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092<br />
Right Isolation<br />
takes the<br />
pre-Bishop<br />
approach to<br />
synthetics:<br />
they’re hostile<br />
and dangerous.<br />
Left Throwers<br />
of flame stall<br />
rather than kill<br />
the creature,<br />
but they’re still<br />
useful tools.<br />
And what is being shown? Panels. Fat-keyed<br />
computer consoles. Hexagonal architecture.<br />
Isolation hasn’t so much copied the worn,<br />
antiseptic future of Scott’s film as it has absorbed<br />
it on a molecular level. The game is beautiful<br />
– not just film grain and lighting pretty, but<br />
artfully constructed in a way that makes it deeply<br />
pleasurable to simply be inside. And there’s a<br />
great deal of it to be inside – the deserted space<br />
station Sevastopol on which the majority of the<br />
game takes place is huge. A maze of corridors<br />
and sectors that, most impressively of all,<br />
never repeat on me. Isolation’s team has, firstly,<br />
taken the time to appreciate and understand<br />
the aesthetic of Alien, and then had the talent<br />
to recreate that aesthetic. And it’s clear that<br />
they spent ages doing it – there is a wealth of<br />
variation in the environments that cumulatively<br />
gives the game a rare richness.<br />
And then there’s the xeno. The fundamentals<br />
of the gameplay are built around your encounters<br />
with this creature, although encounters<br />
is probably the wrong word – your chief<br />
“THE GAME’S BEST MOMENTS<br />
COME WHEN THE XENO HUNTS<br />
YOU WHILE YOU’RE MID-TASK.”<br />
objective is in fact to never<br />
encounter it at all. This alien<br />
is pure ruthless lethality,<br />
and you cannot beat it, only<br />
divert and – with the right<br />
equipment – deter. The game<br />
is therefore a thing of stifled<br />
stealth – literally, if you turn<br />
on the PlayStation Camera’s<br />
microphone the alien responds<br />
to your real-life yelps –<br />
which compresses you into its<br />
beautiful environments. You<br />
crouch everywhere, even when<br />
there’s no sign of the creature<br />
on your motion tracker, and<br />
you’ll dive into cupboards and<br />
vent shafts at the merest ping.<br />
For the most part this works<br />
wonderfully. The quality of the<br />
surroundings and the strength<br />
of the xeno, this is everything<br />
an Alien game should be. Its<br />
best moments come during<br />
free-form stalking sections,<br />
where the beast tracks you<br />
through the station as you<br />
fetch and carry for certain<br />
objectives. These are fluid and<br />
unpredictable, forcing panicked<br />
<br />
interaction with the station<br />
around you, diving under<br />
tables, scrambling through<br />
menus to rewire circuitry to<br />
distract the alien while praying<br />
it’s not behind you.<br />
BUG HUNT<br />
But – and it is heartbreaking<br />
at this point to say ‘but’ –<br />
Isolation has a few problems<br />
with action. These are hinted<br />
at as early as the first cutscene<br />
– good looking, but not<br />
groundbreaking – which suffers<br />
frame jitters severe enough to<br />
knock its synch out of whack.<br />
Later, violent confrontations<br />
with the scattered, paranoid<br />
humans aboard the Sevastopol<br />
often turn deflatingly clumsy<br />
– not in a frantic, thematically<br />
sound way, but in a ‘these<br />
physical elements within<br />
the game aren’t meeting and<br />
reacting to each other how<br />
they should’ way. And Amanda<br />
Ripley, engineer and heroine<br />
of the piece, can’t aim down<br />
while fighting on stairways.