January 7th, 2014, 23:35 Posted By: wraggster
Sega and The Creative Assembly christened Alien: Isolation, very deliberately. As shown to me last month, the first-person shooter is intrinsically tied to the 1979 film that spawned the Alien franchise. That bond patently includes the look and feel of Ridley Scott's classic, but also a desire to realize its specific brand of horror: You, alone, are up against one Alien, the Alien, and that means you should be very, very afraid.
Revealed almost a year after Aliens: Colonial Marines was released, Isolationmay seem like Sega's response to widespread criticisms of a game that was horrifying for the wrong reasons. However, as UI Art & Design Lead Jon McKellan told me, The Creative Assembly always had survival horror in mind for its pitch to Sega, and the game it's now been developing for just over three years.
"The original film: everyone loves it, we all loved it, we were all really big fans," McKellan said. "It is a survival horror film, that's what's it is. It's just crying out to be a survival horror game, and we couldn't really understand why no-one had done it, [so] we took it with both hands."
The British studio wants to hook into the elements that defined the film: InIsolation, you play as Ellen Ripley's daughter, Amanda, a character previously limited to few mentions in the films. Isolation is set 15 years after the events ofAlien; Amanda, now an engineer for Weyland-Yutani, learns of a flight recording recovered from the Nostromo. Searching for answers to the questions surrounding her mother's disappearance, Amanda heads to where the recording was recovered, a decommissioned trading station called Sevastopol. It's a much larger, city-like setting compared to the Nostromo, but the end result is the same: You're a Ripley, and you're stuck in space with the most lethal killing machine in the universe.
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