For the lulz, I decided to restart the campaign on Easy, because I'm tired of the Alien and its antics. I'm gonna try to find the remaining Nostromo logs, computer messages and stuff.
Some points of this playsession:
# You can talk to Samuels and Taylor without getting dressed first. The conversation goes on as normal, except both of them end their talks on the same line that Captain Verlaine won't call us to the bridge until I get dressed.
EDIT: They both use the same exact phrase here, word by word. Someone could have used the opportunity here and injected a tiny bit of character into these persons, but instead they get copypasted responses.
# You can fire up the shower AFTER you get dressed. Surprisingly Ripley's clothes don't get wet, nor does she seem to mind being soaked.
# There are invisible walls protecting Ripley from all harm at the start. That gas rupture you see once you're onboard the Sevastopol? It's impossible to get hurt by it no matter how close you get, nor do you ever fall down into the hole it comes from.
# Likewise, the event where you fall off the makeshift "bridge" has invisible walls that PREVENT you from doing anything except fall down.
# Typical level design #01: To get the maintenance jack to open the "exit door", you need to get into the room where it is. To do that, you need to enter the vent next to it, but before you can even reach that section you must first restore power to the door outside, which means going in the OTHER direction from the exit door.
# There's a "Ion Torch Required" door in the aforementioned "Other" direction, however I can't see how to reach there once I have the Ion Torch. The tram to that section is marked as being "out of service" at that point in the game. Maybe there's another way that doesn't involve the trams?
# Just before you reach the button that allows you to restore power to the door that leads to the maintenance jack, you hear the sound of a cat. Yet there are NO cats anywhere in the game. Even Jonesy is absent from the Nostromo in the DLCs.
# For this playthrough I'm gonna try to avoid killing humans. In the human encounter where you find the woman with the tuner, sparing the humans gives you further conversations between them once you're past them.
EDIT: Uh-oh...letting them live may not have been a good idea. Now the Alien is patrolling the area, a good bit earlier than it should be doing. On the upside, it took care of my "human" problem for me and I scored some loot.
# In the segment where you encounter the Alien for the first time, you can hear it climbing into the vent BEFORE it leaves Ripley's line of sight, so no matter how fast you run to try to catch up to it, it's always gone.
# I've found the first character whose face doesn't move while talking, the Working Joe that first tells you that access to Comms is restricted.
# On that note, if Aliens is NOT considered an inspiration for this game, then how come the Working Joes are made to sound like Lance Henriksen (Bishop)?
# Just picked up the motion sensor. Talk about the game railroading you, you actually CANNOT do anything until you've pushed the button that brings up the motion sensor, you just stand there immobile until you do.
# Also, what's with the radios? Some of the sounds coming from them sound like encrypted message or somesuch, making me think of the ARG from Portal. Remember that? With the portable radios?