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REVIEW<br />

EDITOR’S<br />

AWARD<br />

XENOMORPHIN’ TIME<br />

@NathanDitum<br />

ALIEN:<br />

ISOLATION<br />

In space no one can hear you<br />

hammering the q button<br />

INFO<br />

FORMAT PS4<br />

ALSO ON PS3<br />

ETA OUT NOW<br />

PUB SEGA<br />

DEV CREATIVE<br />

ASSEMBLY<br />

After a barren run of games<br />

inspired by the Alien series that<br />

have failed to capture the magic<br />

of the films, Alien: Isolation is<br />

like a tart, minimalist palette<br />

cleanser. It gets it, and in<br />

getting it the game has already<br />

completed its most important job: to not be<br />

another fumbled exploitation, another thickbrowed<br />

shooter blind-firing familiar characters<br />

and locales in the hope of nailing that elusive<br />

Alien feeling. Isolation’s an intelligent addition<br />

to the Alien mythos made with love and detail.<br />

091<br />

Oh, and terror. Lots of terror. The basis of that<br />

terror is the decision to retreat from all the<br />

hardware and hoo-has of James Cameron’s Aliens<br />

flick – no easy thing, given how right they feel<br />

for videogames – and into the clinical interiors<br />

and frigid horror of Ridley Scott’s original film.<br />

Shooters release wave after wave of enemies for<br />

you to knock down, an approach incompatible<br />

with the defining deadliness of the xenomorph:<br />

‘Here is the universe’s perfect predator. Kill 50 to<br />

progress’. Isolation scales down to one unkillable<br />

beast, and in doing so it reinstates the danger.<br />

RIDLEY’S GAME<br />

So, we have a survival horror instead of a blaster,<br />

but it’s not just this top-line approach that<br />

Isolation learns from Scott’s film. The game<br />

feels like a careful study of Alien, careful enough<br />

to discover what actually makes it work. As a<br />

result, Isolation doesn’t feel obliged to rush into<br />

action, and instead gives itself time to build a<br />

world. And it doesn’t do this with set-pieces or<br />

an exposition carpet bomb, it does it by allowing<br />

you to walk around some environments quietly,<br />

without any rush. This is the game getting it –<br />

getting that you don’t need to jump straight in<br />

with the horror if what you’re showing has the<br />

class and depth to be inherently interesting.

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