bioshock vibes, honestly, but with like 10x the chaos and stress and fear.

I apologize for rambling, but I just shotgunned the entire story mode in 15.5 hours with only a break in the middle for dinner, I have many thoughts whirling around still. I would've given it four stars, but I hate space and looking out the windows of the space station by mistake usually made me want to barf, so I'm probably not ever going to replay it. So, I liked it, but I didn't really like it (the four star mouseover info). It's a very good game, but not a perfect game.

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lance20000
lance20000 gave Jun 15, 2022
lance20000 gave Jun 15, 2022
lance20000's review of Alien: Isolation
This review is for the PC (Microsoft Windows) version

The best Alien video game, but it overstays its welcome. It only has a limited amount of tricks and after 15 hours you've seen it all. The end kind of sucks, too.

Madigon
Madigon gave Apr 19, 2021
Madigon gave Apr 19, 2021
The perfect approach to Alien (not Aliens) marred by broken mechanics and repetition.
This review is for the PC (Microsoft Windows) version

I hesitate to recommend this game. On the one hand it's perfectly constructed: the set pieces, sound, voices, music, textures, lighting, and more all really drive home the atmosphere, and the storyline could very well make a great addition to the franchise. It's probably the best Alien (not Aliens) game we'll ever get, and I hope they reboot the game with HDR and ray tracing sometime in the future. I will also say that the alien is still really freaking scary even when it's just standing there motionless. The scripted movements are truly well executed and terrifying every time I see it. This is a dream for acolytes of the original film and a case study in fidelity to what makes scifi great. Just the opening menu of the space station near the gas giant with the original score is enough to make you feel dread, and the menus beep and click perfectly in the Air and Space museum style fonts of the 60s and 70s.

The downside is that this game IS TOO FREAKING LONG and the MECHANICS ARE ALMOST ENTIRELY BROKEN. After about 2 hours of throwing noisemakers 5 feet away from a monster/robot/human and watching them not …

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I hesitate to recommend this game. On the one hand it's perfectly constructed: the set pieces, sound, voices, music, textures, lighting, and more all really drive home the atmosphere, and the storyline could very well make a great addition to the franchise. It's probably the best Alien (not Aliens) game we'll ever get, and I hope they reboot the game with HDR and ray tracing sometime in the future. I will also say that the alien is still really freaking scary even when it's just standing there motionless. The scripted movements are truly well executed and terrifying every time I see it. This is a dream for acolytes of the original film and a case study in fidelity to what makes scifi great. Just the opening menu of the space station near the gas giant with the original score is enough to make you feel dread, and the menus beep and click perfectly in the Air and Space museum style fonts of the 60s and 70s.

The downside is that this game IS TOO FREAKING LONG and the MECHANICS ARE ALMOST ENTIRELY BROKEN. After about 2 hours of throwing noisemakers 5 feet away from a monster/robot/human and watching them not react to the element at all, I just edited out the Alien entirely (ah thanks mods from 5 years ago!). The game became a lot more enjoyable for what it shined at which is the raw atmosphere and placement of the levels.

The other reason is that the level design has you backtracking MANY times within the same level for no reason. I went A-B-A-B-C-A-D near the end and my patience couldn't take it. Pretty much the entire game is doing the same task in the same room but multiple times in different spots, intentionally forcing you to cross the same puzzles of stealth until you're sick and tired of this game at the end. It doesn't help that you're basically crawling through the last section as well (you'll know what I mean when you play it).

Ultimately, this game gets a thumbs up, but just barely. Please make this again, but better. Hell, make the entire movie and I'll buy it (they made 2 DLC on the original story and they're some of the highlights of what this team can do with the property). Add HDR to it and cut it down about 50% to 10 or so hours (similar to RE7) and it's perfect.

PC Notes: Played 6k@60Hz on Apple XDR with 3090

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Terinati
Terinati gave Nov 9, 2020
Terinati gave Nov 9, 2020
Terinati's review of Alien: Isolation

I haven't played very many 70s sci-fi horror survival games, but this is definitely the best one.

I started playing it as a challenge during my Extra Life stream this year, and initially had it slotted in a five-hour spot in the middle of my second night of sleepless gaming. I thought that the terror would keep me awake, and boy did it. It's a good thing that the 20 hours following its spot were marked "TBD" because the game is compelling; I couldn't stop and played it the whole way through (~20 hours if you don't include breaks).

There are a few places where I thought save points could stand to be a bit closer together; because the game needs to be played slowly and cautiously (if you already know what to do because you died and are re-playing a segment, you still can't just sprint through completing the tasks, because sprinting is noisy and will attract the alien), going back to a previous save spot can be pretty punishing.

You of course cannot kill the alien, but you can use various tactics and weapons to briefly drive it away or distract it... but both ammunition and parts for …

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I haven't played very many 70s sci-fi horror survival games, but this is definitely the best one.

I started playing it as a challenge during my Extra Life stream this year, and initially had it slotted in a five-hour spot in the middle of my second night of sleepless gaming. I thought that the terror would keep me awake, and boy did it. It's a good thing that the 20 hours following its spot were marked "TBD" because the game is compelling; I couldn't stop and played it the whole way through (~20 hours if you don't include breaks).

There are a few places where I thought save points could stand to be a bit closer together; because the game needs to be played slowly and cautiously (if you already know what to do because you died and are re-playing a segment, you still can't just sprint through completing the tasks, because sprinting is noisy and will attract the alien), going back to a previous save spot can be pretty punishing.

You of course cannot kill the alien, but you can use various tactics and weapons to briefly drive it away or distract it... but both ammunition and parts for jury-rigged devices must be used sparingly. I thought they did a good job with scarcity, making resources rare enough to feel like you still had to be careful and couldn't just stock up and then steamroll through... but not so rare that you felt like you could never use anything for fear that you'd need it later.

The game is objectively beautiful - stunning both visually and audibly - and very immersive, a must-have for this kind of horror experience. The fidelity to the original Alien aesthetic is also quite notable if you're familiar with it. I'm impressed that they managed to make a game that looks shiny and new and modern but also looks like it popped right out of the 70s genre.

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Roach
Roach updated their status Aug 27, 2025
Roach updated their status Aug 27, 2025

Paywalled Article: How Creative Assembly Built Its Perfectly Evolved AI Xenomorph by Sabastien Astley

In 2014, game developer Creative Assembly made gamers scream, cower, and hide behind the sofa with survival horror Alien: Isolation. Set 15 years after Ridley Scott’s 1979 film, Alien, Isolation follows Ellen Ripley’s daughter, Amanda, on a quest to discover what happened to her mother while reckoning with the same perfectly evolved organism in the process. The game’s complex enmeshing of interactive and unscripted AI, sound, and programming systems, combined with its renown for breathing new life into the survival horror genre through its first-person perspective sees Alien: Isolation regularly cited as the greatest Alien game of all time. So how did a game developer known for ports and real-time strategy games create one of the most notable modern survival horrors? It all began with one man and a movie novelization.

Game director Alistair Hope originally made games with secondary school friends, a few of which nearly came close to being published. He began at Creative Assembly in 1996, registering as the eighth employed person at the company and beginning as a trainee artist on an Australian NFL game, which he says taught him the importance …

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Paywalled Article: How Creative Assembly Built Its Perfectly Evolved AI Xenomorph by Sabastien Astley

In 2014, game developer Creative Assembly made gamers scream, cower, and hide behind the sofa with survival horror Alien: Isolation. Set 15 years after Ridley Scott’s 1979 film, Alien, Isolation follows Ellen Ripley’s daughter, Amanda, on a quest to discover what happened to her mother while reckoning with the same perfectly evolved organism in the process. The game’s complex enmeshing of interactive and unscripted AI, sound, and programming systems, combined with its renown for breathing new life into the survival horror genre through its first-person perspective sees Alien: Isolation regularly cited as the greatest Alien game of all time. So how did a game developer known for ports and real-time strategy games create one of the most notable modern survival horrors? It all began with one man and a movie novelization.

Game director Alistair Hope originally made games with secondary school friends, a few of which nearly came close to being published. He began at Creative Assembly in 1996, registering as the eighth employed person at the company and beginning as a trainee artist on an Australian NFL game, which he says taught him the importance of understanding the audience you are making your game for. His first introduction to Alien was actually through Alan Dean Foster’s novelization before seeing the movie, which he read cover-to-cover over and over again. Once he finally saw the film, the poster for the iconic 1979 horror was plastered above his bed, with the Jerry Goldsmith soundtrack regularly playing on repeat throughout his house. To Hope, he’s always understood the idea of Alien as ‘Ridley Scott’s haunted house in space’ and had wondered for a long time why people hadn’t tapped into that idea more. Around 2008, the Creative Assembly console team had just delivered Viking: Battle for Asgard and were spit-balling ideas for its next project. “I knew that Sega had the license to make Alien games, and this team needed something to do — so why don’t we make an Alien game?”

Many Alien games pivoted around you playing either as the Xenomorph or as a decked-out Colonial Marine with an infinite arsenal of bullets. “The dream was simple — we wanted to deliver the experience of what it would be like to encounter Ridley Scott’s original alien, in a lo-fi setting where it was clear you weren’t the predator,” Hope says. “You were the prey. No one had made that experience yet, and I just felt that idea was really special.”

While the rest of Hope’s team moved on to the next Total War game, he delivered a five-slide pitch deck outlining Alien: Isolation to the studio head, who then approved a small team to create a mood video expanding on Hope’s vision. The team was able to recreate the sci-fi horror’s lo-fi medical lab, complete with Facehuggers, out of an engine designed for a Viking-era world with the singular light source of the sun. “It was the worst possible engine to try and make a game about interiors from,” Hope says. He and the team became cagey about showing off the mood video, word spreading like wildfire within Sega around this mysterious presentation. “By the time we put it through the greenlight process, there was this feverish belief in the game,” Hope explains.

To get his team to understand the idea, Hope told them to envision a tiger loose in the office. “If I say Alien, everyone has a different idea in their heads,” he says, “but everyone knows a tiger.” People initially claimed they’d wield scissors or a ruler, but when sense prevailed, everyone said the same thing: They would hide, wait until it moved somewhere else, and quietly try and make their escape. Hope told them how they felt in that scenario and how they would respond is what he envisioned as the key experience of Alien: Isolation. “That’s the game. It’s not about pulling the trigger; it’s about surviving on pure instinct,” Hope explained.

To create its own Alien world, Creative Assembly first had to deconstruct Ridley Scott’s original film, dedicating themselves to a year of pre-production. 20th Century Fox assisted the team by sending them a 3-terabyte hard drive of Alien archival material containing troves of visual information from concept art to costume fabrics.

Hope describes getting Weaver and company back for Alien: ­Isolation’s Crew Expendible and Last Survivor DLCs as a “pinch me” ­moment. “It was literally like having a library dedicated to Alien,” Hope says. “Those kinds of tiny details were so important to us because we were turning a 116-minute film into an hours-long experience.”

The team made a rule — nothing can go into Isolation that couldn’t be made on Scott’s set. Concept artists used felt tips as an ode to Ron Cobb’s original pen-and-ink designs. But Hope knew the sound of Alien was just as important as the look and continually asked Fox to look for audio materials as well. Eventually, it found an 8-track reel labeled “Alien — M+E.” It was an original recording of the titles and low moaning sounds of the Alien planet; the subtle but impactful drone beneath Goldsmith’s score. For sound designers James Magee and Sam Cooper, that reel was invaluable. “It’s really special to have something like that — to hear the sound engineers working and talking about the effects they were recording and hearing the results as they were happening”, Magee says. During development, the team had the 1979 original playing on TV screens in the office on loop, to the point where every developer must have technically seen the film over 100 times. “The further we progressed, the more lines began to blur between telling if someone had the movie or the game on their monitor,” Magee adds.

Alien: Isolation began life in third-person perspective. “It was the only way we could get it greenlit — it was a different time for survival horror back then,” according to Hope. He was desperate to make the game, and so Hope agreed, secretly believing in the back of his mind he could switch it back to first-person. The game progressed in this state through a considerable length of development, until one day someone went rogue. “Someone came to me and said, ‘There’s a better experience for the game than what we’re building.’ They showed me they’d hacked the camera to Amanda’s head — it was like night and day,” Hope says.

Technical Director Mike Bailey was there too, and was torn seeing the tech test in action: “There was a concern that everything we’d built that worked in third-person may not hold up in first-person because you’re so much closer — but when I saw the game in first-person for the first time, in my head I was just going, ‘Yes. Yes!ʼ I always believed in the game, but having it in first-person just elevated something about it.”

You can’t have an Alien game without a Xenomorph. Upon release, many players claimed the alien almost seemed to be actively learning from its encounters with the player. So, what is under the technical hood of Isolation’s alien? That’s due to having a 100-node behavioral system tree, with whole sub-trees dedicated to tasks like searching or attacking, which gradually unlock as you progress. It’s even able to understand if it recognizes you and knows whether it has seen you before, meaning every first-time encounter with the alien can be different. Technically, the Xenomorph has eyes in the back of its head via a short-range sensor, so you can never sneak behind it. This allows the creature to essentially “play” the game with the player — it’s immensely interactive and nuanced in its decision-making skills, meaning even the developers didn’t always know what it would do. This led to one amusing debugging session in which they rigged the alien to talk, meaning it would exclaim out loud what it planned to do and when.

Animator Simon Ridge explained the bodily makeup and movement of the Xenomorph is inspired by myriad beings, from dinosaurs to big cats and even Nosferatu. “The hope was that it would make it feel odder, because of the mixture of monsters and creatures,” Ridge says.

The tail was a particular challenge to animate, at times needing to be almost weightless while at others, as Ridge describes it, “a big chunk of meat being chucked onto the ground.” There’s a deep complexity to how the alien is animated, with over 80 animations just for movement. The unscripted nature of the alien pushed Ridge and his team to find an innovative solution to blending animations on the fly — so many external factors can affect the alien’s decision-making, down to even which speed of walk it chooses. Their solution was to construct a dense “cloud bank” of data so the game could render a blend in real-time rather than rely on pre-visualized animations. “It was a huge group effort to bring the full feeling to life — and an absolute privilege to be part of creating the Xenomorph,” according to Ridge. There are also many kill animations, which also activate depending on how close you are to the alien, and the space around you. The team can’t remember a specific number, but it’s “definitely in double figures,” including an incredibly rare death animation involving a mini locker that only a few lucky players have stumbled across.

The inherent unpredictability of the alien’s AI systems made level designer James Green and his team continually reassess their designs as the Alien came online. Green found the game’s first mission, “Welcome to Sevastopol,” one of the most difficult to design — it had to inform player mechanics and set an atmosphere, emphasize player curiosity as key, introduce them to their big threats, and more.

You may not realize this, but there are barely any dead ends in Alien: Isolation. Every level is built on a strong foundation of loops, as the team recognized it as a key need of the Xenomorph’s AI. Players typically won’t notice these loops because of the clever roadblocks built by Green and his team — the hacking mini-game, having to redirect power, and opening doors for other NPCs, for example. “It was never clear-cut; you’d have to double back on yourself at times,” Green says. “It’s also not an accident that the thing that pushes you toward your objective just happens to make a shitload of noise.” Every level designed by Green and his team serviced the simple mantra of low-frequency, high-impact. You may not always cross paths with the Xenomorph, but when you do, you’re sure to remember it.

Green also worked on the Working Joe-focused mission, “A Synthetic Solution,” where you delve into the Dexter-inspired Operating Theater complete with plastic wrap covering android corpses. For Hope, the Working Joes evolved from a need to have a “Rock, Paper, Scissors” of conflict — Alien, Human, Android. The androids’ personalities harken back to British public information adverts and older British TV like The Prisoner and Sapphire & Steel. Green mentions the team felt it was important to have a location dedicated to understanding the lore behind the Working Joes’ presence on Sevastopol. Because of “A Synthetic Solution,” Green was assigned to balance the bots out and rework them due to a few kinks in their programming in the last few months of development.

“As soon as there was more than one Working Joe, if one locked you down, the others would form a queue, so as soon as you’d be done with one, the next would just immediately start strangling you,” Green explains. Green thinks of them best as Alien: Isolation’s answer to zombies. “The fun is the delicious tension of just about keeping them at arm’s length.”

Speaking to technical director Mike Bailey, he admits that scaling the game’s technical challenges onto five different platforms across two generations was difficult — especially the PlayStation 3. “As we got close to shipping, it was all I spent my time on,” Bailey says. “I never saw the cool next-gen stuff because I was looking at the game 24/7 on a 720p resolution.” One of Isolation’s most laudable achievements, and biggest challenges for Bailey, was its dynamic lighting. Many games “bake” light into their engine, but Alien: Isolation’s lights flicker, turn on and off, and spin around. They do everything. But all that functionality bears a heavy load on a game whose environments are already dense with resources and material, let alone a game needing to run on two separate generations. Their initial lighting experimentation attempts, including the at-the-time new global illumination concept, failed due to expenses or memory limitations.

So, how did they achieve it? Two overly enthusiastic programmers who loved to bring their work home with them. “They went away one weekend — they always had their own projects going on,” Bailey says. “They came back with this proof of concept — we built a prototype, it looked like it had legs, it ran on a PS3, and so we ran with it all the way to release.”

But Alien: Isolation’s most complex system is not the Xenomorph’s AI, but the sound itself. Sound designers James Magee and Sam Cooper explain they constructed an understandable language around the creature’s vocals, giving the player vital information about what it’s thinking and feeling. “It was a really iterative process that took nearly the end of development to get right”, Magee says. You’ll also rarely hear the same piece of score twice, and that’s thanks to programmer Stuart Sowerby’s work. The game will constantly assess factors like the player’s stealthiness, the alien’s threat, and construct layered mixes on the fly, creating an unpredictability to the music cues that keeps the player off-balance. “We wanted to make sure we had plenty of levers to pull throughout the game,” Sowerby explains.

The game also adjusts the audio mix on the fly based on these emergent scenarios, sometimes ratcheting up Amanda’s foley to a hyper-realistic level at the same time as the Xenomorphs’s sounds and movements to put the player increasingly on edge — you can actually hear Amanda’s sneakers squeak if you listen closely. “It’s something they use quite effectively in horror, so being able to do that in a dynamic way was cool,” Sowerby says. Speaking of foley, you can thank a vat of meat, vegetables, nuts, and more for the alien’s sinuous, textured movements. “Moving and manipulating all that content gave us the horrible texture we needed — but the smell lingered in the studio for a while.”

While Christian Henson and musical duo Joe Henson and Alexis Smith of the band The Flight wrote the game’s score, Creative Assembly licensed four of Goldsmith’s original cues and captured them at AIR Studios. Some of Alien’s original orchestral players even returned to re-record for Alien: Isolation. All of this was done in service of the dynamic, interactive sound systems at work: “So much of it is being chopped and mixed to build a particular moment in the game — most of the music is interactive to some extent,” Sowerby says. The game’s foundational interactivity, unpredictable systems enmeshing with one another whilst attempting to build authentic cinematic moments, was one of the sound design team’s biggest challenges. Audio is key to Alien: Isolation — if you don’t listen, you die. Hope champions the sound design team’s efforts as one of the key reasons for the game’s overwhelming success and enduring popularity. “They created this completely immersive soundscape that’s half the experience,” Sowerby says. “Audio really was key to the gameplay of Isolation.”

In its final year of development, Alien: Isolation went through a constant stage of refinement on every level. Every core aspect had to serve the ultimate tight-rope walk of tension players would perform throughout, or it would all fall apart. “That see- saw of emotion was critical to the experience we were crafting,” Hope explains. A small team even decamped to a hotel room for the weekend to “re-edit” the narrative, coating the room’s walls in flip charts and Post-it notes.

After working on all of these systems individually, Creative Assembly felt it had delivered on its vision. But would anyone outside of the company actually care? When they took a preview to 2014’s EGX Rezzed, the team got their answer as gamers flocked to their booth, excitedly chattering amongst themselves after seeing the game. “That was the moment where we finally knew there was going to be an audience for the game,” Hope remembers.

Hope regards this as the most special moment of developing Isolation. Since then, Alien: Isolation has firmly implanted itself in the lore of Alien’s chilling universe — the Working Joes make an appearance in Cold Iron Studios’ shooter Alien: Fireteam Elite, and Alien: Isolation’s save-points can be seen in Fede Álvarez's film, Alien: Romulus. For Hope, the fact that people are still discussing the game today is more than enough for him. “For Isolation to find an audience and people to get so immersed, even people who didn’t know what the Alien IP was, is tremendous,” Hope says. “It’s a testament to the fantastic work of the crew that put it together.”

Like Weyland-Yutani, Creative Assembly cannot get enough of that perfectly evolved predator, announcing on the game’s 10th anniversary that a sequel is officially in development. Details of the game are being kept under wraps tighter than a Facehugger’s tail around a space docker’s neck, but it’s clear that Hope and his team have found an idea that will terrify and titillate a brand-new generation of video gamers the world over. For now, we’ll have to sit and wait anxiously for this alien egg to hatch until Creative Assembly is ready to unleash their new nightmare upon us.

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krymsun00
krymsun00 updated their status Jun 18, 2025
krymsun00 updated their status Jun 18, 2025

Ran into the alien for the first time. But I have to say, being familiar with the Alien franchise really takes away a lot of the early game tension. There's no question of what's out there or what weird, horrible things it can do to you. I know what a xenomorph is. I know it's what's killing people. It was just a question of when it'd show it's ugly face. I'm sure being hunted will still make the game tense, the build up was just a let down compared to games where you go in blind.

ПавелПахонин
ПавелПахонин updated their status Mar 25, 2025
ПавелПахонин updated their status Mar 25, 2025

Игра супер, но жанр не мой. Посмотрю у Куплинова

SuperFieroStatus
SuperFieroStatus updated their status Dec 16, 2024
SuperFieroStatus updated their status Dec 16, 2024

The director of Alien Romulus played this, and loved the look so much he decided to push that movie back into that classic "cassette futurism" look of the original. Specifically, from Alien: Isolation, he loved the look of the save points and implemented them in the movie. (Supposedly. I saw Romulus once and, while it did some things really well, it did too many things poorly enough to make me not rush to sit through it again and look for the save points.)

enter image description here

BMO
BMO updated their status Oct 7, 2024
BMO updated their status Oct 7, 2024

Alien Isolation sequel in the works.

Full text from the Tweet linked above:

To our fans around the world:

It's hard to believe that it has been 10 years since we embarked on our journey with the release of ALIEN: ISOLATION™.

When we started developing ALIEN: ISOLATION, we had one guiding principle: to create a truly authentic experience that went back to the roots of the ALIEN™ franchise - a new story capturing the atmosphere and terror of the original 1979 movie masterpiece. It's been nothing short of incredible to witness your passion for the game over the years and see it reach so many players around the world. Your boundless enthusiasm, excitement, screams (!) and steely courage in the face of cinema's greatest killer, have been profoundly rewarding.

Whether you're a nightmare mode veteran or stepping into Amanda Ripley's shoes for that thrilling first attempt (good luck!), we wanted to express our deep gratitude. It was a dream project brought to life by a brilliant team, and the reception you have given it over the years is extraordinary.

On the 10th anniversary, it seems only fitting to let you know that we have heard your distress calls loud …

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Alien Isolation sequel in the works.

Full text from the Tweet linked above:

To our fans around the world:

It's hard to believe that it has been 10 years since we embarked on our journey with the release of ALIEN: ISOLATION™.

When we started developing ALIEN: ISOLATION, we had one guiding principle: to create a truly authentic experience that went back to the roots of the ALIEN™ franchise - a new story capturing the atmosphere and terror of the original 1979 movie masterpiece. It's been nothing short of incredible to witness your passion for the game over the years and see it reach so many players around the world. Your boundless enthusiasm, excitement, screams (!) and steely courage in the face of cinema's greatest killer, have been profoundly rewarding.

Whether you're a nightmare mode veteran or stepping into Amanda Ripley's shoes for that thrilling first attempt (good luck!), we wanted to express our deep gratitude. It was a dream project brought to life by a brilliant team, and the reception you have given it over the years is extraordinary.

On the 10th anniversary, it seems only fitting to let you know that we have heard your distress calls loud and clear.

Today, I'm delighted to confirm, on behalf of the team, that a sequel to ALIEN: ISOLATION is in early development.

We look forward to sharing more details with you when we're ready.

Once again, thank you.

Until next time, Al Hope, Creative Director - ALIEN: ISOLATION

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ArthasFordragon
ArthasFordragon updated their status Sep 22, 2024
ArthasFordragon updated their status Sep 22, 2024

Omg yes!!!!! Sega Steam sale going on and had to get this one....and all the DLC for so cheap.enter image description here

Sir_Laguna
Sir_Laguna updated their status Jul 3, 2023
Sir_Laguna updated their status Jul 3, 2023

This special edition includes FIVE DIFFERENT BOXES for a single game. FIVE.

enter image description here

Can you imagine how funny would it be if it has a game code instead of a physical game like seems to be happening lately? (Not this case, but it would be funny).

SRT5J
SRT5J updated their status Mar 21, 2023
SRT5J updated their status Mar 21, 2023

This is the game that was infamously given a really bad review by IGN. I'm going to have a go on Nightmare difficulty

SuperFieroStatus
SuperFieroStatus updated their status Sep 8, 2022
SuperFieroStatus updated their status Sep 8, 2022

I think about this game from time to time. It has some frustrating moments, but its the best Alien game we've got. I might want to do a replay on easy soon just to experience Sevastapol station again. I'm a sucker for atmosphere, and will put up with a lot of bullshit if it means I get to hang out in a vibe that works for me.

ayachanz
ayachanz updated their status Oct 15, 2021
ayachanz updated their status Oct 15, 2021

Finished the game for the first time! Great game!! Not really that scary like everyone said but there's a lot of jumpscare. Probably the scariest part of the game for me is the lack of autosave point, which makes you really want to avoid death as best as you could in order not to replay the same scene that took a long time to pass over and and over again. That's what scares me a lot.

SuperFieroStatus
SuperFieroStatus updated their status Jul 31, 2021
SuperFieroStatus updated their status Jul 31, 2021

Bought on Steam on sale, but while playing I remember thinking "I just wish I had it on console so I could sit on my couch with a controller." I found the keyboard controls clunky (I feel this way about all FPS games on keyboard, and only because I'm mostly a console player. This is a "me" problem, not a problem with FPS keyboard controls), and I saw it on sale on PS4 for $6 so I went for it. Rebuying a game I already own? Classic. But y'know what? I took to it WAY easier this time. There's just something about couch gaming that makes me enjoy the experience so much more.

anarchistica
anarchistica updated their status Apr 24, 2021
anarchistica updated their status Apr 24, 2021

The Last Survivor DLC is free until the 29th.

Even if you already claimed the main game, click on "Get" to add the DLC:

https://www.epicgames.com/store/en-US/p/alien-isolation

killerstar
killerstar updated their status Apr 22, 2021
killerstar updated their status Apr 22, 2021

This is bursting from Epic Store's chest free of charge

https://www.epicgames.com/store/de/p/alien-isolation

anarchistica
anarchistica updated their status Dec 21, 2020
anarchistica updated their status Dec 21, 2020

This is free on the Epic store only today:

https://www.epicgames.com/store/en-US/product/alien-isolation/home

Tomorrow we should get Metro 2033.

SuperFieroStatus
SuperFieroStatus updated their status Oct 4, 2020
SuperFieroStatus updated their status Oct 4, 2020

So....like...I know it's a first person stealth game. But I didn't know it was this kind of first person stealth game...if that makes sense. I really thought it'd be you vs xenomorph. But I just met like 8 humans. And they shot me.

It's just...not what I think in looking for. Maybe I'll give it another shot but so far it just feels like it's going to be a slog. Fiddling with panels and crafting and batteries....this might be good for a few hours but 20+? And the controls feel clunky though I believe that's by design to make chases feel scarier? Who knows.

I don't like first person stealth because there's a frustrating lack of information. Each room of patrolling enemies (like the one I just encountered) requires a bunch of observation and then flawless execution. It just feels, again, like a slog to me.

Feeling weird about this. I didn't expect to dislike it this much. Maybe I need to give it more time.