Xeno sur prises Alien: Iso­la­tion res­cues Ri­d­ley Scott’s hor­ror icon from shooter hell with a sur­vival master­class

Australian T3 - - RADAR -

In the years since H.R. Giger’s icon­i­cally icky creature first tore its way out of John Hurt’s chest, the Alien fran­chise has been wal­low­ing in video-game hell. Devs have fallen over one another try­ing to craft a hit ti­tle where the screech­ing xenomorphs swarm to­wards the player with all the ten­sion of a touch-screen Mad­den team, and while the Alien brand has gen­er­ally en­sured th­ese shift enough units to jus­tify another en­try, their crit­i­cal maul­ings have been their only con­sis­tency.

Alien: Iso­la­tion, from de­vel­oper The Cre­ative Assem­bly, should change all this, tak­ing its cues as it does from Ri­d­ley Scott’s haunted-house orig­i­nal, rather than the more ob­vi­ous space-marine se­quel. So in­stead of be­ing plonked in with a Pulse Ri­fle, you’re a vul­ner­a­ble pro­tag­o­nist star­ing into the un­known.

Set a few years after the first film, Iso­la­tion takes place on a creak­ing space sta­tion in which the game’s hero­ine, Sigour­ney daugh­ter Amanda Ri­p­ley, is search­ing for the flight recorder

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