Alien: Isolation celebrated its 10-year anniversary on October 6, 2024.

This piece was written before theannouncement of a sequel, with the original director returning.

It’s been a decade and I’m still mad about Alien: Isolation.

If you are in this situation, you already messed up somewhere.

Alien: Isolation deserved better.

But then there’s the alien.

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The first time you use the flamethrower on an android, it should be harrowing as you realize how ineffective it is. There should not be a second time.

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The thing is terrifying.

I finished the game with my flamethrower completely full.

The purpose of these moments is tension–every time you are looking at a computer, you are unable to look for the alien.

I died maybe four times in 15 hours.

Here, the computer exists purely to make you vulnerable.

And maybe the problem was, fundamentally, that Alien: Isolation failed to make that clear.

This room legitimately sucks, but at least the second time you come through, you can get some revenge.

What does this room teach new players?

It happens before you’re able to defend yourself or have the tools you oughta navigate around searching opponents.

There’s not much cover and not much clarity of what to do.

As the game notes, hiding is only ever a temporary solution. Wait for an opening and then go, or you will have a really bad time.

You think the alien won’t react the way you expect and that you could die at any time.

You feel like your actions don’t matter in the face of the alien’s unpredictability.

It’s an example of a gameplay approach that players had gotten used to over the course ofyears.

The alien is an incredible feat of game design, but it can require time, patience, and observation to understand.

No wonder those people hated it.

Maybe the takeaway is that, sometimes, games need to do more to make themselves understood.

It’s still a masterpiece and quite possibly my favorite game of all time.

You should still play it.

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