After the absolute failure Aliens: Colonial Marines Fans of cosmic safari surrounded by exotic xenomorphs together hung their heads. In this situation, any announcement related to the theme of “strangers” was supposed to encourage the public. But what can be the reaction of oppressed fans, when it turns out that the dog has been working on the project in creating “total” strategies is working on the project Creative Assembly, A Alien: ISOLATION – Survival Horror?
Woman on board – to be trouble!
More recently Creative Assembly I arranged a presentation at which we not only could chat with the designer of the game Gary Nepper (Gary napper), but also to meet face to face. Developers immediately reassured us, saying that over Alien: ISOLATION People who have previously worked in many other famous companies work in the genre. Therefore, we have no reason for concern.
And indeed, in the process of acquaintance with a small fragment of the prealf version of doubts in the skill of the developers did not arise. True, the relative fleeting of the shown episode was somewhat confused – his perfect passage would take ten minutes from strength. The level can be compared with an advertising trailer, the task of which is not to explain the details of the gameplay, but to create the image of the project and attract interest to it. The presented passage coped perfectly with these purposes.
ISOLATION – This is the sequel of the first part of the legendary film. Ripley’s daughter Amanda goes to the Nostromo ship in order to figure out her mother in the past. The fact that this was far from the best idea, it is convinced quite soon: only torn bodies meet on board the aircraft. But most importantly, somewhere nearby lives a stranger-the cause of the meat grinder ..
Yes, our attention was immediately attracted by the declared number of alien creatures. Throughout the ten -hour passage, only one alien will scare us. Maximum horror elements and a minimum of shooting mechanics- Creative Assembly headed for the creation of a real thriller. The motives of Amanda’s behavior are easy to understand, they are completely amenable to logical explanation. So, at first she just wants to figure out her mother in the past. After meeting with strangers, the heroine is able to think only about her own salvation. Realism and cinematic reliability – these are the main guidelines.
Alien among his own
In matters of design ISOLATION strives for complete authenticity. We will not see any LCDs, tablets or other portable high-tech devices here. The internal sheathing of the ship, interior items, mechanical doors – all the elements of the environment are made in the style of the film Ridley Scott (Ridley Scott). The authors tried not to use those technologies that were not available for the filming of the “stranger” in 1979.
The main question that interested us in the light of information about the number of active xenomorphs was as follows: what would be a gameplay and due to which a high degree of tension will be supported throughout ISOLATION? Partially we got an answer and now we will try to share with you the sensations from the game.
Gloomy corridor and hum of ship engines. In the portholes – dead cosmos. In the pocket of Amanda, there is a flashlight that sees torn corpses from the darkness, and the movement detector, also serving as a pointer of the nearest target. Through the devastated rooms, we follow the door, which turns out to be closed. You need to return and find the energy module, then to fix it. On the way we search the boxes, collecting various objects, the purpose of which we still know nothing yet. We can also wave with some kind of hammer, obviously intended to protect against something. From what exactly – it is also not clear.
The ubiquitous scripts pump the atmosphere with sharp turbulent twitches of the ship and mysterious sounds pouring everywhere. In order to unlock an important computer, we go through a simple mini-game. By this point, we already forget about the purpose of the detector slightly. Giving birth, we begin to look at the surrounding dismemberment as a good design solution. But at that moment it https://neurosciencesupdate.com/new-poster/ goes on stage.
Releases the monster for a walk Almighty script. Any sense of comfort and cognitive interest in the environment immediately disappear. The harmless corridors, by which we recently wandered, turn into a minotaurus labyrinth. Alien freely walks around the territory, and the motion sensor does not forget to remind of his presence. Nothing special happens – the wall between us and the monster, but the point on the detector screen begins to move in the direction of the doors. And now a black something appears from another room … Unable to withstand tension, we rush back. Behind the back there is a wild roar of an approaching beast. Running off his legs, we take out a detector reporting that xenomorph is somewhere behind. Without stopping, overcoming fear, we still turn our heads and drop the gamepad, discovering a grinning creature meter from Amanda.
“Checkpoint”. We come to our senses and try again. This time, a stranger chose another route, and therefore to reach the door leading to a rescue boat was not difficult. We hacking an air cork with a huge noise, and the detector again begins to signal the approach of the enemy. But the automatic opening of the door takes thirty seconds. We hide in a cabinet standing nearby, and watch the appearance of a monster with monstrous body proportions and a predatory double mouth. Noting that the beast of Creative Assembly It turned out to be fame, run out of the closet and rush past the creature to the shelter. Saved.
The meeting place cannot be predicted
We lowered the description of three more dates with the stomach of someone else’s. With the complexity of Alien: ISOLATION Everything is fine. This is not spineless Amnesia: a Machine for Pigs. And “Challenge” that offers creation Creative Assembly, exactly what should be in the real horror. ISOLATION – This is a test of fear. Saturated, created by the totality of all audiovisual flows. This is a fear of the unknown, before the darkness, before the terrible look of the monster and the sounds made by it. The feeling that xenomorph can be anywhere, forces to constantly be distracted by the detector. The developers say that here, unlike other horror, a high degree of stress will remain throughout the game.
Of course, the logic of the behavior of a stranger and the possibility of its free movement are of great importance in creating the atmosphere. The monster really moved along a location consisting of several rooms and corridors, completely chaotic. But, despite the assurances of the authors that all meetings with a stranger are absolutely random, it seems very likely that it is the script that will release the creature at certain points of corridor passage. And already within the framework of a specific episode of the collision with her will be unpredictable. It is unlikely that the entire space of the ship or space station will be freely available. However, it is still very early to draw any conclusions.
Hammer without an anvil
After the game Gary Nepper answered some questions. Firstly, those objects that are scattered in a level will be needed to collect traps. The developer promised that the craft system would become very exciting due to the fact that in search of some details you need to go to the gloomy sections of the ship and doom yourself to overtime meetings with the monster.
Traps are the only way to resist someone else’s. When asked about the appointment of a hammer that we never had to use, the designer replied that the weapon in the game would be. Moreover, there is a place for firearms. Just kill the monster with it will not work. However, there are still survivors on the ship – some of them are friendly to Amanda, while others have already gone a roof, and it was for their taming that we will need weapons. But you should not particularly get involved in a finger, since a stranger will probably be interested in a source of noise and will pay us a visit.
Multiplayer in ISOLATION It won’t. This is understandable – developers concentrated on creating a unique “single” experience. Well, cooperative passage would completely destroy the atmosphere of loneliness and fear.
Before Creative Assembly There is a really difficult task: to maintain the atmosphere for ten hours, using only one enemy. The level from the prealf version looked very impressive, but whether the potential of gameplay mechanics was enough for a long time? I really want to believe it, because the “horror” aspect of the “stranger” Ridley Scott He has not yet been fully disclosed in the gaming industry.