Discover the true meaning of fear in Alien: Isolation, a survival horror set in an atmosphere of constant dread and mortal danger. Fifteen years after the events of Alien™, Ellen Ripley’s daughter, Amanda enters a desperate battle for survival, on a mission to unravel the truth behind her mother's disappearance.
User reviews: Very Positive (4,695 reviews)
Release Date: Oct 6, 2014

Sign in to add this game to your wishlist or mark as not interested

Buy Alien: Isolation

AUTUMN SALE! Offer ends December 2

-25%
$49.99
$37.49

Buy Alien: Isolation - Season Pass

AUTUMN SALE! Offer ends December 2

-25%
$29.99
$22.49
 

Recommended By Curators

"The game the Alien series has always deserved. A deep, fun stealth game set in an evocatively realised sci-fi world."
Read the full review here.

Recent updates View all (4)

October 28

Corporate Lockdown DLC Available!

Welcome to Corporate Lockdown, the first expansion pack for Alien: Isolation. This pack features three all-new maps:for Survivor Mode, a time-based challenge to test your skills.

Can you evade the Alien for long enough to survive or will you try to take the Alien head-on?

- Three new maps, stretching from the Corporate Penthouse to the Medlabs.
- New playable character Ransome gives you the firepower to take the fight to your enemies.
- Upload your best times to the Alien: Isolation leaderboards and challenge the world.

Please note that Corporate Lockdown is part of the Alien: Isolation Season Pass. If you have purchased the Season Pass, please access Corporate Lockdown through the in-game store

34 comments Read more

October 14

Last Survivor DLC Available for Purchase

As Ellen Ripley, it is down to you to complete the last mission on board the Nostromo. The rest of the crew are dead. In a desperate bid to survive you must set the ship’s self-destruct and attempt to reach the escape shuttle.

67 comments Read more

Reviews

“The game the Alien series has always deserved”
93% – PCGAMER

“Terrifying”
5/5 – The Guardian

“An absolute triumph in every department”
9/10 – Games TM

New DLC Available



Welcome to Corporate Lockdown, the first expansion pack for Alien: Isolation. This pack features three all-new maps:for Survivor Mode, a time-based challenge to test your skills.

Can you evade the Alien for long enough to survive or will you try to take the Alien head-on?

- Three new maps, stretching from the Corporate Penthouse to the Medlabs.
- New playable character Ransome gives you the firepower to take the fight to your enemies.
- Upload your best times to the Alien: Isolation leaderboards and challenge the world.

Please note that Corporate Lockdown is part of the Alien: Isolation Season Pass. If you have purchased the Season Pass, please access Corporate Lockdown through the in-game store.

About This Game

HOW WILL YOU SURVIVE?

Discover the true meaning of fear in Alien: Isolation, a survival horror set in an atmosphere of constant dread and mortal danger. Fifteen years after the events of Alien™, Ellen Ripley’s daughter, Amanda enters a desperate battle for survival, on a mission to unravel the truth behind her mother's disappearance.

As Amanda, you will navigate through an increasingly volatile world as you find yourself confronted on all sides by a panicked, desperate population and an unpredictable, ruthless Alien.

Underpowered and underprepared, you must scavenge resources, improvise solutions and use your wits, not just to succeed in your mission, but to simply stay alive.

Overcome an ever-present deadly threat – Experience persistent fear as a truly dynamic and reactive Alien uses its senses to hunt you down and respond to your every move.

Improvise to survive – Hack systems, scavenge for vital resources and craft items to deal with each situation. Will you evade your enemies, distract them or face them head on?

Explore a world of mystery and betrayal – Immerse yourself in the detailed setting of Sevastopol, a decommissioned trading station on the fringes of space. Encounter a rich cast of inhabitants in a world scarred by fear and mistrust.

When she left Earth, Ellen Ripley promised her daughter Amanda she would return home for her 11th birthday. Amanda never saw her again.

Fifteen years later, Amanda, now a Weyland-Yutani employee, hears that the flight recorder of her mother’s ship, the Nostromo, has been recovered at the remote trading station Sevastopol. The temptation for her to finally understand what happened is too much to resist. When the crew arrive at Sevastopol, they find something is desperately wrong. It all seems to be connected to an unknown menace, stalking and killing deep in the shadows.

In order to uncover the truth about her mother, Amanda is forced to confront the same terrifying thing that separated them.

System Requirements

    Minimum:
    • OS: Windows 7 (32bit)
    • Processor: 3.16Ghz Intel Core 2 Duo E8500
    • Memory: 4 GB RAM
    • Graphics: 1GB (AMD Radeon HD 5550 or Nvidia GeForce GT 430)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Hard Drive: 35 GB available space
    Recommended:
    • OS: Windows 7 (64bit)
    • Processor: AMD: Phenom II X4 955 - 4 Core, 3.2 GHz or Intel: Core 2 Quad Q9650 - 4 Core, 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: 2GB (AMD GPU: AMD Radeon R9 200 Series or Nvidia GPU: Nvidia GeForce GTX660)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Hard Drive: 35 GB available space
Helpful customer reviews
60 of 62 people (97%) found this review helpful
42.4 hrs on record
Posted: October 30
This review was written after finishing the game on Hard difficulty:

There's a part at the very early stages of the game, just after my first "encounter" with the Alien (through a cinematic) where I was waiting for a transit to take me to another section of the station. I was sitting next to the transit gate, all crouched up, just like the pre-release videos and inteviews taught me to do, waiting in a big dark room for my transit to arrive.

I knew that there's no way the Alien will suddenly drop down and attack me there. "It's too soon", I told myeself, but then the music kicks in, the transit takes its sweet time and Ripley starts whispering "Come on", so I started feeling doubt; Maybe the Alien will come anyway? Maybe I'm not as safe as I thought? The transit did eventually come, the Alien didn't appear and I moved on to ♥♥♥♥ting my pants in a whole new section of the game.

This is where Alien Isolation truly shines: it makes you feel like you're being hunted even when you aren't.

This game was all that was promised - and more. It is the most fun (in quite the terrifying sense) I had with an Alien related game since Rebellion's AvP from back in 1999, and the best survival horror experience since System Shock 2 (we'll get back to that game later). This game is so good in so many ways it made me forgive it for not having any type of multiplayer.

So what makes this game earn this much praise out of me right off the bat?

Let's start with the visuals: The game is gorgeous. I'm not a big graphics guy and usually the aesthetic aspect of games takes a back seat for me, but the effort that was put into the environments is part of what makes this game amazing. It plays very well with light and darkness and makes great use of the low tech Sci-Fi feel of the original Alien from 1979.
Add to that the amazing sound effects of the game, and you get a sense of total immersion: The station looks very believable with trash, magazinges and games laying around the place, completely selling the notion that people lived here not too long ago. The random pipes that can be frequently found around the station resemble the Alien's dome head in dark areas, while the ventilation shaft and air leak sounds resembe its hisses, adding even more to the scare factor.

The design of the Working Joes is also good and fits into a horror game perfectly. Them being an inferior synthetic design by a failing corporation sells their looks quite well.

As for the gameplay itself: It seems as though the developers of Creative Assemby took everything that was great in System Shock 2 and implemented it in the Alien universe. You arrive on a station where something has gone horribly wrong and are now trying to figure out what is going on. You learn about the characters and the events that took place on the Sevastopol through notes and Audio Logs, which add a lot of depth to the storyline. Creative Assemby invested a lot of effort in creating the Seegson corporation and making it fit as a part of the Alien universe alongside Weyland-Yutani, and it shows. To the point where by the end of the game you can't even remember what the Alien universe was like without Seegson.

The progression of the game is quite linear, but the game does give you many options for exploration (not an easy thing to do with a homicidal Alien on your tail). It even features backtracking elements that were prominent in in System Shock 2, making you feel like you're truly running around on a space station and not just moving from one scene to the next.

You have three main enemies to watch out for during the game: Humans, Working Joes and the Alien itself. There's a fourth enemy as well that reveals itself to you in the late game, which I will not discuss due to spoilers. Humans and Working Joes are quite dumb and are usually easy to deal with. Some of them will attack you, while others will leave you be. It will be up to you to discover their intentions, which adds to the sense of fear during the game.

The Alien, being the main star of the game, is quite fearsome. Once it finally reveals itself to you, it does not disappoint. It is big, fast, clever and can spot you from a good distance if you cross its line of sight. If the Alien sees (and sometimes hears) you - you're dead. No way to outrun it. While being extra big and extra loud in this game compared to its past incarnations, do not understimate the Alien's ability to sneak up on you. It has killed me from behind, dragged me into vents and even flat out dropped down right on my face more times than I could count. This makes the Alien a menace even when you finally get a Flamethrower.

The hacking ability - another element that seems as if it was taken right out of System Shock 2 - is a rather simple test of mental and reactionary challenges. The trick is that you're never safe while performing them. You'll be surprised how hard (and dangerous) it becomes to complete something as simple as a shape matching challenge while hearing the Alien's footsteps thumping in the background.

The save system of the game is quite nice as well. You can only save the game in special checkpoints that look like payphones. Those checkpoints take time to save and also warn you when hostiles are nearby. The game will have you praying to reach an area with one of those payphones around and to be able to save safely. Yes, you can die while saving. Yes, the Alien managed to get me this way as well.

Every other action you take - opening doors; cutting through barriers; accessing terminals; activating generators - are all designed to slow you down and make you feel vulnerable. Instead of just interacting with a door by pressing E, for example, you'll be required to hit a series of key combinations. Different doors and levers require different key combinations.
In short, the gameplay goes through a lot of trouble to convey that every action you take, even as trivial as opening a door, comes with a cost.

As good as this game is, it does have a few issues that, while minor, can't be ignored:

The first is the Human/Working Joe AI. While their AI is not horrible, the huge difference between their AI and the Alien's impressive AI breaks immersion at times.

The second is the Working Joes during the late game. Missions 11-13 in particular. The Working Joes are scary and interesting in the early game, when you're low on weapons and supplies, but in the late game they become nothing more than a hassle. During missions 11-13 the Alien threat is temporarily removed and the game lets you know it, so the missions turn into Joe hunting missions where you can just go to town on them with the strongest guns in your arsenal.

The third is the lip sync in this game. While the voice acting is, at the most part, impressive, it doesn't seem to sync very well with the lip movements of the characters.

The fourth is the controls option in the menu. For some reason, it shows gamepad keys to me while I use keyboard/mouse.

Overall though, this game is a must in any Alien fan's game library. If you're looking for a game that brings back honor (and horror) to the Alien franchise; if you're looking for a survival horror experience that's based more on atmosphere, immersion and a sense of helplessnes than on jump-scares and scripted events; if the idea of playing a game of cat and mouse with an unkillable foe equipped with an impressive AI speaks to you - you will love Alien: Isolation.
Was this review helpful? Yes No
28 of 31 people (90%) found this review helpful
23.3 hrs on record
Posted: October 31
Alien: Isolation is a First Person Stealth Action Survival Horror Adventure game developed by Creative Assembly who previously only made Strategy games. Of course everyone was going to doubt that the game could be successful especially with SEGA as publisher, but OH BOY I NEVER HAD SUCH A IMMERSION TENSION JOYRIDE OF UNBELIEVABLE STEALTH SURVIVAL FUN. To put it simply: The best Alien game ever made to date. We are going in depth about the weaknessess and strengths of this game.


Story:

Quite simple: You play as Amanda Ripley, a Weyland Yutani Engineer/Technician who got contacted by Samuels, a Weyland Yutani Android, for helping him retrieving a black box from the Nostromo, the ship of Amandas Mum, the infamous Ellen Ripley. Amanda of course desperately searching for her since years, agrees and both head together with a crew and ship called Torrens, towards the destination: Sevastopol Station. Where not everything seems to be as it seems... Alien of course. The story develops further on and everything else would be a small spoiler, so we stay with just the summary.


Humans & Androids, Gameplay Basics, etc:

Of course as a heavily stealth focused survival horror game the AI of the alien, androids and humans (three main enemy types you will encounter) is important. Let´s begin with the humans and androids. Humans and androids have good hearing senses and can spot you quite fast from far if not hiding behind some object. Be careful. Their field of view is limited to a small front angle but within that angle they spot moving targets very quickly. Humans mostly carry weapons and use them with quite an accuracy, so be careful if starting a shootout. It´s more wise to distract them with flares or other gadgets. Androids are tricked or killed or stealthed the same way. They simply respond slower and react different. You craft gadgets by your own like noisemaker, flashbangs, etc. You find scrap and components on your way through the station which you use for crafting. Easy way to take care of androids: Later on you get even on medium difficulty enough shotgun ammo to just go face to face with an android and shoot the ♥♥♥♥ out of it, one hit kill in the face, as long as no alien is in the proximity it´s the best method. Androids don´t use weapons.


The Alien AI:

It´s blind, hears better though, overall unpredictable of course. The behavior of the alien AI is adopting meaning it learns. You drag your attention across the whole room twice, it´s definitely going to be waiting for you the third time if it knows you use that route often. Strangely it often sees worse than humans and androids..... yup. It really does, thankfully because its routing behavior compared to androids or humans is very aggressive and never set, so be thankful if it doesn´t see you quickly hiding somewhere even if you were uncovered for a sec. The game never is unfair, meaning, the alien crawls in the vents most of the time, if it comes down it never looks your way and if it does, due to it´s temporarily blindness let´s you often give enough time to hide. It works like this: You enter a new area, you can explore a bit, make sure you memorize hiding spots, it comes down, you hide. You wait till it goes back into the vents and you can continue, but be careful it´s unpredictable, it can come down anytime or sometimes, depending on its mood it can come down immediately after climbing up. You can hide in lockers, small shifting units, under tables, everything really works, even simply cowering behind crates.


Saving Points aka Checkpoints:

There are no autosaves. You can only save at save stations which take some time so the alien can still attack you while saving, it actually never happened for me, you really have to be a loud dork in order to make it attack you during saving. There are always enough save points so don´t worry about dark souls like progress loss. Save points are often designed to be reused during backtracking for new objectives.


Backtracking, Level Design, Balancing, Objectives:

Your objectives are always new and fresh, they never sound familiar except for maybe a few times. The only problem of repetitiveness this game has is lots of backtracking. It´s good backtracking though, the old area is often either quiet and peaceful or looks different, feels different. It´s not like if there once was a fight you are going to experience the same fight again. It´s just for stretching game length a bit. The reason I didn´t found the backtracking annoying was because you are always send to new areas and objectives, you only backtrack through once played areas because they are on the way for the elevator or ladder which you need to use in order to get to the new area. Except for one or two times backtracking really isn´t annoying or worth mentioning except you are a really cynical petty person. LEVEL DESIGN IS FANTASTIC! It looks 1:1 like in the movies and the layouts are always challenging against enemies. Stealth works on it and the game simply works. Level Design was done in a excellent job. Always alternative ways or hiding spots and tables and just a very good amount of levels designed simply to work for stealth or action. Balancing simply works too, you always find enough stuff for crafting, you always find the stuff you want in order to craft something special. You always find enough ammo in areas where you are able to shoot or fight and you always have enough hiding spots for 100% stealthing also called ghosting if you should run out of ammo against androids or humans once. Still be careful with ammo and especially gadgets and mines/bombs/molotovs. They are simply too useful in order to waste em on humans or the alien. Androids can really be ♥♥♥♥♥es in this game.


Atmosphere, Variety of Levels, Game Length, Graphics, Port Report (Optimization), etc.:

Like mentioned earlier you always go into new areas, later on in the game you will go to the reactor and other really incredible awesome places, walks outside the station and a nostalgia dripping derelict mission. I really loved how every new level felt unqiue and satisfying and they really pulled it off to drag the player into a 100% immersion tube. Just sucking away at the atmosphere and incredible lighting. The graphics overall are beautiful and fantastic! Only a few low res textures here and there but you don´t notice them anyway. It´s a really great port! I checked it and my R9 280X always was 60fps+ sometimes rampaging at 180fps! It had a usage of 99% all the time, my Xeon E3 1230 v3´s cores were all from 25 to 50% and the RAM was about 3,7GB high. Incredible low usage of VRAM! Only about 700MB at the beginning to max 1GB at huge scenes. This game is playable with cards like a 9800gtx or maybe even older, of course a 9800gtx only has 512MB VRAM so it depends on your settings. The game looks fantastic even on lowest settings! Only shadows should stay at medium if possible and lighting should be turned on, or else you might experience a major atmopshere loss. There´s a typical lack of anti aliasing options, so you will always have to fight with edges, it´s endurable with FXAA or any forced edge detected filter but, I wished they would have implemented good old MSAA. Downsampling, yup... seems like many have problems with it, but who knows... I personally don´t try that out. The game is about 20 to 24 Hrs long easily. Maybe 18. Last of Us length to Thief 2014 length. You really get a lot for your money. Occulus Rift supported by rewriting a file.


Conclusion:

Except for the AI misbehaviors here and there, the backtracking and the often use of pull this or that lever, everything works, everything is fun and it gave me a really great time onboard the Sevastopol. Easily 9/10 if played by core gamers with brains. Some stealth like bakas and wonder why they die.
Was this review helpful? Yes No
22 of 27 people (81%) found this review helpful
24.5 hrs on record
Posted: November 9
Aliens of The Year(AOTY) - 100/10 xD

This is a game that all Ridley scott Alien fans are waiting for! This game is totally about Space,Xenomorph,Ripley,and Flamethrower! b>v<d

There are so many Positive Things in this game rather than the Negative Things likes xD :
  • The AI is very smart,tricky,and Punishing(Fair) xP
  • The Stealth core gameplay is Realistic and Hard but it was feels so great when you make it out alive! b>v<d
  • The graphics are really really superb! Since the lighting,dust,lens flare,fire,and Explosion all looks Real xD
  • The story is really amazing since its pick up from where Alien movie left :)
  • Sigourney Weaver! XD
However xP
There are a few Negative Things in this game as well such as >< :
  • Sometimes there is an object glitchy around a few parts of the game x0
  • The ending isnt satisfying even when the story really interesting and well written since the start ><
  • There is Xenomorph Eggs(of course since this is alien games ><;)but there isn't any Xenomorph Queen around T.T

Despite a little problems in this game xP
This game is still very creepy,scary,and a heartpounding Classic Horror Theme games b>v<d


For Aliens fans out there,this is really a game for you! \\(^v^)// <3

Thank you for reading this ;)
Was this review helpful? Yes No
13 of 14 people (93%) found this review helpful
51.0 hrs on record
Posted: November 3
True Survival Horror game. Great graphic and optimization. Good voice acting. 30 hours played to complete this game because you can't run :D Hiding and slow moving is the best choice to avoid alien and android.
Hope developer will have Alien Isolation 2 project in the future!
9.5/10, -0.5 for some problem when loading save!
Was this review helpful? Yes No
7 of 7 people (100%) found this review helpful
25.3 hrs on record
Posted: November 15
I would recommend this game to anyone. Even if you aren't a big fan of the Alien movies. Myself, I loved the first Alien movie but I can't really say the same about when James Cameron took over it. Totally blew that story for me, so I'd like to think only the first was created.
Either way, let's get back on track. This is most definitely, without a doubt, one of the best games I have ever played.
It has it all. I wish I was better with words and I could feel like putting more effort into this, but I am no exaggerating a bit when I say that this is most likely my favourite game. The story follows the first Alien movie like Ridley Scott directed the game himself, and the environment is outstanding and beautiful! Every single moment of the game is cinematic. Graphics are absolutely incredible and the story is capturing and delicious. Please buy this game. It's long, rich all the way through and will not disappoint.

I never planned to making another review here on steam, but I love this game so damn much that I just have to promote it. Great work to all of the creators of this game! Without a doubt the best Alien game out there. Thank you for reading. Now stop wasting your time reading and buy the game!
Was this review helpful? Yes No
7 of 7 people (100%) found this review helpful
24.9 hrs on record
Posted: November 23
This is not a review, but I highly recommend this game for the following reasons.

1. The most convincing and realistic recreation of the Alien to be found in any game to date.
2. The game really does capture the atmosphere of the film, and the early 80s sci-fi vibe.
3. The story ties in nicely with the films, which makes it easier to empathise with the main characters plight.
4. The Alien creature is the star of this game and for almost 20 hours or so, it won't let you forget it!
5. A Pure survival "cat & mouse" experience, where one has to use their mind rather than a trigger to survive!
Was this review helpful? Yes No
6 of 6 people (100%) found this review helpful
22.0 hrs on record
Posted: October 31
Alien: Isolation had a lot to prove to me from the beginning. I'm a huge fan of Alien/Aliens, and so far nobody has gotten it right in terms of how an Alien game should feel. Dead Space got close, but since it is merely inspired by Alien and not directly in the franchise, it didn't fill the need for a solid Alien video game experience. Alien: Isolation has nailed it. Never before have I felt so vulnerable in a game, so uncertain as to whether I really could keep it together enough to make it to the next checkpoint without mishap. From start to finish, I feared the Xenomorph and its keen, unpredictable intelligence. However, like Ripley in the first Alien film, my fear was soon balanced by the will to do what needed to be done, whatever the risk. I didn't become less afraid, but I did become more skillful at eluding it as time went on. However, when the creature outsmarted me or did something unexpected, that same vulnerable fear returned right up to the end credits. I strongly recommend this game. It's the best Alien experience created since the release of the first two films and stays true to what we love about them from start to finish.
Was this review helpful? Yes No
7 of 8 people (88%) found this review helpful
21.5 hrs on record
Posted: November 16
A love letter to a place and time. Wonderfully crafted environments, compelling story, tense and challenging gameplay. Not just a GOTY candidate but one of my favorite games of all time. A classic I will come back to for years.
Was this review helpful? Yes No
7 of 8 people (88%) found this review helpful
19.4 hrs on record
Posted: November 1
Many people tend to complain that the game drags on. It does drag on indeed, but it plays out the length of a game that isn't repetitive in experience. I've always been on my toes, having interesting ways to go about things. Whether you like going full force with your arsenal, skulking away and sucking your thumb or just generally being a smart little cookie; this game is and always will be worth the money.

I won't say the game is perfect however, the ending was completely and utterly DLC-bait. I still have a plethora of questions as to how half of the stuff on the station happened; but I'll ride out the wait and see if they are answered with any followup expansions on Amanda's story, or perhaps DLC that allows you to explore the station a little more intimately.
Was this review helpful? Yes No
7 of 8 people (88%) found this review helpful
32.9 hrs on record
Posted: November 18
near perfection. A brilliantly executed game. graphics good if not amazing however the audio and style of the game are perfect. used the steam guide graphics tweak to add a bit of extra polish . took me 32 hours in total died a lot of times.not a game for rushing through . Thought could have used a wee bit more variation in mission style at times if had try and think of negative . overall would recommend to anyone who wants a great gaming experience .

9/10

tino del tonko gamers
Was this review helpful? Yes No
19 of 31 people (61%) found this review helpful
16.8 hrs on record
Posted: November 2
Just buy it.
Was this review helpful? Yes No
5 of 5 people (100%) found this review helpful
21.0 hrs on record
Posted: November 2
As I write this, I'm listening to the Alien Trilogy OST from the PSX days. Those of you that are old enough to remember are probably hitting up youtube for a refresher right about now....
This is less of a review and more of a testament. A simple 33 year old gamer bearing witness to arguably the most immersive video game ever created. If you are an ALIEN/ALIENS or even and ALIEN 3 fan as I am then you owe it to yourself to play this.

Few games cause the anxiety this game produces. The sound of that Alien stomping around or your motion tracker suddenly springing to life when you thought you were alone is enough to make anyones nerves shred. The sound design is the BEST, not doubt about it. Not since Dead Space has the enviroment been so fear compelling as to what I was hearing around me.

Graphically, well.... You might never see another game with this much detail, love and devotion put into it. The developer clearly used every bit of the ALIEN license and created something to behold. I find myself getting lost in the ship just looking around. From the floors reflections and the gleam off of the '70s scifi' computers to the basic look of the Alien. EVERYTHING is polished and well thought out. If your computer can run it youll have nothing but a 60 FPS locked with never a dip. I have been floored by some of what I see outside of the windows and down some halls. It really is a work of art.

The tension is palatable with Alien Islolation. Even saving the game is stressful for you must wait 5 seconds for the 'system to boot'. Leaving you totally open to attack. Aside from the Alien you will contend with other people, some good, most bad. Most looking to kill you or even try and eat you. (from what I have heard while crawling through the duct system.) Also the freakiest Androids you've seen. Their dead stare and bizarre rantings coupled with enormus power and a lack of compassion really make for a lesson in futility if you come up against more than one.

So in short, if you like feeling out numbered, vulnerable and almost helpless against a tyraid of monsters from all corners of a massive space station. Get. This.Game. This is probably MY personal Game of the Year. I will remember and probably replay this in years to come.
Was this review helpful? Yes No
5 of 5 people (100%) found this review helpful
37.3 hrs on record
Posted: November 17
It's been a good long time since I played a game that scared me as bad as this masterpiece. Every playthrough being another nightmare, every encounter a new threat. Although, fair warning - Halfway through the game (That is, if you're sparing with flamethrower fuel) the game loses it's edge. Not that it's bad, just less terrifying, more tense.


From the locker you've been hiding in for the past hour, you finally hear nothing but silence. You check your motion tracker - All good. Making an effort to pace yourself down the narrow hallways, you take time to plan your new route and note any hiding places. The last group of andoids you stumbled upon costed you all of your gear, save for one molotov. After making it through several hallways, finding almost no useful supplies, you stop, hearing movement to your right. Below? No, whatever it is, it's above you. You swat your flashlight off, and dash under the nearest bed. Before you can even check your tracker again, something crashes into the ground next to you. An undescribable scream pierces the air, as if announcing how unsafe this area has now become. You can only see it's tail now, inches away from your feet.
Across from you lies the key to your escape, your survival, it is of a course a vent.
The creature walks away, But you can hear it in the distance. Hunting. Under horrible pressure, a decision must be made. Hide until it inevitably finds you, or make a break for the vent?
Trying your best not to gather it's attention, you dive into the vent.
You weren't fast enough.
It heard you.
It's coming.
Don't panic.
You aren't doomed.
You have one option.
The vent is opening.

THERE IT IS.

Hurling it as hard as you possibly can, the molotov soars through the metal passageway.
With it's impact comes a sound of distress alike to none you've heard before.
As it storms off, you take this chance to crawl to your destination. Finally safe, you think to yourself. Strolling through the corridor with a new courage about you.

Unfortunately, this is the last thing you ever thought of before you made the mistake of walking under that vent.



10/10 would have a heart attack again
Was this review helpful? Yes No
8 of 11 people (73%) found this review helpful
19.9 hrs on record
Posted: November 6
GOTY...
Was this review helpful? Yes No
8 of 11 people (73%) found this review helpful
39.0 hrs on record
Posted: November 15
Best Alien game ever! It's the first true Alien game, that the Aliens fans have been waiting for. 10/10
Was this review helpful? Yes No
4 of 4 people (100%) found this review helpful
16.2 hrs on record
Posted: November 4
Gorgeous and challenging tribute to Alien. Not without flaws (I'm looking at you sideways, save points), but it's as close as we'll ever get to be in the first movie. Would hurt for a chance of the second playthrough in Oculus.
Was this review helpful? Yes No
4 of 4 people (100%) found this review helpful
19.8 hrs on record
Posted: November 26
Pretty close to being a perfect game.
Was this review helpful? Yes No
6 of 8 people (75%) found this review helpful
49.2 hrs on record
Posted: November 1
Hiding in lockers gives you the time you need to go have a smoke, make a sandwhich, call your mom. Thats good game life balance right there...
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
15.1 hrs on record
Posted: November 3
Stellar sound design and faithfulness to the source material makes this game a masterpiece. Even if you're not a fan of the series, you will get sucked into the brilliantly crafted atmosphere of the Isolation.
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
21.8 hrs on record
Posted: November 12
Introduction: a hodge-podge of critique and thoughts regarding gameplay and presentation

Heedful traversing of, much like system shock 2's corridors with gray-white walls, sci-fi degradation of a rundown ship, with red and blue wires strewn ubiquitously about the levels, levels that with sterility and dim, fluorescent, lighting in accordance with a keen sense of loneliness and helplessness, makes up the initial presentation and subsequent response to the constellation that is Alien: Isolation.

Immediately a sort of discrepancy appears, story-wise, which appears in the form of the following elucidation of these player/game, cliché/creativity dualities:
We all know it's an alien that is this “monster”, so the story feigning ignorance makes for a weird discrepancy between the player and game-world. And why would a futuristic crew of people – along with the illiterate attempts at wall-messages scribbled in blood – attribute “random” deaths to a monster, but when we come across a corpse, there is seemingly no reason to assume this event to be the work of an otherworldly being, a monster, apart from what the title suggests. It's like the people in the game knows that this is the alien, but instead alludes to it for the sake of horror-mystery in a context where everybody, in part, already knows what is really going on. This could have been done a different way, where things weren't so clichéd as to try to obfuscate a truth which the player already knows, a truth that is the basis of this whole game. It seems like an unnecessary veil to put on something so conspicuous.

Being strongly reminiscent of Metro: Last Light, the Axel sections early on in the game, serves as an introduction into the games' world, a world where you're alone; you feel despair and fear, but you find – as close to as you could on this ship – a friend that guides you through the basic functions of stealth mechanics. It's a clever way of supplementing a laborious tutorial system with engaging story-progression. It also corresponds to Ripley being in the dark of what is going on on the ship, since she hasn't been on it and experienced the social conditions being torn apart in the Alien's ravaging ways, thus giving Ripley a sort of passable reason for trusting this random person pointing a gun at her.
When Axel is promptly stripped away from us, in a shattering of the little sense of confidence and security we have, the game gets back to the deep sense of fright and even more so the deep sense of loneliness pertaining to both the claustrophobic hallways and the vacuous space that surrounds it – the fear is poignantly all-encompassing, enveloping and leaving you stranded in open space, like a three-dimensional desert.

Deep bassy whale sounds echoing throughout endless space, even though that space would have no reverberation that would otherwise a priori prove this depth – in the endless space metaphor – of sound as it pertains to location, in a weird interaction between diagetic and non-diagetic sound, that otherwise would be clear-cut. Musically, it interacts with gameplay and what is going on in front of the player, when in a tense situation, the music reflects that, when in a chase-scene or dangerous situation, the music reflects that as well. So musically, Alien: Isolation, organically fits the different pieces of music to the overall presentation of visuals, kinaesthetics and game-mechanics.

The visuals of this game are truly stunning, awe-inspiring and simply wonderful. Every window of opportunity to look out through a window into space, and the nearby gas giant, is one you should take. The lighting is deeply integrated into the environments, with red lights blasting from the alarms being set off, or creepily neon-blues from electric sparks or other dimmed lights of vibrant color. There is also a particular scene, a sort of like a flashback playing-the-story-being-told type moment in the game, where we follow a crew first discovering this alien ship. At this point you don't really feel like the gameplay is necessary, and it gives you a weird signal detector that at first has no real use, but the scenery is just brilliant. It was like walking through the inside of a metallic spinal chord, with spines integrated into the flooded floor and walls, with the same dampness and slickness you see in the alien's saliva when it's dripping from the ventilation ducts in the ceiling of the hallways in certain sections of the game. ♥♥♥♥♥♥l openings at the basis of this spine are mirrored in a naturalistic paradigm on the inner and outer walls of this alien ship, something like the hexagonal cells of bees, the patterns of flowers or general adumbration of different tree species and so on. . . these futuristic organically calcified egg/cystic-fossils buried in the hardened, seemingly former flesh-walls, are another example of wonderful imagery in this particular set of scenes.

Storytelling and environmental interplay with game-mechanics

The transition from cutscene to gameplay was an interesting one. Alien: Isolation didn't suffer from what a lot of games do, whereby the whereabouts of your character in a cutscene differentiates itself from where your actual position is. This made for an interesting seamlessness, where the end of the cutscene put you directly in the frightened, panicked, shoes of Ripley, just as disoriented, just as struck by what was just witnessed. Although, the beginning of the cutscene sometimes teleported you where you needed to be once in the cutscene, which was rather silly, but I suppose an understandable compromise to make for the latter half of the cutscene.

Ripley also trembles when she points her gun, signifying the pungent fear-nervousness constantly running through her, which is also reflected in her aim taking a long time to stabilize gameplay-wise, even though with this constant tremble that would never happen – the stabilization, that is – it is still an interesting touch of creativity to gameplay as it displays an emotional reaction and connection between game and character, mechanics and player emotion.

The terminals, conveniently enough, doll out the information – and acts like an agent of environmental exposition, and exploration! – we need to progress, in that generic System Shock/Bioshock type way, where you just happen to find just the text with the code written on it, even though the place – not only the place, but the network and computers are often out of order – is a wreck and most other things are readily destroyed, burned or sabotaged in different manners, increasing the silliness and unlikelihood of these expository beacons being readily available.

Slight environmental touches add some charm to the game, like the lockers that are littered with artifacts of presumably dead crew-members. The imagery of these, pictures of families, personalized lockers with pictures of vacation spots, pornographic images and other things to make these lockers not only a game mechanic, but a storyteller and an attempt to connect the player to the otherwise blank faces we see die throughout the game. We see hints of the lives of these people as family members, and subsequently the empathetically saddening that comes with realizing their supposed fate. It's a cute addition to an otherwise gray wall; it gives you something to reflect on during these long periods of fearful hiding from an overly aggressive foe.*

*Upon further research it turns out these personalized messages were just generic copies of the same post-it note. It's almost like this is a game, made by people who wanted to save time on certain things. It's always an unfortunate event, when the realization of the game being, in truth, a game – instead of this beautiful immersion into a world omitted by our own. This is seemingly thematic to Alien: Isolations.

Continuation in the comments due to character restrictions. . .
Was this review helpful? Yes No