Alien: ISOLATION

  • 7 months ago
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At a young age, many of us had the same horror film that made him sleep with the light on. One was shaking from the disgusting "something" of the carpenter. Others twitched the eye at the sight of a hockey mask and a machete with baked blood. Well, several generations of connoisseurs of science fiction left the room with a lantern in shaking hands at the efforts of one unusual life form, and this is by no means the “alien” Spielberg. Ridley Scott showed the world a disgusting creature generated by the genius of the artist Hans Rudy Giger. A stranger embodied in himself everything that is infinitely far from the human being. A perfect predator capable of surviving in any conditions. The elegance of the striker Xenomorph is the last thing you enjoy before you experience his deadly kiss on yourself.

Unfortunately, say this about other people's Colonial Marines Could not even Mr. Scott. Alien, walking the moon gait of Michael Jackson, cause anything, but not horror. Creative Assembly This fact was deeply saddened, and with a blessing Sega They entered a difficult path of restoring the reputation of the franchise, which they had already become slowly forgetting.

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The nature of fear

Fans of the universe Aliens were terribly unlucky for sensible games about their favorite monsters, so their skepticism Alien: ISOLATION quite understandable. But for the first time in a long time, the grin of the doubters are replaced by faces skewed from horror and hands wet with sweat. Alien came for your lives.

► This, so to speak, smile will pursue you for a long time.

The passage of alpha versions for some journalists never ended. Not copeing with fear of an alien predator, they were interrupted in the name of salvation of nerve cells. The rest during the short session of panic running around the Nongamstop Casino rooms remembered the richest arsenal of sophisticated curses. Having put the atmosphere at the forefront, the multi -hearted British, the creators of strategies like Total War, focused primarily on causing fear.

► This light is like a bait of a bitter. He ruined many journalists trying to get to him.

Each trifle in Alien: Isolation carries a grain of history. Connecting together, they tell without words about the tragedy that occurred on board the written off the Sevastopol trading station. The shadow of a swinging toy in the light of flashing desktop lamps. Torn android with a walkie -talkie in his hands. Interesting, he tried to warn the team about the threat or reported the ship commander about minor breakdown? The endless dance of the alarm signals, whose orange beam is reflected from the shiny black skin of the creature, a moment after the corridor that disappeared in the darkness … a toy robot on the table and drawings indicating the presence of a child on board. Will we really see a torn baby body?! Or he is one of those few survivors who escaped the arms of death?

► Sereblessly standing robot and children's drawings cause goosebumps on the skin. What happened to the child? Or maybe there were a lot of them? A foreboding and expectation of trouble is worse than any monster.

Amanda Ripli-Maclaren, daughter Ellen Ripley, heroines of a series of films about strangers, according to the assurances of the developers, not the only one on board the station. A meeting with many colorful characters awaits her. The faces of the people of the trembling press of the British wizards lead to bad thoughts. There will be a crazy crew or just outsider on board, you definitely will not have to get bored.

The game promises different levels in design and intensity of passage, and not just hide and seek from someone else's. Walking along the decks, Amanda will find many useful little things: technical garbage, fuel remnants, spare parts and other things that can be put on something necessary. No, make a cutter like Isaac Clark. But to collect a trap, a first -aid kit or a distracting signaling is quite likely. It is not known for reliably whether Amanda will encounter lovers, but Creative Assembly accidentally mentioned the presence of weapons. However, if you were delighted that you could kill xenomorph with acid instead of blood, much stronger and faster than the most trained person, then in vain. He is not prey here. You.

Survival lessons

Having drove the motion sensor and a flashlight, we step on board the station. During the trip to Sevastopol, the sensor screen will become our friend, brother and defender. And the lack of sound signals will delight more than Jeremy's live performance.

Slowly moving along the corridor, we go into the working area, adjacent to the dining room, and look around. High -tech here and does not smell. No luminous areas of unknown purpose, holographic projections and touchpads. Stylized dashboard, monitors with a resolution of 640×320 and tight door levers. In the laboratory – ordinary microscopes and flasks. The atmosphere of the source film is noticeable in everything. Even a white table with an unfinished lunch subtly hints at a noble origin.

► The stylistics of the environment fully corresponds to the original picture of Ridley Scott. Creative Assembly tried to recreate the atmosphere, and they definitely succeeded. We assure you that everything looks even better in dynamics.

Going around the room, we go back into the corridor and freeze from what we saw. Illuminators in human growth open a luxurious picture to your eyes. Open cosmos, whose dark infinity attracts the gaze stronger than the magnet. But idyll violates the hysterical squeak squeak. In a panic, pressing the wrong button on the gamepad, we turn on the flashlight, and … nothing happens. Amanda is still alive, we, too, although the heart is knocking like mad. Beauty admiring here can turn out to be death. Truly, beauty requires victims.

With difficulty looking up from the Divine picture, we move on. Someone's crippled corpse on the floor does not surprise, but … worries. Perhaps the creature is nearby. The trained look notes the luminous green indicators on the cabinets. We approach – and really, you can hide in the locker. There are many shelters at the level, so the lockers have become a real disaster for some journalists. They simply refused to go out.

► The sensor will become your auspices and the best friend in one … corps.

British atmospheres were definitely managed by the atmosphere. Like a shark, xenomorph flickers somewhere on the border of the radius of perception of the sensor, and while you are rushing into the closet or for the bulkhead in the corridor, the point on the screen moves away, and … silence reigns again. Every second glancing at the device will not save you. While you peer into it, you can easily not notice how something is selected for you. And the radius of action in saving equipment is limited. You will hear a squeak, but you will not have time to do anything. The bifurcated jaw will send you into darkness.

Cats-mouse

Having reached the first goal, we take a plasma cutter – without it, the door cannot be opened, blocked by a shield. Short video, and now we get inside the laboratory. The insides of the Android scattered everywhere – a great beginning, you can say nothing. For order, scaring a couple more times, the alien is suspiciously silent. While we squat down from the stool to the bulkhead, the situation does not change. Silence inspires fear. At the same time, cunning developers do not superiminate the atmosphere with alarming music. On the contrary, you will hear it either when it will be too late, or when it is time to run from all legs.

Calming a knock in the chest, we get to the coveted computer, which must be hacking. This mini-game will not cause special difficulties even among novice players. With the left stick, catch the frequency, right choose the symbols of the code. Hacked the piece of iron, we are relaxing – it seems that now everything should be fine. But, of course, everything is wrong – right in front of the nose the ventilation lid falls, and the tail of xenomorph is hanging from it. Amanda burner for an alien is not more dangerous than a pin, so it’s better not to stick out. It will not work for a long time under the table, sooner or later an unpredictable predator will find you.

► Lighting in Alien: ISOLATION Stunning. But do not deceive. You will not be able to sit out in the shade for a long time.

Hysterically the Versing sensor gives the vibration in the gamepad, the heart beats with him to the beat. Having held your breath, we slowly move towards the saving cabinet. Through the gaps in the door we observe how the monster methodically searches the room. Moment – and a measured knock of steps on the metal floor is heard. The sensor chokes, and the muzzle of someone else appears right in front. Standing in front of Amanda, xenomorph sniffs, and if you do not deviate back and hold your breath, Ripley, like a snail, is picked up from a saving shell. Hands are shaking, and one of the colleagues in the hearts exclaims that he refuses to play like!

After as if eternity, praise to all gods, the creature leaves and disappears from the screen of the sensor. But you just have to get out of the shelter and try to sneak past … How is a hissing behind your back and a belated “peep-pile”.How could he notice? Everything is simple: Amanda was reflected in the glass of the porthole. The smart bastard left the zone of action of the motion sensor and waited for the extraction to leave the shelter.

Something is enough by the legs, we fall, turn over on the back, the next moment the monster jumps, and … everything calms down. Darkness. Silence. Death.

► If you do not look at dark red spots, a false sensation of a serene resting person is created.

Next time, climbing into the locker again, we wait longer. We look around the corners, peering into the cloudy glass of the laboratories for a long time – suddenly an ominous silhouette flashes? There is nothing. But as soon as he stepped on the illuminated part of the room, the screech of the predator was again heard – the harbinger of inevitable death. We run headlong back to the saving cabinet, open the door and … look down in surprise, at the tail of someone else's tail sticking out of the chest. Underestimate the physical capabilities of xenomorph of death like.

Creative Assembly skillfully ruffled the hopes of players. Nothing guarantees you salvation, and from time to time everything will happen differently – this is not Outlast, Even shelter is not a panacea. You need to act on the situation, but always remember – the hunter also acts on the situation.

The most desperate of the mouse cats played with us is tired. Spitting on stealth, they just rushed off with all their feet. They shouted to the cherished door leading away from a terrible place, and, paradoxically, some reached.

The artificial intelligence of a stranger is adjusted to a particular player, and in order to survive, one must think. Think better than a stranger to be more unpredictable than someone else's. There is no single tactics. Someone follows the alien and cleverly moves from shelter to shelter. Others, with the hope of Valhalla, arrange sprint races. Well, someone is destined to fight death, pulling the cabinet door over himself.

► Small details humanize heaps of textures, regardless of the game. These photos and poster can tell more about their owners than the heroes of other games about themselves.

* * *

Very positive impressions (and torn ligaments) nevertheless do not cancel the fact that many things in Alien: ISOLATION Not yet polished. If the design and atmosphere are beyond praise, then with the very history and gameplay not everything is so smooth. Stealth turned out to be difficult and interesting, and most importantly – unexpected, but you can’t build a drama on one secrecy. Diversity is never superfluous. If the game contains, say, an episode with a variable passage, which is faced with the mercenaries of the Weiland-Yutani company, Alien and Amanda Ripley, Saspens will be such that all previous games on Aliens can safely drown in acid.

Success factors
Risk factors
  • carefully conveyed atmosphere of the original;
  • A stranger who acts exactly as he should be;
  • incredible elaboration of the environment;
  • In a good way, a complex stealth.
  • The developers have no experience in creating horror;
  • It is not yet clear what will happen to the creation of objects;
  • Death is not framed as bright as we would like;
  • History may be an unnecessary binding to gameplay.
Stage of development

Despite the skepticism regarding Alien: Isolation, the Creative Assembly team is able to return the episode to its former greatness. The most important thing for them is to find a balance between the plot and gameplay, and then alien will remind you why we were so afraid of the dark in childhood.

We will wait?

The shame of Colonial Marines brought the wrath of fans to the cult series, and Creative Assembly is well aware of this. Like the same passionate fans, they understand what players from Alien: Isolation need. If the British do everything right, then the contender for the title of "horrors of the year" is defined.

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