Well,
I just completed Alien: Isolation, otherwise known as the Alien game the
franchise has always deserved. This is,
unsurprisingly, the first time any developer has tried to capture the more
tense and claustrophobic nature of the original film. Instead of being a Colonial Marine mowing
down countless Xenos with your Pulse Rifle, you have nearly zero defenses. Sure Amanda’s got a revolver
and a shotgun with which to defend herself, but, for once, the Alien is the
nigh indestructible threat it was in the first and third films. Your only line of defense against the
creature is a flamethrower, which only scares it off for a few minutes. If you don’t happen to have that handy, you
better know how to sneak like a champion and in the chance that there’s not a lot to hide behind, you can hide in lockers, crates, under beds or
tables. If you think you’ve got bigger
balls than the Alien you can try to take it on with your conventional weapons,
but you’ll quick learn, this does nothing but piss it off.
Creative
Assembly goes out of their way to make sure that the title monster is as
dangerous and intelligent as it was portrayed in the first film, something none
of the games and even the later films (sans Alien 3) ever tried to do. The problem with later installments,
especially Aliens, is, while they’re still dangerous, they’ve been neutered to
the point of practically being cannon fodder.
Oh sure, the Colonial Marines get their asses handed to them, but the
Xenomorphs are nowhere near as dangerous as the drone in the first film. To be fair, it had to happen, as awesome, brutal fuck you badass as the original Alien was, Cameron would’ve had a hard
time making it believable for the marines to survive against not one, but a
whole colony of them.
On
top of making the Alien a super ultra-dangerous, please don’t screw with this monster of phallic death bringing, Creative Assembly took it a step
further and gave their digital Alien some intelligence. Very rarely am I impressed by a game’s AI,
but here I can’t help but be impressed.
It gets to the point that you feel you’re actually being hunted, it
adapts and learns from the way you play.
Did you douse it with some fire last time it lunged after you? Well next time it’ll see you, recognize you’ve
got your flamethrower and it’ll jump bank into a vent only to catch you off
guard and get you from another angle. It’ll
trick the player into thinking it’s gone and will wait for you right outside of
your little hiding spot. I was
constantly impressed throughout the surprisingly lengthy game, by how
intelligent the Alien was.
Sound
draws it in, so you’ll want to spend most encounters with synthetics or trigger
happy survivors as free of conflict as possible.
Or, maybe you’re an asshole and you’d prefer to not sneak around
them. In which case, you can throw a
noise maker or really any other equipment you’ve got that makes a great deal of
noise and draw the Alien directly to them.
Now you can sit back and watch as the beast slaughters three or four
guys, or you can take advantage of the distraction and press forward as the
Alien goes about its business.
As
impressive as the game is and as awesome as it is that we finally get a game in
the spirit of Alien rather than in spirit of Aliens, it’s not without its
faults, of which there are many.
For
starters, the game is frustratingly long.
I clocked in somewhere around fifteen to eighteen hours. While I do appreciate finally getting a game,
and a licensed one at that, that’s more than six to eight hours in length,
Isolation would greatly benefit from cutting some of its content out,
especially the later parts, when the game finds every excuse it can to
artificially extend itself. Did you
think that was the end? Nope, you’ve got
another couple hours to go. It gets to
the point that you roll your eyes whenever something goes wrong, for the
billionth time, requiring you to backtrack to an earlier area or go through a
completely new area, just to get to the point you were at forty-five minutes
ago. You take ten steps, only to learn
you didn’t take any at all.
(Light spoilers from this point on)
(Light spoilers from this point on)
Once
the Alien is removed from the game, at a little above the halfway point, the
game loses its momentum, hard. For
starters, a good portion of the game after our great friend’s departure, is a
massive action sequence. Which sounds
like a nice change of pace for a title built entirely around tense heart attack
inducing stealth sequences. The game is
designed with survival horror in mind.
You have very limited ammunition, even if you spend a good chunk of the
game stocking up, you’ll still find yourself with no more than a handful of
bullets. On top of that, Amanda isn’t a
trained marksman, so a good majority of her shots aren’t going to land on
target unless you wait for the reticule to focus (similar to Crackdown) and
then fire. And while that works, these
action sections are unforgiving and one well-placed shot from an enemy can
result in instant death.
Suffice
to say, I missed Colonial Marines a bit when going through these sections. The game wasn’t great, neither was the
aiming, but your shots generally landed on target. One extra bit of frustration that rears its
ugly head in this section is the fact that you have to manually reload every
single bullet for Amanda’s revolver, pressing the reload button doesn’t reload
the whole thing, you have to press it all six times. And while that sounds pretty cool (which it
kind of is) if you don’t keep the rhythm that the game likes you’ll stop
reloading and you’ll have only two or three bullets loaded in the
revolver. Throughout the entire length
of the game, I never could quite figure out the appropriate rhythm. Sometimes it’d work and other times, she’d
stop halfway through and then I’d have to start reloading again.
More
annoyingly, after the action section, you head to the core of the station and
you’re forced to relieve yourself of all your weapons (save for your cattle
prod and your wrench) and just to give you a bigger “fuck you” on top of taking
all of your weapons, Creative Assembly thought it would be a good idea to put
at least five or six synthetics in the area.
Now something you’ll learn about the synthetics is they take a shit ton
of punishment. Bullets barely do the
trick and if you try to get up close and personal with your wrench, they have
the reflexes of Superman and they’ll block your attack before you even realize
you hit the melee button. The best
course of action when dealing with these fucks is to poke them with your cattle
prod, giving them a nice jolt of electricity that stuns them real good, and
then wailing on the asshole with your wrench, practically stun locking
them. Well Creative Assembly thought “You
know, the normal synthetics are pretty tough and annoying bastards, how’s about
we have Ultra Fuck You Synthetics that can take pretty much whatever you throw
at them.”
Oh,
I have my cattle prod, you’ll think when you first encounter them. And you’ll fast learn that’s as effective as
shooting the Alien in the face. Okay, I’ve
got a pipe bomb, you’ll say. That won’t
even stun them. Alright, molotov? Nope, they’ll just keep kicking your ass,
only now they’ll do it while aflame.
Okay, EMP mine, this oughta work?
Nope, they’ll just keep on walking.
They absolutely cripple you in this section, which doesn’t sound that
bad, considering you’re defenseless pretty much the whole game. The problem is, it’s a stealth section and
there’s just way too many of the fuckers for you to really sneak around
them. After about five or so tries
through the section, I finally said fuck it and just ran through it, not caring
about whether or not I alerted them.
Thankfully they walk rather than run, so you can just hurriedly solve
the puzzles while they lumber after you.
It’s not optimal, but it’s better than trying to play sneaky sneak.
The
one weapon that actually works against these guys (even your boss ass, fuck you
shotgun is worthless) is a bolt gun that charges up and launches a bolt of
death at their face. Thankfully you do
eventually find one and, like the previous synthetics, they become a little
easier to deal with.
Now,
for the story. Well, it’s not terrible,
but it’s not exactly memorable either.
It’s serviceable, but for the most part, it’s a relatively isolated (hah
puns) affair. There are other characters
outside of Amanda, but like a certain engineer in a cool suit, everyone else just kind of fucks
off and you do EVERYTHING by yourself.
There’s few interactions outside of the occasional cut-scene or radio
communication. The other characters
barely have development outside of: Company Lady, Crazy But Not Crazy Guy,
Friendly Android Guy, Angry Military Guy, Pilot Person and Friendly Helpful
Smart Guy. Amanda, while a little more
fleshed out, still doesn’t have much room to grow either. We know she’s stubborn, really loves her mom,
is pretty good with mechanics and doesn’t take anyone’s shit. Outside of that, there’s not much to
her. Which is kind of a letdown.
This
is after all inspired more by Alien than it is any of the other films, and if
anyone knows Alien, they know that on top of being a super tense movie, the
characters are all very fleshed out and the dialogue is so natural it almost
seems completely improvisational. It’s
not terrible, like I said it’s passable, but it’s hard to really invest myself
or feel bad when a character dies or another sacrifices themselves for me. The game wants me to feel, but I have nowhere
to put the emotions, every death is empty because I just don’t care. It’s agreeably a small price to pay for a
game that at least captures the atmosphere of the original film, but I just
wish the writing had more.
To
bring some more kinks into the writing (as I mentioned above) they find every
reason they can to artificially extend the length of the game. There is a metric fuck ton of padding in this
game in the later hours. You’re about to
escape but first you gotta do some shit and then you gotta go out into space to
do some other shit. Oh, what’s that, an
Alien got to you and brought you to the nest?
Oh, guess that’s another thirty minutes of game for you. What’s that, you ejected the Alien in a space
pod? Guess what, you’re barely more than
halfway through. Have fun doing tedious
pointless shit, now with less tension.
It definitely overstays its welcome, but again, I do appreciate the fact
that the game actually has some length to it.
Not all of it’s great, but at least I get some bang for my buck. Fifteen hours, five of which are kind of meh,
is still better than paying $60.00 for six hours of shoot bangs.
(Massive spoilers from this point on if you really care)
(Massive spoilers from this point on if you really care)
Oh,
yeah, there’s also the one bit where the game kind of takes a narrative
nosedive in the stupid department. I’m
sure you’ve asked yourself by now, why is the Alien only in half of the
game? Well, after realizing it was a
terrible idea to kill the Alien at the halfway point, they decided that Weyland
Yutani interfered or some shit and there’s actually a whole hive down in the
basement, but they were locked down there you see? So the game takes place thirty-something
years before Aliens, and we learn that Weyland Yutani has actually successfully
contained a hive on a space station outside of LV-426, yet they couldn’t pull
that off when they had a whole fucking facility on the planet? It’s a twist that’s Colonial Marines “HIX IS
TOTALLY ALIVE GUIS!” bad. The moment you
start to really think about it, is the moment it just starts to fall
apart. Not because it’s a bad twist, it’d
be fine if this took place after Aliens or Alien 3, but because it’s a twist that
contradicts series canon.
Thirty
years, thirty years, a dead Amanda and an atmosphere processor later, Weyland
couldn’t find the derelict craft, even though we see members of Seegson Co.
discovering the craft relatively quickly.
On top of that, as I said above, Weyland managed to contain a small hive
of Xenomorphs in what essentially amounts to the basement of a space station
owned and operated by a smaller, rival corporation. Seegson Co. is nowhere near on par with
Weyland in terms of technology and thus majority of the tech on Sevastapol is
primitive when compared to Weyland. Yet
this outdated piss poor facility that’s falling apart (even before the Alien
shows up) manages to contain an entire hive in its core? How could Weyland manage this on a shit
outdated facility, but couldn’t manage this on an ultra-high-tech facility that
literally makes an uninhabitable planet habitable?
(End of spoilers)
(End of spoilers)
Eh,
this is sounding a little more negative than I intended it. Contrary to the way the latter half of this
review sounds, Alien: Isolation, is without a doubt the best video game
adaptation of the franchise and is an excellent game on its own. Save for some plot points that’ll really only
bother mega fans of the franchise (like me), some weak writing and a
frustrating and tedious second half, Alien: Isolation is definitely worth the
entry fee.
If
you’re looking for proper old school survival horror, complete with manual save
points, limited resources, a great deal of item management and a greater
emphasis on avoiding combat rather than engaging in it, Alien: Isolation is
your game. I can’t honestly tell you how
refreshing it is to put in a survival horror game that actually plays like
classic survival horror but with modern sensibilities. This, to me, is the proper evolution of the
genre. Sure we’ve got our Amnesias, our Slenders and
our Outlasts, but those are honestly pure horror games, the things that make
survival horror, survival horror are missing from those.
Isolation borrows from the modern pure horror games, but keeps the
survival in survival horror.
However,
if you don’t like having a health bar, if you dislike having to find and use health
manually, if you dislike manual save points, if you dislike the idea of losing
a great deal of progress if you haven’t saved in a while, if you absolutely
hate item management and think combat should always be the best option;
basically if you don’t like old school survival horror, then this game is
definitely not for you.
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