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In a new behind-the-scenes video for Alien: Isolation, the developers at The Creative Assembly discuss their approach to designing the game’s singular alien threat.

“When audiences went to see Alien in theaters back in 1979, they were introduced to a new creature that was terrifying, unstoppable, and totally unique,” creative lead Al Hope says in the video. “We wanted to make a game that recaptured that original experience. We wanted to make the alien scary again.”

To this end, The Creative Assembly designed their massive xenomorph to be governed by a reactive, predatory AI instead of giving it predictable or learnable patterns that—as we here at EGM observed in the somewhat comparable title Outlast—completely rips the tension out of a genre dependent on it.

The end result? According to designer Gary Napper, “depending on how cautious players are, we’ve seen encounters in Alien: Isolation last well over 30 minutes in some cases.”

And in stark contrast to other recent Alien games, Hope points out that Isolation leans so heavily toward the survivor horror spectrum that even if players find a gun, their first thought is likely to be something along the lines of, If I fire this, will the alien hear?

Alien: Isolation launches on Windows PC, PS3, Xbox 360, PS4, and Xbox One Q4 2014.

 

Alien: Isolation behind-the-scenes video explores the design approach to the alien

By | 03/13/2014 01:01 PM PT

News

In a new behind-the-scenes video for Alien: Isolation, the developers at The Creative Assembly discuss their approach to designing the game’s singular alien threat.

“When audiences went to see Alien in theaters back in 1979, they were introduced to a new creature that was terrifying, unstoppable, and totally unique,” creative lead Al Hope says in the video. “We wanted to make a game that recaptured that original experience. We wanted to make the alien scary again.”

To this end, The Creative Assembly designed their massive xenomorph to be governed by a reactive, predatory AI instead of giving it predictable or learnable patterns that—as we here at EGM observed in the somewhat comparable title Outlast—completely rips the tension out of a genre dependent on it.

The end result? According to designer Gary Napper, “depending on how cautious players are, we’ve seen encounters in Alien: Isolation last well over 30 minutes in some cases.”

And in stark contrast to other recent Alien games, Hope points out that Isolation leans so heavily toward the survivor horror spectrum that even if players find a gun, their first thought is likely to be something along the lines of, If I fire this, will the alien hear?

Alien: Isolation launches on Windows PC, PS3, Xbox 360, PS4, and Xbox One Q4 2014.

 

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