Posts Tagged ‘Alien: Isolation’

Tunnel Vision: Alien Eyes Sore Jubilation

By Alec Meer on October 22nd, 2014.

Tunnel Vision is a fortnightly series about VR gaming.

In space no-one can hear you no no no do not start an article about an Alien game that way, Meer. You’re better than that, dammit.

Straight to business instead: as mentioned in the last Tunnel Vision, it didn’t take long for folk to work out that a simple ini tweak would reinstate Alien Isolation’s missing Oculus Rift support. I say ‘missing’, but the reality is that it was only ever an experimental mode left in for internal and promotional mucking-about-with.
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Post-pre-DLCquel: Alien Isolation DLC Detailed

By Alice O'Connor on October 21st, 2014.

I don't know why you're using the motion tracker -- it's right there.

What happened before the events of Alien: Isolation? Well, the movie Alien, which you can play bits of in the two DLC missions first offered as pre-order bonuses. All right, but what happened after Alien but before Alien: Isolation? Things went awfully wrong aboard Sevastopol Station, is what. Sega have revealed the first of five DLC packs for Survivor Mode that’ll explore those unpleasant days before Ripley arrives, set to arrive next Tuesday, October 28th.

This calls for the coining of a horrible new term. I’m going with post-pre-DLCquel.

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Frictional Thoughts: Alien, Amnesia And Horror Simulators

By Adam Smith on October 16th, 2014.

Over at Frictional Games’ official blog, creative director Thomas Grip has written an extensive and thoughtful analysis of Alien: Isolation. It’s worth reading in full, providing a brief history of the ‘horror simulator’ genre that runs from 3D Monster Maze (1982) to the modern interpretations found in Slender and the like. Isolation gets a post-mortem treatment that begins simply – “Alien: Isolation is an interesting game” – then veers into a wham-bam takedown – “At its core it fails to be a faithful emulation of the original Alien (1979) movie” – and, BOOM – “it really is just a pure horror simulator, like Slender or 3D Monster Maze, just with more sections to play through”.

Grip does have lots of positive things to say about Creative Assembly’s game though and a few thoughts for the future. That’s SOMA talk.

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Raised By Screens, Chapter 4: Alien

By Alec Meer on October 10th, 2014.


This article was originally published as part of, and thanks to, the RPS Supporter program.

Raised By Screens is probably the closest I’ll ever get to a memoir – glancing back at the games I played as a child in the order in which I remember playing them, and focusing on how I remember them rather than what they truly were. There will be errors and there will be interpretations that are simply wrong, because that’s how memory works.

“So can the cat be the android?” “Yeah, definitely.”
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Tunnel Vision: Non-Oculus Games On The Oculus

By Alec Meer on October 8th, 2014.

My VR column returns! Now that my Oculus DK1 is replaced by a less nauseasome DK2 at last, the pressing problem is less “ooh, me poor peepers” and more “so, er, what is there to actually play?” The stark fact of the matter is that very few developers have yet included meaningful Oculus support, because this is not yet a consumer device. This is very much the case at a software level as well as a hardware one.

In the next column I’ll do a round-up of some of the more interesting experiments doing the rounds for DK2, but today I want to talk about VorpX. It’s a name that sounds like an ill-advised sci-fi remake of Jabberwocky, but actually it’s paid software which forcibly injects VR support into all kinds of PC games that don’t otherwise support it.

Important update: Alien Isolation now working. Aaaaaaah.
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Creature Feature: Alien – Isolation

By Adam Smith on October 7th, 2014.

Are you playing Alien tonight? Now that Isolation has been unleashed, I want to talk about something that I brushed over in my review. It’s an important thing but it’s something that I didn’t feel the need to dwell on because I wanted to leave a small window for everyone to have their own first encounter before I unpacked my own mental baggage. Previously, I’ve written a great deal about the Sevastopol, the setting, and the adaptation of stylistic and thematic delicacies from Ridley Scott’s film – it’s time to talk about the Xenomorph.

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Wot I Think: Alien – Isolation

By Adam Smith on October 3rd, 2014.

Alien: Isolation is Creative Assembly’s first-person survival horror take on Ridley Scott’s Alien. No predators, no marines, no swarms of xenomorphs. This time it’s not war. Instead, we have one space station, one creature and one Amanda Ripley, locked in an apparent cycle of terror. I was hoping for something that captured the intelligence of the original film’s design rather than simply being Amnesia in space, and Isolation is certainly that thing. Take a deep breath. Relax. We’re in safe hands, and there’s so much to talk about.

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Hands On: Alien Isolation

By Adam Smith on August 13th, 2014.

Expectations? Enormous. Alien: Isolation is a first-person stealth/horror adaptation of my favourite film. Not a direct adaptation but a digital recreation, in terms of both its setting and its style. I’ve been starved of horror games in recent years and this one has a lot to live up to. Several hours in the company of the creature have just about convinced me that it might be time to believe.

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Ripley The First: Alien Isolation DLC Recreates Movie Scenes

By Alice O'Connor on July 9th, 2014.

The gang are here!

Given the astonishing care and attention The Creative Assembly have put into recreating the feel of Alien in Alien: Isolation, mightn’t it be sort of nice to recreate a little of the movie? Well gosh golly, they’ve only gone and done that, making the original cast and the spaceship Nostromo. Crumbs, and they’ve got members of the cast to provide voices, even Sigourney Weaver as Ellen Ripley!

And the inevitable drawback for something so exciting: it’s for pre-order DLC missions, one of which will be exclusive to certain retailers too. At first, at least. Boo.

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Hands And Face On: Alien Isolation On Oculus Rift

By Brendan Caldwell on July 7th, 2014.

Imagine the Xenomorph from Alien is in the room with you right now. Where exactly? You don’t know. But you do know it’s in there. You lean a little forward, peeping over that stack of empty pizza boxes. Meat feast. You have been meaning to tidy those away. You peer into the gloom. You hear something above you. Something scuttling. Something dark. You look up! But it is too late. You have been eaten. Well done, imagination!

Of course, it is looking possible you will not need your imagination to enjoy these scenarios anymore because the folks making Alien: Isolation at Creative Assembley and SEGA have been tinkering with the Oculus Rift development kits and have shown us their deliciously scary ‘prototype’.

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Hands-On: Alien Isolation

By Craig Pearson on June 10th, 2014.

Alien: Isolation is a hybrid of stealth and survival horror. A game where you are a very weak person against a very strong thing, but where you know where that strong thing is at all times. You can’t kill it, but you can avoid it, antagonise it, and occasionally attack it to give you time to flee. I’ve been wandering the Sevastopol, encountering humans, crafting, and the beast. Here’s what went down.

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When Androids Attack: Alien – Isolation

By Adam Smith on June 10th, 2014.

Edit: Oculus Rift support confirmed for maximum trouser-spoiling.

Cat’s out of the bag (sorry Jones) – there are synthetic and human enemies in Alien: Isolation! We knew but we hadn’t seen them until now. That Sega and Creative Assembly would finally show this to be the case was one of Alice’s hopes/predictions for E3 so she’s currently gloating in the chatroom. It’ll all come to pass soon though, world-eating Gabe and the rest. Much as I like the idea of fleeing and hiding from a single monster, the tension might be difficult to sustain over anything longer than an hour or so. That’s why Isolation has (apparently randomly placed) humans and synths. The latter, pleasingly, won’t scrap with the alien, querying its actions politely, while humans can be used as bait/distractions if the right tools are in place to attract ol’ xeno.

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Give It A Whack: Alien: Isolation’s Clunky Tech

By Alice O'Connor on April 18th, 2014.

A whole galaxy of planets to hack in the year 2137

They knew how to dream of futures, those film makers of the late 1970s and early ’80s. The dusty leather of Mad Max, rain refracting flickering neon in Blade Runner, and chunky busted technology in Alien. What are we teaching the next generation to hope for, Google Glass and cloud computing? It’s all too clean and too tidy, covering up the inevitable doom. Thankfully The Creative Assembly are putting an awful lot of work into recreating that analogue “low-fi sci-fi” vibe with Alien: Isolation, as a new video developer diary thing shows off.

The TCA gang are on hand to gab about analysing the film’s concept art, trying to emulate prop-making techniques of the era, and committing VHS vandalism to get a fuzzy UI. It is very pretty.

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