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Alien: Isolation

mindx2

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All this talk of pressing 3 keys/buttons at once has me hesitating on purchasing this game. Are you able to re-map all the controls?
 

Drakron

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Its kinda just that one, its really dumb since there is no point on that since its not as if you can fail or decide not to it and go back, most seems to be single click/press.
 

mindx2

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Codex 2012 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire RPG Wokedex Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Its kinda just that one, its really dumb since there is no point on that since its not as if you can fail or decide not to it and go back, most seems to be single click/press.
How often do you have to do it though? Is it for every door and it sounds like it's a QTE/get the timing right thing, correct? Just trying to figure out how I'd be able to do this.
 

Sodafish

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Just ran into another critical bug where whenever I try and load a save the game crashes. Joy.
 

Drakron

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How often do you have to do it though? Is it for every door and it sounds like it's a QTE/get the timing right thing, correct? Just trying to figure out how I'd be able to do this.

Only the doors that have those locks and there are plenty of those around.

Doors are not necessary locked and the ones that are can have those type of locks, can require a keycard, require a code (you can just input it using the keyboard), have to be hacked (that is the one with a actual minigame) or in some cases need to have a torch to cut the open the handle (not just doors, some vents are sealed that way).

Other cases are unrpowered doors, doors that have to be unlocked on the other side and those are also unnecessary complicated, but that opening tool is just entirely unnecessary complicated (press RMB + LMB and A, there is no timing or anything ... thats it) as at least the hacking minigame requires some thought.
 

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Those fucking androids are scarier than Alien so far. :lol: Hope I get something to disable them soon.

I was pursued by one of them across two levels (he jumped into an elevator with me, if I remember correctly) and I actually managed to take him down. I gave him a few whacks, a few gunshots, ran, hid in a room for a long time... came out the room and he was standing right there waiting for me. It was terrifying. He went down for reals after a few more whacks and it was immensely satisfying. I haven't been able to repeat this since, I think I must have gotten lucky.

I think the game is so perfectly balanced. It is full of :obviously:, it is actually quite surprising to play a AAA tite where you can't just go running around killing things.
 

sexbad?

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I've already described what I think of the game's idea of "challenge." On medium, I had a good encounter with the alien, where it kept getting near me but I would always get away by a tight margin. On hard, though, the thing made a beeline straight to me in the first encounter, no matter how much I could have actually provoked it. That's awful design.
 
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Hmm.. I've actually yet to be noticed by that fucking thing, playing on Hard. Although I'm walking crouched like an idiot pretty much all the time.
 

Unkillable Cat

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On Medium difficulty, killing humans is easy-peasy. Catch them off-guard (easier than you think) and whack at them with the maintenance tool. Two whacks kill a human. It's the fact that humans travel in groups that you have to worry about, the others will notice and they will react and, at worst, they will start firing at you pretty quickly. Long-range combat is not an option until you get the revolver, in which case you can get some slow-based and tense popamole shoot-outs going. (I LOVE the reload mechanics for the revolver BTW.)

Androids are another thing entirely. Unless you can somehow perform a flawless combo attack with the maintenance tool, they will block your attacks and grapple you, requiring a QTE event to break free. The best approach I've seen so far is to try to get them from behind with the stun baton before beating the crap out of them with the maintenance tool. If all else fails, the flamethrower makes short work of them (A single Molotov won't, however.)

The Alien sits at the top of the foodchain, DO NOT TRY TO ENGAGE IT. When it comes to direct confrontation, your only options (that I know of so far) are the flamethrower and the molotov cocktail, and these only drive it away for about 10 seconds. Neither option is 100% effective, and if you happen to be in a vent then they're worth fuck-all. Noisemakers catch its attention for a brief moment, haven't tried the other options. Smoke grenades work wonders on humans, though.

ScottishMartialArts said:
Stuff about alien encounters

Shit, you just reminded me about another dubious element of this game, the last part of the medical section. From where I had enabled the exit, and all the way to the exit, I kept both hearing the Alien moving through the vents, and saliva dripping down from various vents (pretty much every vent en route). I knew better than to step under and have a look upwards, so I made sure to never step under any ceiling vents. Sure enough, those trails of saliva kept cropping up all the way towards the exit, until I only had to round a corner and go down a short passageway to get there.

Just before rounding the corner there is a ceiling vent, dripping with xeno saliva. As I round the corner this vent comes behind me. Just as I see that there's another ceiling vent right in front of me, the Alien drops down from that one, right in front of me. I freeze, stop and turn around to try to find a hiding spot. I see that there's STILL dripping saliva from the vent that's now in front of me, so I waste precious time trying to dodge the saliva. People can guess how this session ended.

Second time round I did not see the saliva ANYWHERE, and the Alien dropped down much sooner, so I could plan around it and make my exit. For those whom know what comes next, I found things to be very strange, knowing that what stood in front of me was 30+ feet behind me not 10 seconds ago.

But yeah, I agree with the "too scripted" aspects of this game. I have a long experience playing the Thief games, and this feels like playing in a straitjacket compared to that.
 

sexbad?

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Multidirectional, maybe you're lucky. Maybe I'm just unlucky. I certainly hope other people are having a better experience running this thing than I have. I get some kind of new critical bug every ten or twenty minutes, it seems.
 

Sodafish

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You can kill the androids with the pistol, but it takes about 8 friggin head shots.
 

sexbad?

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I'm not sure what they had in mind with the robots resisting so many bullets, but shooting them does at least temporarily stun them enough to allow a swing or two of the wrench.

Then it only takes a swing or two of the wrench to kill them. =\
 
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ScottishMartialArts

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Its kinda just that one, its really dumb since there is no point on that since its not as if you can fail or decide not to it and go back, most seems to be single click/press.

I get the impression it's just there to give you something to fumble over when you're panicking over getting the door open before it's too late.
 

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GtcSlxn.jpg








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sexbad?

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I guess Whisky must have stolen my ebola, because I just had a wonderful, bug-free hour or two with the game. My opinion of it is improving overall. There are still some cheap moments and quirks in the AI*, but the alien is employed extremely well. I think the only moment I've felt more scared by a game was a chase in Amnesia: Justine, which was the only thing that ever left me downright shaking. A:I has me constantly on edge, and every moment it's given me with other humans has been intense, because they add a very unstable element to the act of avoiding the alien.

It's really showing that the developers refined and added to the theme of defenselessness pioneered by Penumbra and Amnesia, rather than simply copying it. They gave it a persistent enemy that mostly shows up in the same area as you but doesn't specifically look to kill you. From what I understand of the mechanics I've explored so far, it can be attracted to distractions like thrown flares. It also feels really dirty, but it's a relief to hear the alien go after other people, because that guarantees a good moment or two in which it doesn't pay attention to you.

I do wish, though, that the alien would behave a bit more like the cat from Miasmata. When it sees you, all it does is head straight for you and kill you in one hit. Perhaps once I get the flamethrower, that will be a bit different, but I would have liked to see a bit more variety in its approach toward its prey. As I recall in the film, a few times it lured people into traps, giving off the impression that it does kind of size up and play with its food. The only time it did anything like that for me was in a fucking evacuation scene, where if I ran directly beneath any vent along the way to the exit, it would immediately drop down on me and I would have to run away again. I prefer the cat, which would stalk and circle around me, in regard to its behavior as a persistent, constantly growing enemy, but otherwise, this game really rocks.

*For example, at one point I hid in a vent while the alien was two or three rooms away, and it approached and walked past. As it was turning away, it sort of "snapped" to my locker suddenly and killed me.
 

Talby

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I think it's a better suspense game than a horror game. I found Penumbra and P.T. to be better at actually inducing fear. The tension of the alien stalking you and being seconds from killing you is great, though.

Hard mode was a bit too deadly for me, it seems like the alien knows exactly what room you are in at all times and will basically camp outside waiting for you. Normal mode is less punishing because the alien actually wanders around the area looking for signs of your presence.

The androids also give me flashbacks to the cargo level in System Shock 2.
 

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