Hello again Dear Readers,
This time around I'm going to talk
about a really great game that came out recently. That game is Alien:
Isolation by The Creative Assembly. It's set up as a sequel of sorts
to the first Alien movie that was directed by Ridley Scott back in
1979.
I just finished the main campaign the
other day and I loved the game to pieces despite a few flaws. This is
a game made by fans of the original movie for fans of the original
movie. As fan service for Alien fans it succeeds with flying colors.
As a horror game it is merely very good. And as a video game in
general it has some nits to pick at.
It's kind of a cross between System
Shock 2 and Amnesia: The Dark Descent, with a bit of Riddick: Escape
from Butcher Bay sprinkled in for good measure.
Here's the skinny:
Creative Assembly are an English studio
recently bought by Sega who are mostly known for their historical
reenactment games known as the Total War series. Those are games
about marching the armies of historically well known and obscure
campaigns across battlefields and watching the fight play out.
I think the History Channel used them
once for a series. It was neat.
Creative Assembly have also dabbled in
making other types of games, mainly third person action adventure
games like 2005's Spartan: Total Warrior (excellent) and 2008's
Viking: Battle for Asgard (less excellent, still good). With Alien:
Isolation they break new ground once again, this time into the First
Person Horror/Adventure genre.
As fan service the game is delightful.
It takes place 15 years after the events of the movie Alien. You play
as Amanda Ripley, Ellen Ripley's daughter, and you're on a mission to
find out what happened to your mom.
Working for the Company, Weyland-Yutani
Corporation, Amanda and two other Company representatives get called
onto a job on a far flung industrial/commercial hub in deep space, a
station called Sevastopol which is owned by a rival company called
Seegson.
Sevastopol accepted a request to dock
from another ship, a mining rig called the Anesidora, which had come
to be in possession of the black box flight recorder for a ship
called the Nostromo. The same Nostromo from the movie Alien.
Knowing that her mother was last known
to be working aboard the Nostromo as warrant officer Amanda, an
engineer by trade, jumps at the opportunity to find out new
information about what became of her mother who disappeared 15 years
ago.
So that's the basic plot setup. As
Amanda the player must explore Sevastopol, which is under quarantine lock-down by the time she arrives, and avoid conflict with
Sevastopol's human survivor's, homicidal androids and the unknown
danger lurking in the ceiling air vents.
The game starts out slow and quiet, and
steadily ratchets up the tension and fear level before finally
revealing the big bad, the alien itself. The first few hours of the
game are a nice jaunt exploring a spooky, abandoned space station
wondering if something is going to pop out at you.
Since the game is based on the original
movie the art direction reflects that of the original movie. This is
what people in the 1970s and 1980s imagined human space colonization
to look like: sterile, utilitarian rooms and hallways featuring
analog technology designed such that chunky handed workers in space
suits could operate it just fine.
From the opening moment of the 20th
Century Fox logo you see the dedication Alien: Isolation's art team
have put into capturing the distinct feel of technology of a bygone
era. The screen is filtered to look like it's being displayed on an
old cathode ray tube monitor with crackling interference dancing
across the screen.
It's really quite a convincing effect.
The game itself runs with a basic noise filter that makes everything
look like an old computer monitor and every aspect of life on
Sevastopol reflects this design aesthetic. From the panels of
blinking lights and buttons, to the little blue-grey-green computer
monitors and all the individual paneling on the walls, ceilings and
floors are all made to look like the set of the movie Alien.
Those first couple hours I had just as
much fun walking around looking at the environment as I did actually
playing the game. Sevastopol has to be one of the most well-realized
places I have been transported to in a game and I think this aspect
of it alone is almost worth the price of admission all by itself.
I mentioned this game was part Amnesia.
In that game, also a First Person Horror/Adventure game, you are
constantly having to sneak around and avoid some dreadful monster
that is seemingly always stalking you. In this game the monster is
the alien, just as dreadful, and about a hundred times as deadly.
Perhaps even too deadly. You see, in
Alien: Isolation for the first half of the game whenever the alien
spots you that's it. You die. Game over, man. This isn't a shooter
even though you do come across a few guns on the Sevastopol.
Instead you have to craft various
devices made from materials scrounged from the Sevastopol. You use
these devices, like the noisemaker or the molotov cocktail, to either
distract the alien or other enemies or fight them off a bit.
Eventually you find a flamethrower and this is allows you to confront
the alien and scare it off momentarily. There's still no way to kill
the alien and if it gets the drop on you it will still kill you very
quickly, but the flamethrower is like a temporary get out of jail
free card.
That is, as long as you don't run out
of flamethrower fuel which is in limited supply.
Around the halfway point the game's
plot reaches a kind of crescendo and things change for a while.
Instead of being hunted by the alien you have to contend with
Sevastopol's homicidal androids who are still running off the main
computers quarantine protocols. By this point you have the means to
fight off the androids if you wish so the game isn't as much about
sneaking about and hiding from danger.
This is kind of the filler part of the
game. The plot, while still taking you through various twists and
turns, has you running around the Sevastopol performing all kinds of
maintenance work getting power restored to various places so you can
reach different areas of the station.
After several missions of this you
eventually confront the alien again and the game's plot quickly
ratchets up to its final crescendo before leaving you with a bit of a
cliffhanger.
I mentioned System Shock 2 and Riddick
earlier. The game is like System Shock 2 in that it's a scary first
person horror game set on an abandoned space station. It's like
Riddick in that you can look down and see Amanda's arms and legs
during regular gameplay.
Climbing ladders is great, as is
performing the maintenance tasks like using the maintenance jack to
power up generators. Everything you do in the game happens in first
person in real time, so all that time you spend reading computer
terminals or fiddling with the access tuner to open a door or
whatever is also time the alien and other enemies are spending
looking for you.
The game handles tension very well and
goes to great lengths to always keep you on edge, either by having
some hostile enemy always nearby or just sticking you in an
incredibly foreboding atmosphere.
But that's enough talk about what the
game does right. Let's turn to what it does wrong.
Mainly, I think the thing it gets wrong
the most is its over-reliance on trial-and-error, especially when it
comes to the alien. Encounters with the alien, pre-flamethrower, are
almost always deadly unless you have a molotov cocktail to scare it
off or a flare to toss around the corner and distract it.
Playing the game on hard the alien
killed me a lot, a lot more than the androids were able to, and half
the time I didn't even see it coming. This kind of thing can be very
frustrating, especially if you're not already sold on the game's
setting, premise, etc. If you don't already enjoy games like Amnesia
you probably won't like this one.
The other thing the game does wrong is
it is too long. The could have cut probably 25% of the game's
content, either entirely or just by condensing certain missions and
plot points down together, and been a lot better off for it. As it is
after the first big plot crescendo halfway through, by the end of
mission ten, the game kind of drags a bit and you start to wonder if
Creative Assembly haven't lost their way.
I was also incredibly disappointed the
game featured hostile human opponents simply because they were
completely unnecessary. We already have the alien and the androids
complicating matters, we don't need anyone else out gunning for us.
But almost right from the start that's
what we get. In a situation like the one that's developed on
Sevastopol you would think people would come to conclusion that they
should be sticking together and not splitting off into little groups
who all try to kill each other.
Yet this is exactly what has happened
by the time you arrive. In the space of a couple weeks all life on
Sevastopol has descended into utter chaos with the Colonial
Marshalls, the only semblance of law and order in deep space,
barricading themselves in and letting everyone else just tear
themselves to pieces over whatever scant resources they have left.
The game explicitly tells you at one
point, via the first human character you interact with on Sevastopol,
that when the creature started killing everyone they all decided to
just split up and go their own way because it was safer that way.
That just strikes me as incredibly
silly and a really lame way to justify human antagonists for you to
sneak by and shoot at eventually. I guess this game being a Triple A
some concessions had to be made somewhere. I imagine the board
meeting between the developer and the publisher going something like
this:
Creative Assembly: "Hey we have
this cool horror game that uses the Alien license and it's really
great and scary and atmospheric!"
Sega: "Okay okay, sounds good,
just add some guns and people to shoot at and make sure the whole
thing lasts at least 20 hours and we'll put it out there."
Creative Assembly: "Ah, okay.
Sure."
Maybe that's just me giving Creative
Assembly the benefit of the doubt and really Sega was as hands-off as
they could be throughout the whole process. I don't know.
Really, even with the limited amount of
unnecessary human-to-human combat, it's something of a miracle that
the game even exists in the first place. You just don't see the
Triple A sector putting stuff like this out there all that much.
Amnesia, for instance, was developed
and published by an independent Swedish studio called Frictional
Games. At the time that it came out, 2010, the gaming world had only
seen games like it from the Penumbra series, also by Frictional
Games.
Basically, Frictional Games kind of
deserve some of the credit for Alien: Isolation because they've been
doing this model of First Person Horror/Adventure game since 2007
with the release of the first Penumbra game. Only now in 2014 is the
Triple A industry starting to catch up and try copying their model.
It's a welcome development, if you ask
me, even if the results are a little bit mixed.
All complaining aside though I still
had an overwhelmingly positive experience with Alien: Isolation. I
completed the game on hard and have plans to go back to find all the
collectible stuff I missed and get that trophy for getting through
the game without dying.
In addition to the main game Isolation
also features a Survivor Mode. This is a singleplayer mode where you
pick a character, either Amanda or one of three characters from the
original movie, and reach the exit of a stage as quickly as possible.
Along the way you have a few optional objectives you can complete for
more points and at the end your time is posted to a leaderboard for
comparison with other players.
Survivor Mode is a neat feature and
it's available from the start, though you'll probably want to play
the campaign just to familiarize yourself with the game's systems
first. And also to experience a very well told story that is
basically a sequel to the original Alien.
There is a also a DLC mission that was
available with the copy of the game I got, this one called Crew
Expendable. This is based on the original movie and you play as
either Dallas, Parker or Ripley.
Crew Expendable takes place aboard the
Nostromo from the first movie, shortly after the emergence of the
alien, and you are tasked with replaying that part of the movie where
you have to shut down access to ventilation system and then try to
lure the alien into the airlock.
I made it through the first part okay
but when it came time for me to crawl through the ventilation system
at the bottom of the Nostromo I gave up on it. You have to get from
one end to the other, crawling through a maze-like vent system armed
with a flamethrower and try to avoid the alien.
Only problem is the alien is
practically unavoidable. It's faster than you and hitting it with the
flamethrower doesn't seem to do anything to it. I died probably a
dozen times or so before I just said Nope.
So I advise avoiding Crew Expendable,
unless you want to play the first part that takes place on the upper
decks. It's a nice bit of fan service though if you play it after
playing the main campaign you've pretty much already seen it all
because the Sevastopol is based on the Nostromo from the movie, so
the two locations are incredibly similar in appearance.
So that's Alien: Isolation. A very good
experience that is marred a bit by some unnecessary combat and padded
out a little too much in the second half but otherwise a very good
horror game.
The plot takes you through much of the Sevastopol station, a few ships and even a really neat flashback sequence I won't spoil. You even have a few places where you have to suit up and take a spacewalk outside.
The setting is constantly changing like a fever dream and you're always moving towards some objective, returning to previous areas so you can gain access to new ones, all the way looking over your shoulder and keeping your ears open for the tell-tale sounds of the alien crawling around in the ceiling above you.
Play it in the dark with headphones for the optimal
experience and see how long you can go without being killed by the
alien.
Thanks for reading.
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