Sega Alien: Isolation

I don't feel that such is IGN's complaint though. I think IGN's complaint is that there is absolutely no rhyme or reason to the monster. I think it is less about unpredictability and more about sheer randomness. The alien reacting to the same stiumli in the exact same situation differently each time may be "unpredictable," and "realistic," but this is a game. A game does have to have internal rules, otherwise it isn't challenging, it is unfair. As such, I think it is a fair complaint.

So because the AI isn't as brain dead as it is in Outlast or Amnesia and poses an actual threat to the player that makes it unfair? This sounds like a dream come true to me.
 
Ordered this online for a cheap price so hopefully it will be worth it. The reviews actually made me more interested.
 
Common takeaway from the reviews: it seems like the developer has almost made the alien too good. It is too unpredictable, too quick to kill you and too powerful. Therefore the game equates to constant hiding and crouching, which will only even work 50 % of the time or so and the other 50 % you are going to die. Factor in that it is a really long campaign and it apparently gets repetitive and you get your score.

It seems like the reviews all seem to agree with these key points and therefore we have a game where your mileage may vary. It seems that some tolerate or even enjoy those features (leading to the higher scores) where as others are put off by them. I feel like this is shaping up to be a very divisive game.


Well, I think it is important here to realize that is exactly the type of game the developers have said they wanted to do from day one. I do agree that the nature of the AI may be valid to criticize, but it is important for reviewers to look at a game for what it's trying to be, instead of what they want it to be
 
Well, I think it is important here to realize that is exactly the type of game the developers have said they wanted to do from day one. I do agree that the nature of the AI may be valid to criticize, but it is important for reviewers to look at a game for what it's trying to be, instead of what they want it to be

True. But I don't think anyone is saying, "It should have been this," (aside from suggesting it should have been shorter, which is a valid criticism of the designers' vision...that the type of game is not capable of sustaining itself for 20 hours). Instead, they are saying that the game that the developers made doesn't exactly work as well in reality as it did in theory.

Like I said, from what I am taking away from these reviews is that everyone's mileage is going to vary with this game. It isn't going to be a universally renowned game like GTA V or Skyrim. Instead, some people are going to love it, due to the very features were are discussing, and some people are going to hate it for those exact same reasons.
 
So because the AI isn't as brain dead as it is in Outlast or Amnesia and poses an actual threat to the player that makes it unfair? This sounds like a dream come true to me.

:whatever: No one said that, but feel free to read and paraphrase however you'd like to justify this game's shortcomings and criticize another's.
 
I was responding more to what you said about the game forcing you into a lot of hiding and crouching more than anything. That is what the game that wanted to make, so I'm not really sure I consider that partial thing a valid criticism against other things.
 
I was responding more to what you said about the game forcing you into a lot of hiding and crouching more than anything. That is what the game that wanted to make, so I'm not really sure I consider that partial thing a valid criticism against other things.

I think criticizing what the game is, if what it is does not work, is fairly valid.
 
I think criticizing what the game is, if what it is does not work, is fairly valid.

It is, but that's not what I said. They wanted a game where your primary objective is to hide. So, a criticism that the games makes you crouch and hide a lot reeks very much of trying to criticize the game as something it's not trying to be.
 
It is, but that's not what I said. They wanted a game where your primary objective is to hide. So, a criticism that the games makes you crouch and hide a lot reeks very much of trying to criticize the game as something it's not trying to be.

Its not criticizing it as something its not trying to be. It is criticizing it for being what it is and that not making an adequate gaming experience.
 
I think criticizing what the game is, if what it is does not work, is fairly valid.

The issue I have with the majority of the negative press this game is getting is that these reviewers clearly don't understand the genre. Crouching and hiding for extended periods of time is what you do in these types of games.
 
Its not criticizing it as something its not trying to be. It is criticizing it for being what it is and that not making an adequate gaming experience.

The game was designed to make you hide, that's the kind of game they were trying to make, which has been said from day one. If you really don't see how criticizing said game for making you have to hide is trying to criticize it for something it's not, you either really don't understand that core concept or you're just being dense.
 
No, I am saying that it is a perfectly valid criticism to say that the game's core foundation is broken because the producers made a twenty hour game out of an engine that can only sustain itself for 10 hours. Criticizing the foundation upon which a game is built is fine, if that foundation is a shaky one.
 
No, I am saying that it is a perfectly valid criticism to say that the game's core foundation is broken because the producers made a twenty hour game out of an engine that can only sustain itself for 10 hours. Criticizing the foundation upon which a game is built is fine, if that foundation is a shaky one.

A game being dragged out too long does not equate to a broken foundation. That's a very strange relation to make.
 
No, I am saying that it is a perfectly valid criticism to say that the game's core foundation is broken because the producers made a twenty hour game out of an engine that can only sustain itself for 10 hours. Criticizing the foundation upon which a game is built is fine, if that foundation is a shaky one.

The game's core foundation isn't broken. The game delivers on exactly what the devs have promised.
 
Been playing this game for quite some hours. It's actually refreshing and pretty good.

Definitely got an Outlast vibe, this game is more challenging though.
 
Sounds like some people want it to be more "Aliens" than "Alien". Which is why they criticize aspects of the game that developers clearly defined months and months before it ever hit shelves.
 
From what I have been reading, you really need to play this game on hard to get the most out of it. Apparently the AI takes a substantial hit if you play it on a lower difficulty.
 
At work watching these dudes play on Twitch. ****ing hilarious.
 
Went ahead and preordered this for my PS4. Should be here Wed. Looking forward to it.
 
Just preordered the Nostromo Edition on Xbox One. I'm not sure if I'm ready for midnight!
 
A game being dragged out too long does not equate to a broken foundation. That's a very strange relation to make.

If the foundation of the game is running and hiding and the plan is to make a 20 hour campaign out of that, I'd say the foundation is broken. It needs more to sustain that length.
 
Just preordered the Nostromo Edition on Xbox One. I'm not sure if I'm ready for midnight!

apparently you can do some neat **** with Kinect with this game so if you have one...

About the games length, this game was not designed to be played with a deadline to make.
 
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Got a birthday coming up this weekend. Gonna find a way to purchase this. IGN's review annoyed me. All the others I've read were pretty damn positive.
 
Yeah that Kinect option apparently lets you enable the mic so any noise you make is audible to the enemies in the game. It also tracks your head so you can peek around ****.
 

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