Game Corner: Alien: Isolation (Xbox One)

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In many ways, this review is very redundant; by this point, I’m sure that everyone has heard everything there is to say about Alien: Isolation (Creative Assembly/SEGA, 2014). The title has been heaped with praise and accolades and, since it’s been out for a while now, there’s been plenty of reviews and opinions out there in the world so I guess this would now qualify as a retro review?

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Whatever you do, don’t let that bastard see you!

Anyway, Alien: Isolation does a lot of firsts for the Alien franchise (Various, 1979 to present); like many standard Alien-branded videogames, Alien: Isolation adopts a first-person perspective and, rather than controlling a marine or series protagonist Ellen Ripley (Sigourney Weaver), the player is put in control of Ripley’s daughter, Amanda. Also, not only does Alien: Isolation take place fifteen years after Alien and therefore closely resemble Alien’s low-tech, seventies-sci-fi aesthetic, it also emphasises survival over combat.

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It’s a nice touch to feature Ripley’s daughter.

As I said, the player takes control of Amanda Ripley, who has grown up most of her life wondering what happened to her mother, who went missing fifteen years prior when all contact was lost with the Nostromo. When the Nostromo’s flight recorder is recovered, Amanda heads to Sevastopol, a massive space station in orbit around a gas giant, to investigate and find closure. However, a few catastrophes have befallen Sevastopol; many of the systems are offline or busted, the synthetic Working Joes are malfunctioning and attacking humans on sight, and an all-too-familiar alien organism is loose on the station and picking off the few human survivors. Quickly, Amanda is left alone (isolated, you might say) and with only her wits and a few resources to survive the ordeal and make it to safety.

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Even saving the game is ripped straight from the movie!

Like Ridley Scott’s original classic, Alien: Isolation is all about atmosphere; sampling the movie’s look, feel, and soundtrack, the player is immersed in an unnerving silence or the ominous sense of hidden dread. A lot of the time, nothing especially engaging is really happening; you’re simply investigating, collecting items and gear, and making your way towards various objectives. Soon, though, Amanda encounters armed humans, who are liable to shoot you on sight or if they feel threatened, and the malfunctioning Working Joes, who make a bee-line for Amanda and attempt to choke or pound the life out of her. This is the player’s first taste of Alien: Isolation’s purposely-limited combat system; Amanda can pick up a pistol (but there is very limited ammunition and its not very effective against the androids), hit enemies with a wrench, or craft other useful items (pipe bombs, EMP mines, etc) to help take out or disable her opponents.

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These bastards don’t go down without a fight!

However, most forms of attack will make a lot of noise, potentially attracting more enemies, and all of them are very hit-and-miss. Try and beat a Working Joe to death with a wrench, for example, and you’re gonna have a bad time; shoot a human and you better make sure to aim for the head and you have to consider whether it’s worth wasting your extremely limited ammo. Therefore, it is far more beneficial to distract enemies with a flare or a noisemaker and slowly creep past, using a vent if available, rather than engage in direct combat. This is quite a creative approach as not only does it make every encounter feel like a real struggle for survival and make the player carefully weigh their chances and inventory, but it also prepares you for your first and subsequent encounters with the Alien. Once the Xenomorph makes its grand debut, you’ll be relying more on your motion tracker and the various lockers and cover mechanics to hide because the Alien is completely invulnerable to harm.

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Once the Alien appears, get used to this view!

The Alien also has its own independent artificial intelligence, meaning that, while it does follow certain traits, it acts differently each time to encounter it and appears to learn the more you engage with it. In the early going, it will stalk around trying to sniff you out and give up pretty soon and is easily chased away by a burst of flamethrower but, nearer the end of the story mode, it will stick around for quite a while and shrug off the flamethrower’s blasts. You can use flares and noisemakers to distract the Alien and lure it towards your human enemies, and it is very satisfying to watch/hear the Xenomorph slaughter a bunch of people and clear the way for you, but you must remain hidden or else it’s liable to sneak up behind you.

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Fuck about and you’ll get this a lot, too!

Additionally, as you progress further, you have to make your way past or battle Working Joes while the Alien is nearby. Any noise made by running or attacking, or from your other enemies, will instantly alert the Alien, drawing it out from a vent or other area. You may find, as I did, that you spend agonising minutes hiding in a locker, holding your breath, and sporadically checking the motion tracker, only to have to dart right back into hiding despite the coast appearing to be clear. Using the motion tracker also attracts attention if enemies are nearby and it doesn’t make a distinction between floors; so, if the Alien is above you, you get a blip and waste a lot of time in hiding but, if you venture out, it’s likely to drop down on your ass from above without warning.

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Crafting items is essential to your survival.

In addition to picking up pre-made weaponry and tools, Amanda can collect various bits and pieces to craft items; blueprints will allow the player to create more effective items but you can’t afford to waste any of them. Pipe bombs, for example, are extremely effective at scaring off the Alien or blowing up the androids, but they have a high craft cost; Molotov cocktails will also scare off the Alien and burn most other enemies but are also likely to explode in your face if you throw them too close. Crafting is quite fun and really puts you on edge; Amanda relies on crafting to create medkits and, when you don’t have enough gear to create one when you really need it, it can be extremely tense.

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The difficulty really ramps up once you reach the nest!

One of the best aspects of Alien: Isolation is how well it re-enacts the look and feel of Alien; the attention to detail in the locations is amazing and everything looks exactly like it did in Alien. There’s even a great part where you flashback to LV-426 and investigate the crashed Engineer ship, which is recreated in astonishing detail. Later, when you venture into the Alien’s nest, the game wisely draws inspiration from Aliens (Cameron, 1986) and the latter parts of Alien to recreate the slimy, biomechanical look associated with Xenomorph lairs. The game also hints at the presence of an Alien Queen somewhere in the station’s reactor and/or the idea of “eggmorphing” from a deleted scene from Alien. This, accompanied by the fantastic use of Alien’s unnerving soundtrack, really makes the player feel absorbed in the narrative. However, this is almost to the videogame’s detriment; Alien: Isolation is a draining, occasionally frustrating experience. Every encounter is tense and a struggle; every time your motion tracker beeps, you’ll be on edge and scratting around to craft necessary items of find a suitable hiding place; and every time you think you’ve reached a mission objective, a door or path will be blocked and you’ll be redirected elsewhere or have to either hack or cut through doors, clamber up ladders while the room explodes around you, or space walk while the station disintegrates. As someone who grows increasingly paranoid when my resources are low, the path ahead is fraught with danger, and no save points are nearby, this as a constant source of frustration for me but even I have to admire how completely it immersed me into the experience.

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The shit really hits the fan by the end!

In the end, all the praise that has been heaped upon Alien: Isolation is completely worth it. You’ll be constantly on edge when the Alien is about, and probably die more than once, but this is easily one of the best attempts at recreating the look and feel of a movie while still logically and smartly continuing the narrative in a dead zone between movies. Parts of the game are annoying, tedious, or repetitive but it all adds towards the atmosphere of the situation; Amanda is at her wit’s end and with very little resources or chances of survival, so obviously the game shouldn’t be a cake-walk, and there’s nothing like the cathartic feeling of reaching a save point or, even better, flushing that Xenomorph bastard out into space!

My Rating:

Rating: 4 out of 5.

Great Stuff

Movie Night: Alien: Covenant

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In 2012, Ridley Scott attempted to present to audiences with a prequel to his seminal 1979 science-fiction/horror masterpiece, Alien. When I first saw Prometheus, I was actually very supportive of it; the film reeked of 1970’s science-fiction trademarks (such as a slowly building narrative, wide expansive shots, and deeper philosophical questions regarding humanity against the backdrop of science-fiction). However, upon repeated viewings, Prometheus is more of a massive missed opportunity for the larger Alien franchise. Rather than being a straight-up (perhaps predictable) prequel to Alien that explained what the Space Jockey was, how the alien spacecraft got to LV-426, and where the Xenomorphs came from, Scott appeared to have gotten too caught up and too preoccupied with establishing a disconnected film that was part of an entirely new science-fiction/horror franchise. The result was a convoluted, mixed-up film that wasn’t quite sure what it was or what it was trying to accomplish.

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Weyland doesn’t exactly live up to David’s expectations.

Now, quite some time later, Scott presents the sequel to Prometheus and what is rumoured to be the first in three more prequel films set before Alien. Alien: Covenant opens not directly after the events of Prometheus but some time before that movie as we witness the activation of David (Michael Fassbender), the calculating android from Prometheus, and his initial conversations with his creator, Peter Weyland (Guy Pearce). This conversation establishes that David is just as inquisitive as his human creator and has little desire to live his life purely as a servant to those who believe themselves to be better than him simply because they created him. The film then jumps ahead to ten years after Prometheus. Walter (…also Fassbender, though with a pretty convincing American accent) is maintaining systems onboard the titular Covenant, which is carrying a whole bunch of colonists on a seven year journey to a new planet to colonise. A random neutrino bursts damages the ship and Walter is forced to awaken the crew, though captain Jacob Branson (James Franco) is roasted alive in his cryo-tube, leaving Christopher Oram (Billy Crudup) in charge. As a man of faith rather than science, and given the tough decisions he has to make in the wake of this tragedy, Oram struggles with his newly-appointed position and to get the ship repaired so they continue on their way. However, during the repairs, the ship picks up a recognisable melody coming from a nearby hospitable world that they somehow missed during their research. With the drew reluctant to return to cryo-sleep after the fate that befall their captain, Oram elects to pop down to this new world despite the objections of Branson’s widow, Daniels (Katherine Wilson).

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These viscous little buggers kick the film into action.

Upon landing, they discover the world is fully vegetated but devoid of animal life. They stumble across a crashed Engineer craft and, along the way, disturbed some dark vegetation that infects two of them. The infected crew members quickly succumb to the alien parasite and, in spectacular fashion, become hosts to the Neomorphs. During the violent birthing, the crew’s craft is destroyed and many of the survivors are besieged by the Neomorphs until they are rescued by David. David takes them to a safety in a lifeless city whose grounds are littered with the twisted bodies of vaguely-humanoid creatures. While some of the crew attempt to radio the Covenant for a rescue, David relates to Walter, Orum, and Daniels the fate of Dr Elizabeth Shaw (Noomi Repace) and what happened following Prometheus: Shaw put David back together and he piloted them to the Engineer homeworld, falling in love with her along the way. Although she died during the journey, he bombarded the planet with the black alien goo from Prometheus, which destroyed the entire Engineer civilisation. Since then, David has been taking the Engineer’s technology and modifying it for his own ends.

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Yeah, this doesn’t end too well…

Confronted by Orum, David reveals that he killed Shaw and that he has gestated a number of large, familiar-looking eggs. A facehugger latches onto Orum and (very soon afer), a chestburster emerges. David then protects the young Xenomorph by fighting with Walter so that his ultimate plan to obliterate the human species can be realised. With Tennesse (Danny McBride) fighting through the planet’s hostile atmosphere to rescue the survivors, Walter manages to get Daniels and Lope (Demián Bichir) onto the rescue craft, where they are attacked by a fully-matured Xenomorph. Although they kill the Xenomorph and make it back to the Covenant, another emerges from Lope and kills the rest of the crew before Tennesse, Daniels, and Walter suck it out into space. Injured but alive, Daniels returns to cryo-sleep…only to learn far too late that it was David, not Walter, who survived the earlier battle. David puts her to cryo-sleep and prepares a fresh batch of facehugger embryos with which he can infect the entirety of the Covenant’s colonists and crew to continue his experiments.

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So much for that plot thread…

Alien: Covenant still has its fair share of issues, mainly relating to continuity: like Prometheus, the film renders the AVP: Alien vs. Predator franchise (Various, 2004; 2007) no longer canon, but it also has some issues with the continuity it established in Prometheus. Mainly, we saw cravings and imagery of the Xenomorphs on Prometheus, suggesting that the Engineers had already created them (although it could be argued that David merely perfected the art of Xenomorph creation with his experiments). Secondly, it feels as though a big chunk of the film is missing as we only get one brief flashback to David’s annihilation of the Engineers and only get told about what happened to Shaw and between the films. Finally, the gestation period between facehugger and chestburster continues to be agonisingly fast; I understand why (to move events on and pick the pace up) but it’s still a bit jarring. However, Alien: Covenant more than makes up for the mediocrity that was Prometheus; the film looks and sounds fantastic and is much closer to the aesthetic of Alien. Much of the cluttered, convoluted plot elements from Prometheus are abandoned in favour of more recognisable elements, which may be a little disappointing as it makes the previous film feel like even more of a massive waste of time and I can’t help but think that we’ve had to endure two movies to tell a story that could’ve been accomplished in one movie.

My Rating:

Rating: 2 out of 5.

Could Be Better

I’ve heard a lot of mixed reviews and some harsh negative comments about this film, but I have to disagree. If this is to be the beginning of a new series of films set before Alien, I’d say that we’re in for something much more entertaining and enjoyable than more films that emulate the style of Prometheus. If Scott can continue to address and make up for the flaws of the film and extenuate the strengths of his world and the creatures that inhabit it, we could be one step closer to getting a film just as flawless as Alien before long.

Recommended: Absolutely, if only to wash the taste of Prometheus out of your mouth.
Best moment: The vicious birth of the first Neomorph; the little bastard spews out of the back of its host in fantastically gory fashion.
Worst moment: The sudden decimation of the Engineers and the abandonment of what was once the most intriguing, unanswered question of Alien.