Alien: Isolation - Just 15 Minutes
Gameplay Performed by: TrevorDFox.
Alien: Isolation is a survival horror video game developed by Creative Assembly and based on the Alien science fiction horror film series. It was published by Sega and originally released for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One on 7 October 2014. The game is set 15 years after the events of Ridley Scott's 1979 Alien film and follows Amanda Ripley, daughter of Alien protagonist Ellen Ripley, and her efforts to investigate the disappearance of her mother.
Unlike previous video game adaptations of the Alien franchise, Alien: Isolation places a strong emphasis on stealth and survival horror gameplay, requiring the player to avoid and outsmart a single alien creature over the course of the game with the help of gadgets like a motion tracker and a flamethrower. It was designed more in line with Scott's film as opposed to James Cameron's more action-oriented 1986 sequel Aliens, and features a similar lo-fi, 1970s vision of what the future would look like. The game runs on an entirely new engine that was built from scratch to accommodate technical aspects like the game's atmospheric and lighting effects as well as the alien's behavioural design. Creative Assembly originally intended to make Alien: Isolation a third-person game, but the perspective was later shifted to first-person in order to create a more intense experience.
Upon release, Alien: Isolation received generally positive reviews from video game journalists and sold over two million copies in Europe and the US as of May 2015. Critics praised the game's retro-futuristic art direction, sound design, and the alien's artificial intelligence, but criticised its story, characters, and voice acting. The game won several year-end awards, including Best Audio at the 2015 Game Developers Choice Awards and Audio Achievement at the 2015 British Academy of Film and Television Arts Awards. Several downloadable content packs that extend the game with new missions and challenges were also released.
Alien: Isolation was developed by the Creative Assembly, which is best known for their work on the Total War real-time strategy video game series. The idea of developing a game based on the Alien film series from 20th Century Fox was conceived when the company finished work on their 2008 title Viking: Battle for Asgard, after publisher Sega acquired the rights to develop Alien games in December 2006. A six-person team developed a small multiplayer game to pitch the idea to Sega, a "hide and seek" prototype where one of the players had to control the alien while the others would need to conceal themselves in the environment. The game captured the attention of Sega and the project was eventually approved. Since the Creative Assembly had no experience with survival horror games, the company had to hire several people from other studios like Bizarre Creations, Black Rock, Crytek, Ubisoft, and Realtime Worlds for the project. According to director Alistair Hope, the development team grew from "a couple of guys crammed in with the Total War team" to a group of 100 people by 2014.
The Creative Assembly decided to design the game more in line with Ridley Scott's 1979 film Alien as opposed to James Cameron's more action-oriented 1986 sequel Aliens. To help the designers authentically recreate the atmosphere of the film, Fox provided them with three terabytes of original production material, including costume photography, concept art, set design, behind the scenes photos, videos, and the film's original sound effect recordings. As artist John Mckellan recalls, "It was a proper gold mine. We saw angles of things we'd never seen before." During the first stage of development, the developers deconstructed the film to find out what made its setting unique. This would allow them to build new environments that were faithful to it. Similarly, the film's original soundtrack was deconstructed so that composers could identify the main cues, which would then be used as templates to extend the soundtrack and fill in the length of the game. The developers also met Alien and Blade Runner editor Terry Rawlings, who would give them additional insight.
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