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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.

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