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EGX: How terrifying is Alien Isolation?

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How terrifying is Alien: Isolation? - EGX 2014

Since the thread were this was posted people kept talking about the commentator rather than the game, I thought it would be better if we can talk about the video here. So people don't go off topic, I'm just going to say: no, I don't get money for doing this.

I'm gonna post interesting details from the video:

-They wanted to deconstruct the movie: what kind of material things were made of, how the lightining was done, styles of objects, so they could make new, original things, while still feel as if it were from Alien. They got things like concept art from Ron Cobb, nad pictures taken from behind the scenes of objects to do this. On the former, they started to adopt this same style of concept art to their own, to try and think as the staff of the original movie did:

Ron Cobb's Art
0BFD32w.png

Creative Assembly's Art

- Showed a short gameplay of the DLC Nostromo edition, filled with smoke and in a claustrophobic vent. To do this, they had to recreate the entire original ship, they got never before shots, and even blueprints for the ship. They tried to recreate even smoke and lightining conditions. To recreate the crew they used pictures taken from different angles of the actors at the set, which were originally used to maintain consistency of make-up between takes.

- Nostromo and Sevastopol (Alien Isolation's new location, which is a space station) comparison:



They wanted to give more than just claustrophobic spaces, they wanted more, larger spaces for exploration and to relief the claustrophobia, but there being larger spaces meant easier ways for enemies to attack the player.

- Little things were recreated from the Nostromo, allowing the player to be invested in the universe and story, also putting in simple details like photographs that gave the sensation to the player that this was previously inhabited by people.

- Sound, visuals and gameplay have to come together to make a truly immersive gaming experience.

- In the terms of sound, they consider it to be a very emotional and subconscious medium, that can add fear of the unknown, when leading and misleading the player.

- Although the story is linear, the core values of the game are non linear. Which made it problematic to the sound design team to make the sound and music adapt to these dynamic situations.

- To create the score, they licenced the themes of Jerry Goldsmith, using the thematic material of the songs to make a soundtrack that was 120+ minutes long (quite long for a game), by expanding themes and motifs.

- This is the first recording session they did. They even hired people who played in the original orchestra for the film.

- However, due to the dynamic situations of the player, enemies and the alien (the awareness of each other, the distance between them, amount of sound made), they couldn't have a static score, so they created a "Context Driven Sound Engine". Example of the dynamic score. This not only applies to the soundtrack, but also to environmental sounds, so the game will change the mix of the sounds to make a bigger emphasis for the player, such as the alien footsteps, all without making it obvious, but enough to make the player feel anxious.

- To maintain authenticity, Fox sent them digitalized sound effects. Can you recognize this one?

- Gameplay of start of the game. They say it doesn't have spoilers, but I don't want to watch it, so do it at your own risk.

Q&A done:

- The VR demo they've been doing is a prototype, they need to "go back to the studio and see where they're taking it next".

- Previous Alien(s) games focused on the James Cameron experience, marines and killing, but none were what CA wanted, which was survival and minute to minute choices to not die.

- Question: "For me, the last game, Colonial Marines was a huge letdown, what kind of pressure did you feel?"

Answer: We put a lot of pressure on ourselves, we don't need anyone else's pressure *chuckles*, because this game came from us, this is the kind of game we want to make, we have very high standards. We put ourselves very demanding goals, and I think that was the most important goal for us. We started this game 4 years ago, before Colonial Marines came out, and we were just super focused on our goals the whole time. And we did hear the comments on it when it came out, people wanting a scarier Alien game, where one alien is super terrifying, so there was an audience out there for the experience we were making. That was good to know.

- They had 3TB of pictures, sounds and videos early on in development.

Also:

I was watching speedrunners and other pros trying to play the Alien Isolation challenge mode at EGX, and even though they've given it many tries, the AI is still unpredictable so it's glorious to see them die on best laid plans:

Alien: Isolation - Let's Play LIVE - EGX 2014

The QA at Creative Assembly mentions at 33:30 that the alien gets used to your distractions so if you use the flare again it will look for the source from where it was thrown i.e. YOU

i0StDaPzGWvdk.gif

Thanks, Fool!
 
Well I only played the game for about 10 minutes, but I was much more afraid of the game than I expected to be. Listening to the alien stomp around was horrible, and the fact that just being seen by the creature means youarealreadydead.jpg makes it all the worse. Couldn't work out how to get any further in the demo though.
 
Dat map though

wow
 
Okay gaf, I've never seen an Alien movie. So should I watch any specific movie before this?

Alien (without the "s" at the end) - it's the first one, very different from its sequels. A masterpiece of claustrophobia, tension and slow release.
 
Okay gaf, I've never seen an Alien movie. So should I watch any specific movie before this?

Absolutely. Watch the original Alien (1979) first, as this game is a direct sequel to it. That'll get you up to speed for the game. And then you can follow that up with Aliens, Alien 3 (Assembly Cut), and Prometheus.
 
Okay gaf, I've never seen an Alien movie. So should I watch any specific movie before this?

Watch Alien and Aliens (Alien 2). The first one is more of an horror film, the second is more action oriented. Both are different yet awesome on what they do.

If you like them, you can watch Alien 3 and Resurrection, although they arent that good.

Also, I would rather watch the original version of Aliens and not the Special edition for a first viewing, the added footage breaks the pacing of the film IMO.
 
I'm not a horror game fan in any way but this just looks too awesome to skip. The clean sci if design of everything gives me Mirrors Edge vibes.
 
Shouldn't the Nostromo be much bigger? Almost as big as Sevastopol?

That got me curious too, but they god blueprints for the entire ship from Fox (edit: or at least the scenes recreated), and it's that same map you're seeing there.

Sevastopol is also a space station, so it's only logical it's bigger.
 
…watch the first and second, like now!

Alien (without the "s" at the end) - it's the first one, very different from its sequels. A masterpiece of claustrophobia, tension and slow release.

Absolutely. Watch the original Alien (1979) first, as this game is a direct sequel to it. That'll get you up to speed for the game. And then you can follow that up with Aliens, Alien 3 (Assembly Cut), and Prometheus.

Bro you gotta watch the first 2 films.

Watch Alien and Aliens (Alien 2). The first one is more of an horror film, the second is more action oriented. Both are different yet awesome on what they do.

If you like them, you can watch Alien 3 and Resurrection, although they arent that good.

Also, I would rather watch the original version of Aliens and not the Special edition for a first viewing, the added footage breaks the pacing of the film IMO.

At the very least, watch the first movie.

Alien, Aliens, Alien 3: Directors Cut and Prometheus.



Thanks you guys, will definitely watch the first two after EGX is done today. You guys are making me more excited! :D
 
Shouldn't the Nostromo be much bigger? Almost as big as Sevastopol?

No. The majority of the film took place in the Nostromo, which was towing the large ore refinery. It looks like one entire ship, but it wasn't. The smaller ship they used to land on LV-426 was just dragging the larger one through space. The only scene that took place in there, IIRC, was the scene where Brett meets the Alien.

Nostromo

Ore Refinery
 
I believe they only recreated areas from the movie.

That got me curious too, but they god blueprints for the entire ship from Fox (edit: or at least the scenes recreated), and it's that same map you're seeing there.

Sevastopol is also a space station, so it's only logical it's bigger.

Ah, okay. That makes sense. It was strange seeing the Nostromo map look so small, but it makes sense to only recreate certain areas from the Nostromo rather than the whole thing.

Still, would have been pretty cool if they had gone all in and full recreated the Nostromo.
 
No. The majority of the film took place in the Nostromo, which was towing the large ore refinery. It looks like one entire ship, but it wasn't. The smaller ship they used to land on LV-426 was just dragging the larger one through space. The only scene that took place in there, IIRC, was the scene where Brett meets the Alien.

Nostromo


Ore Refinery

I've seen the movie countless times... I never knew this.
 
Ah, okay. That makes sense. It was strange seeing the Nostromo map look so small, but it makes sense to only recreate certain areas from the Nostromo rather than the whole thing.

Still, would have been pretty cool if they had gone all in and full recreated the Nostromo.

Guess they had their hands full with the Sevastopol. But it's good that they made the few parts of Nostromo for the bonus thing with the original cast.
 
What minute is the nostromo footage at? Clicking the link in the OP takes me to the start of the video

Strange, works for me. 5:55 by the way.

I've been scared this game will disappoint but that map has made me more excited than anything so far.

What got me excited was the dynamic sound design, I feel tense every time I see someone playing the game.
 
I was watching speedrunners and other pros trying to play the Alien Isolation challenge mode at EGX, and even though they've given it many tries, the AI is still unpredictable so it's glorious to see them die on best laid plans:

Alien: Isolation - Let's Play LIVE - EGX 2014

The QA at Creative Assembly mentions at 33:30 that the alien gets used to your distractions so if you use the flare again it will look for the source from where it was thrown i.e. YOU

i0StDaPzGWvdk.gif
I will post this here as well.
 
Crap, it adapts to the players strategies? That's awesome.

Thanks for posting it!
 
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