Alien Isolation has been named Game of the Show at Eurogamer's Rezzed Expo.
Game of the Show: Alien Isolation
We have been sceptical about Creative Assembly's ability - anyone's ability - to pull this off ever since it was announced. Gearbox (or whoever it actually was) screwing up Colonial Marines so spectacularly last year may have helped a little by extending Isolation's gestation so it could avoid association by proximity, but it also didn't help, because it suggested that the xenomorph may be too much of a known quantity to hit home any more (especially while dancing). So how do you make the alien scary again and make sure it stays that way over the course of a whole game?
In its developer session, Creative Assembly said it only researched objects created before 1970 to ensure everything new in the world felt authentic.
We won't know for sure until 7th October, but the demo on the show floor is so tense and atmospheric that the real question may be whether or not you can even make it through a whole game without taking a lot of cold showers. Creative Assembly's great success so far is in replicating the film's approach of keeping the alien off-screen the vast majority of the time while offering you constant reminders of its terrifying presence. Other games have used the film's colours, decals and key sounds, but Isolation feels like it's wielding them with the film's hands. Ventilation blades send shadows scattering across mesh floors. Computers are noisy and unintuitive. The ship's engine rumbles inconsistently. The advanced knowledge of your enemy that you thought you were bringing into the game as a shield suddenly becomes your worst nightmare, because everything sets you off, and that's before you even look at your motion tracker.
By the time you reach the end of the demo, you may not even want to look at it. A lot of the time is spent creeping in the shadows trying to face in the same direction as the blip moving on the screen - unable to focus on it and the gloom beyond in the same moment - but as you set up the conditions for your escape you may just want to run for the exit. Betraying your position and rescuing the situation - so often a depressing trudge to reset systems in stealth games - is brilliantly captivating in Alien Isolation as you hold your breath in a locker listening to the blips intensify and watching those famous gritted teeth menace slowly past.
Whenever the alien is on screen it has your complete and undivided attention.
Repeated deaths take a little shine off the tension, but every respawn brings your stress levels right back up, and the wave of relief that washes over you as you finally make your escape is palpable. The questions we have about Alien Isolation are still valid even after the demo, but the best answer to them so far is that it's impossible to think about them at all while you're playing the demo. Because while it lasts, the only thing on your mind is getting the hell out of there.
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