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Alien Isolation sequel in early development

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,673
The "It's too long!" crowd are astonishingly dumb. Length isn't the problem, as better games have shown many times, game quality is. Did it never occur to you that if the game was better you wouldn't want it to end, that it will leave you with a thirst for more? Your poor choices in video games has perhaps resulted in you never experiencing this phenomenon.

Alien: Isolation simply isn't that good. Not bad either, but the simps for it are annoying and dense.
I mean, I agree that it's not good enough. Though I wanted a sequel in 2014 and still want one now, I have a mountain of issues with the game. But there's also not enough to Alien for it to be this long. Unless it takes almost half the game for the alien to appear and the first half is more exploration and character interactions.
 
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Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,566
The "It's too long!" crowd are astonishingly dumb. Length isn't the problem, as better games have shown many times, game quality is. Did it never occur to you that if the game was better you wouldn't want it to end, that it will leave you with a thirst for more? Your poor choices in video games has perhaps resulted in you never experiencing this phenomenon.

Alien: Isolation simply isn't that good. Not bad either, but the simps for it are annoying and dense.
For me it was good enough, so I never had any problem with its length. Also I hope for a sequel too.
 

v1c70r14

Educated
Joined
Feb 8, 2023
Messages
259
Location
World of Goo
The "It's too long!" crowd are astonishingly dumb. Length isn't the problem, as better games have shown many times, game quality is. Did it never occur to you that if the game was better you wouldn't want it to end, that it will leave you with a thirst for more?
You're unbelievably stupid if you think all game loops and concepts would hold up for over 300 hours. All those games people wish went on for longer ended before they had outstayed their welcome. There's only so much you can do with a game copying the Alien film format and Alien: Isolation did it all... several times over. Your insipid line of thinking is what leads to the standard AAA filler content.
 

v1c70r14

Educated
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World of Goo
I'm getting old and I rarely get excited for new releases. But this... this got me hyped.
I wouldn't get my hopes up if I were you. Volound, the RTS nerd youtuber who covered Creative Assembly leaks about the situation at the company, had a pretty informed perspective on the chances of this turning out good.

Just heard Alien: Isolation 2 was announced.

I stopped having hope for upcoming games years ago, as anyone with any sense should surely have long since done (especially with Homeworld 3 recently as the ultimate gut punch), but in the case of A:I2 there are reasons to be particularly unhopeful.

Going on my memory of the leaks and cursory reading I just did - I strongly suspect that most/all of the people who made Alien: Isolation work have long since moved on, won't be coming back, and are unreplaceable. It sounded to me like A:I just barely beat the odds and then all the best people there (who were specialists taking on a once in a lifetime creative challenge and opportunity) bailed out immediately after putting their heart and soul into it. As my leaks explained with the "development divorces" joke, people's marriages fell apart while braving the challenges of that development environment. Also there are in fact people still there at CA in lead positions who have been named as responsible for previous shitshows including A:I and that have hamstrung or sandbagged projects (even the first Alien: Isolation), which somehow managed to be good despite them.

It's interesting though because it shows SEGA seem to have reversed themselves now, on whether an A:I sequel would be profitable. Might have something to do with the recent Alien movie or maybe is a direct result of how the chips fell after the gutting of the company with Hyenas. It shows the "console team" will continue to exist going forward, which was uncertain before.

Rather than being "hopeful" about upcoming games, I find it's more entertaining and funny to just put error bars on how much of an incredible mess the game can possibly be with everything that is known about how late stage capitalismed their studios and publishers are. Much more worthwhile expenditure of energy. The announcement of new games is always bad news because it just means more legacy to be sullied. The best games are indies that come out of nowhere and you find out about them because of how stunningly good they really are.

If you missed my extensive leaks on the first game, here it is, anyway.

 

Alienman

Retro-Fascist
Patron
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Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Found this on Twitter (X). Don't know how accurate it is, but I don't see why it wouldn't be true.

isolation.jpg
 

Necrensha

Educated
Joined
Aug 31, 2024
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Deep underground
There's 5000 ''leaks'' every single day of the year on /v/ there is no reason to trust a single thing about that random greentext when you don't even have a single image of the game in question.
In addition, every single goddamn non-indie company in the industry has been contacted or has been blackmailed into talking with one of these consulting companies, it doesn't mean anything, even Valve is in the list.
 

v1c70r14

Educated
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Found this on Twitter (X). Don't know how accurate it is, but I don't see why it wouldn't be true.
That's ragebait.
Is it though? Taking it from the bottom...

The guy is on record on saying he wants a gamer genocide, I don't think I need to fact check that one.

SEGA is a client of the DEI company, says so on their website, along with Bloober and Remedy.

https://www.hitdetection.com/

The quote above that is from CA's official website, under the heading of CULTURE AND INCLUSION.

https://www.creative-assembly.com/studio

Are they requiring UE5 knowledge from their hires for A:I2? Yes.

https://www.creative-assembly.com/careers/view/senior-principal-vfx-artist/o1xaufwW

  • Commercial experience of Unreal Engine 5

The lead AI programmer of Alien Isolation, Andy Bray, works over at Hangar 13, left CA after A:I.

As for the 10% claim it'd be annoying to check out but it wouldn't be surprising since after A:I SEGA and CA decided to work on a looter shooter that was in development hell for a long time before them cancelling it. If someone was passionate about working on singleplayer games in the style of A:I or just wanted better prospects of a career they would have moved on a long time ago.

So everything but the precise number of employees left at the company from the original team is confirmed as accurate.
 
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Ash

Arcane
Joined
Oct 16, 2015
Messages
7,050
The "It's too long!" crowd are astonishingly dumb. Length isn't the problem, as better games have shown many times, game quality is. Did it never occur to you that if the game was better you wouldn't want it to end, that it will leave you with a thirst for more?
You're unbelievably stupid if you think all game loops and concepts would hold up for over 300 hours. All those games people wish went on for longer ended before they had outstayed their welcome. There's only so much you can do with a game copying the Alien film format and Alien: Isolation did it all... several times over. Your insipid line of thinking is what leads to the standard AAA filler content.
Quite the logical leap there woman. Nobody said anything about 300 hours.

There's only so much you can do with a game copying the Alien film format and Alien: Isolation did it all... several times over.

Yeah no. Braindead puzzles on repeat and endless crouch-walking is not a part of the Alien film format to start with. It took creative liberties like any other Alien game did and should, and like almost all of them it unfortunately took the wrong kind or direction. Your beloved game is weak. If it weren't weak, it could justify being of the reasonable length that it is. 18 hours or whatever, nothing remotely absurd. There are numerous horror games that deliver twice the quality and the same length (or more). I will stick with those.

Your insipid line of thinking is what leads to the standard AAA filler content.

I stated the problem lies in the game's subpar QUALITY than in its length. That people should demand more QUALITY rather than a reduction of length in a game that isn't even that long....and you take issue with that.
You are the insipid one. The game isn't that good, complain about that first. Complaining about length would make sense if it were 300 hours of tedium, sure, but it can't even manage to cook up 18 hours of solid quality content. Because it is weak. That's the problem. You not seeing this and instead screaming that the devs should do even less of a job makes you part of the problem.
 
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v1c70r14

Educated
Joined
Feb 8, 2023
Messages
259
Location
World of Goo
endless crouch-walking is not a part of the Alien film format to start with.
Crouch walking is just the abstracted gaming standard version of sneaking. The game did a fine job adapting the first film into something playable, but there's only so much you can do with the concept. You can hide from the alien, run from it, attempt to fight it off and scrounge up materials that might help you. The core experience of holding up a motion tracker and hearing the beeping come closer, of escaping the pursuit of the xenomorph, those were the best presentations of the creature in video games up until that point, and since.

It just doesn't hold up over time since it's the one enemy, along with other humans and androids, that you're dodging and overexposure lessens tension over time. The quality was great, some of the best sound design out there, with a nicely done AI and a terrific presentation, skirting the edge of the tension between sneaking around and being found out. They extended the concept as much as they possibly could while retaining the core, the crafting of items prolonged things for example, and other human survivors added some variation.

There are horror games that keep up the tension for longer because they are based around other concepts and different types of horror. Even then they tend to be on the shorter side, length is not at all a sign of quality. A great game can be six hours long and it's fine as long as it doesn't feel like anything is missing from it. I played Alien: Isolation and if it had ended before it did I would simply have called it a great game, nothing was missing from the experience, I had no complaints. It simply dragged on for too long.

This is why your mods suck, they're all bloat.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,050
I had no complaints

Of course not. Again, you're part of the problem.

The game did a fine job adapting the first film into something playable, but there's only so much you can do with the concept

Oh yeah sure, and they came up with fuck all except the AI gimmick and braindead puzzles, then were all out of ideas.

length is not at all a sign of quality.

Abysmally low design IQ. Not worth it. The greatest games need time, for many reasons.

This is why your mods suck, they're all bloat.

You're pathetic. Fit right in here.
 

Inec0rn

Educated
Joined
Sep 10, 2024
Messages
176
Great game men. Something slightly different to usual AAA slop, I also think we're close to the end of AAA linear SP games so enjoy them while you can.
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,673
endless crouch-walking is not a part of the Alien film format to start with.
Crouch walking is just the abstracted gaming standard version of sneaking. The game did a fine job adapting the first film into something playable, but there's only so much you can do with the concept. You can hide from the alien, run from it, attempt to fight it off and scrounge up materials that might help you. The core experience of holding up a motion tracker and hearing the beeping come closer, of escaping the pursuit of the xenomorph, those were the best presentations of the creature in video games up until that point, and since.

It just doesn't hold up over time since it's the one enemy, along with other humans and androids, that you're dodging and overexposure lessens tension over time. The quality was great, some of the best sound design out there, with a nicely done AI and a terrific presentation, skirting the edge of the tension between sneaking around and being found out. They extended the concept as much as they possibly could while retaining the core, the crafting of items prolonged things for example, and other human survivors added some variation.

There are horror games that keep up the tension for longer because they are based around other concepts and different types of horror. Even then they tend to be on the shorter side, length is not at all a sign of quality. A great game can be six hours long and it's fine as long as it doesn't feel like anything is missing from it. I played Alien: Isolation and if it had ended before it did I would simply have called it a great game, nothing was missing from the experience, I had no complaints. It simply dragged on for too long.

This is why your mods suck, they're all bloat.
Crouch-walking for quiet and invisibility at a certain distance is terrible. It looks lame, it feels lame, it's slow, it's idiotic. It makes every protagonist less cool. You call it the abstracted gaming standard, but I know it's forced because players no longer know any different. They EXPECT it. People thought Sam Fisher looked cool, so then every game needed to have it, and the thing just grew exponentially without any opposition. I know there were crouch-makes-quiet games before, but Splinter Cell made it mandatory across the medium. MGS3 remake has it for no other reason. The systems were already in place to let Snake move nearly upright. I tried to walk as much as possible in Alien: Isolation, in defiance. Mostly only crouched when I knew the alien was very near. It's actually not THAT necessary. Still annoying, still lame, but everyone you see play the game crouches more than they need to. I'd rather have a kind of tip-toe movement, even if it takes an extra button (because crouch still has to be there for access into low spaces, taking cover or hiding behind objects, going prone -- with a brief hold -- and potentially also the action: ducking under projectiles/melee, performing low attacks, rolling from falls). But not all of these games need a tip-toe alternator. Some would be fine just having the default movement quiet.

How could you have no complaints?
 
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Inec0rn

Educated
Joined
Sep 10, 2024
Messages
176
Sounds like a bunch of you guys were pussies and crawled through the whole game :|. I don't remember any issues in length or moving around. It's been a while since I played from memory the game had crouch, walk, run, sprint(unsure), prone and leaning (this should be standard in all FPS games imo) and bring back jumping FFS. This used to be staple in early 00's PC games but AAA dumbed it down for console buttons so hurr durr can play - Modern FPS games barely even allow the player to open doors as part of gameplay anymore, you move around and wait for cutscenes.
 
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v1c70r14

Educated
Joined
Feb 8, 2023
Messages
259
Location
World of Goo
You call it the abstracted gaming standard, but I know it's forced because players no longer know any different. They EXPECT it. People thought Sam Fisher looked cool, so then every game needed to have it, and the thing just grew exponentially without any opposition.
I know that you're in that phase when you think it's very interesting to observe that video games, and fictional media in general, take certain liberties and real life doesn't work quite the same. You're misconstruing it though, a friend of mine introduced me to the Thief series some time ago and to my knowledge it was one of the pioneering games in the stealth genre, and set many standards going foward. In it your visibility was lowered and you became slightly more quiet if you crouched. This was simply for the convenience of gameplay first, coming to a crawl you were rewarded with less chance of detection. There were also varied speeds of locomotion standing up so you had to judge by the distance and alertness of enemies just how far you had to take it.

In Alien: Isolation there isn't a light gem and sound propagation isn't as simulated as in Thief, but when you're in certain situations it is more advantageous to crouch, partly due to pure line of sight, hiding behind protruding bulkheads, consoles, and under tables, but also partly due to the abstraction of crouch-walking being ever so slightly more quiet. As you yourself said...
Mostly only crouched when I knew the alien was very near. It's actually not THAT necessary.
So yeah, I don't consider it a flaw at all. No complaints. The tip-toe button you were talking about was already done in Thief but I think it would be superfluous for Alien: Isolation, it wasn't as mechanically deep. Walking was fine for when you were trying to be quiet enough to not attract attention but the Xenomorph wasn't breathing down your neck. Having played it on PC I'm also wondering if the more fluid console controller didn't already allow for what you're asking for, where movement isn't a binary forward or not at all but one of degrees of the joystick.
 

Necrensha

Educated
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Aug 31, 2024
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Deep underground
Lmao at a the ''stealth'' part of the game, as soon as I got the flamethrower I started jumping and running my way through every level and the xenomorph could do nothing but cry about it.
 

Iucounu

Educated
Joined
Jul 4, 2023
Messages
948
The game did a fine job adapting the first film into something playable, but there's only so much you can do with the concept

Oh yeah sure, and they came up with fuck all except the AI gimmick and braindead puzzles, then were all out of ideas.
Does Amnesia The Bunker bring any new gameplay ideas compared with Alien Isolation? I haven't played either game, but they seem mechanically similar.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,253
I'm prevented form playing this game because i got it for free in Epic but i don't want to use that platform because it makes me feel dirty, but i'm too much of a Jew to fork the money to get it on Steam whelp what do.
 
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pOcHa

Arcane
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Joined
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Messages
3,144
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag.
I'm prevented form playing this game because i got it for free in Epic but i don't want to use that platform becuase it makes me feel dirty, but i'm too much of a Jew to fork the money to get it on Steam whelp what do.
sail the high seas
 

Ash

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Messages
7,050
Does Amnesia The Bunker bring any new gameplay ideas compared with Alien Isolation? I haven't played either game, but they seem mechanically similar.

Not played The Bunker.

Don't expect much from walking sims with minimalist dumb gameplay, nor their fans. Just head on over to the real horror games and experience things as they should be.
 

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