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Alien: Isolation

Ch. 1 of 8
— CH. 1 · INTRODUCTION —

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Alien: Isolation

8 sections
  • Alien: Isolation is a 2014 survival horror game in which the monster hunting the player cannot be killed. Creative Assembly developed it and Sega published it. No weapon in the game ends the threat. The player can only hide, listen and hope the creature wanders somewhere else.

    Creative Assembly was best known for its Total War strategy series, not for fear. Making a horror game from that background raised hard questions. How do you make a computer-controlled predator feel as if it is thinking? Why build a far-future spaceship out of clunky machinery from the 1970s? And what happens to a team's plans when some of its best ideas turn out to be the ones it cuts?

  • Gary Napper, a gameplay designer at Creative Assembly, began with a worry about repetition. Players were going to die often, and every death meant restarting a section. Napper put it this way: "We needed something that would be different every time you played it. You're going to die a lot, which means restarting a lot, and if the Alien was scripted, you'd see the same behaviour. That makes the Alien become predictable, and a lot less scary."

    Their answer was a creature with no fixed route. It investigates noises and disturbances, and it hunts by sight or by sound. Behind it sits a complex set of behaviour designs that become available slowly as it meets the player. The result is an illusion that the Alien learns from every encounter and adjusts its hunting strategy.

    The creature's body had to hold up under scrutiny too. Artists based it on the original design by H. R. Giger, including the skull visible beneath its semitransparent head. They replaced its humanoid legs with recurved ones. That change gave the Alien a walk cycle that would survive long encounters with the player. In total, the team created between 70 and 80 different sets of animation for the creature.

    Players do not meet the full hunter straight away. During the first four missions the Alien appears only briefly, in certain sections. Continuous pursuit begins after mission five, titled The Quarantine, and from then on the chase is constant.

  • Across nineteen missions, the player guides Amanda Ripley through a space station from a first-person view. Objectives vary, from activating computers and talking to non-player characters to collecting items or reaching a particular area. Amanda can run, climb ladders and sneak into vents. She can crouch behind objects to break an enemy's line of sight and lean around corners for a safer look. Tables, empty lockers and cabinets all serve as hiding places.

    Two tools help the player track the Alien, and both carry a price. The flashlight and the motion tracker each raise the chance of being found. If the Alien is close, the tracker's sound can draw it in, so the device must be put away as soon as it detects motion. The tracker also cannot see enemies that stand still, and it cannot tell whether the Alien is in the ducts or on the ground. On the hardest setting, Nightmare, the tracker becomes unreliable and the mini-map disappears.

    A revolver, shotgun, bolt gun, flamethrower and stun baton all come into Amanda's hands over the course of the game. Limited ammunition pushes the player toward evasion instead of fighting. Hostile human survivors and androids roam the station too, and the player can kill them, sneak past them or distract them.

    Collected schematics and materials let the player craft EMP detonators, noisemakers, molotov cocktails and pipe bombs. A noisemaker, for example, can pull enemies in a chosen direction. Fire is the one thing the Alien fears, because flame weapons make it retreat for a while. Medkits can also be crafted. Health matters little against the creature, though, since any attack from the Alien kills instantly unless it is retreating.

    The station is split into sections linked by trams and elevators, and many doors demand something first. Some need a keycard or entry codes. Others must be hacked with an access tuner or cut open with a welding torch. Terminals and rewiring stations let the player disable security cameras or tinker with the air-purification and alarm systems. Those actions can briefly pull attention away from Amanda's position.

    Saving takes a pause of three seconds at a save station terminal, where Amanda inserts her access card. That pause means the player can be killed mid-save. Dying sends the player back to the last saved point.

    Outside the campaign, Survivor Mode drops the player onto challenge maps with objectives, a time limit and the Alien hunting throughout. That mode would later become the main target of the game's expansions.

  • Three terabytes of original production material arrived from Fox when the developers set out to rebuild the world of the 1979 film Alien. The pile included costume photography, concept art, set design, photos, videos and sound effects. The artist John Mckellan said: "It was a proper gold mine. We saw angles of things we'd never seen before."

    Ridley Scott's Alien, not James Cameron's action-oriented 1986 sequel Aliens, was the model. In the first stage of development, the team took the film apart to learn what made its setting unique. That let them build new environments faithful to it. The composers did the same with the film's soundtrack, picking out its main cues and extending them to fill the length of the game. The developers also met Terry Rawlings, editor of both Alien and Blade Runner, who offered additional insight.

    The concept artists Ron Cobb and Mœbius supplied the visual language. Instead of a shiny, high-tech look, the designers chose a lo-fi, 1970s vision of the future. Phone receivers, monochrome displays and distorted CRT monitors fill the station.

    VHS and Betamax tapes helped produce the distortion on those monitors. The developers recorded their animations onto both formats. They then filmed the playback on an old portable television while adjusting its tracking settings, which gave the screens a period-authentic flicker.

    Digital hacking had not been conceived in the 1970s, so the hacking device was built the way a prop would have been built on the film set. Players must tune into a computer's signal while selecting icons on its screen. The team's guiding rule was to create nothing that the film crew could not have made as a prop in 1979.

    Even the save system has a film ancestor. It was inspired by the scene where Captain Dallas uses a key-card to access the Nostromo's computer, Mother.

  • In 2137, an android named Christopher Samuels brings Amanda Ripley news about her mother. Samuels works for Weyland-Yutani, and Amanda is voiced by Andrea Deck. Ellen Ripley went missing fifteen years earlier aboard the USCSS Nostromo, and the Nostromo's flight recorder has now been recovered. It sits on Sevastopol, a space station owned by the Seegson Corporation and orbiting the gas giant KG-348 in the Zeta Reticuli system. Samuels offers Amanda a place on the retrieval team as a way to give her closure, and she accepts.

    Amanda, Samuels and the Weyland-Yutani executive Nina Taylor travel aboard the USCSS Torrens under Captain Diane Verlaine. Sevastopol is too damaged for docking, so the trio attempt a spacewalk. An explosion severs their EVA line, and Amanda is cut off from the others.

    Inside, Sevastopol has fallen into chaos because a hostile creature is aboard. Amanda finds the flight recorder, only to discover that its data is corrupted. She heads for Samuels and Taylor, collecting medical supplies for the injured Taylor on the way, and meets Marshal Waits. He leads her back to his bureau.

    Henry Marlow, captain of the USCSS Anesidora, sits imprisoned there. He explains that he recovered the flight recorder and traveled to LV-426. His wife was impregnated there by a facehugger, and she fatally gave birth to the creature on Sevastopol. Waits persuades Amanda to lure the creature into one of the station's modules so it can be ejected into space. He then ejects the module with Amanda still inside, and she must space-jump back to the station in a space suit.

    When Amanda returns to confront Waits, Sevastopol's service androids have started killing the remaining humans, Waits among them. With his deputy Ricardo, she joins Samuels, who sacrifices himself so she can reach the control core of APOLLO, the station's artificial intelligence. He is destroyed in the process. Ricardo tells her that Taylor was secretly sent to retrieve the creature and freed Marlow.

    At the core, Amanda learns that Weyland-Yutani bought Sevastopol from Seegson before she arrived. It ordered APOLLO to protect the creature at all costs. When Amanda reports that the creature is no longer aboard, APOLLO answers that "reactor scans are unverified." Down in the reactor, she finds a nest holding numerous aliens. She starts a reactor purge to destroy it, but the purge only drives the aliens out, and they hunt her again.

    Marlow, meanwhile, has returned to the Anesidora, and Amanda follows. There she finds a personal message from Ellen. Marlow then confronts her and tries to overload the ship's reactor to destroy Sevastopol and the aliens. Taylor, who also boarded the Anesidora, knocks him out but arrives too late to stop the overload. Both die in the explosion, and Amanda flees before the ship is destroyed.

    The blast damages Sevastopol's orbital stabilizers, and the station begins to drift into KG-348's atmosphere. Amanda calls Verlaine for extraction. A facehugger attacks Ricardo, and she has to leave him. She helps the Torrens detach and boards just before Sevastopol is destroyed. An alien has already boarded and killed Verlaine. Cornered in an airlock, Amanda ejects both herself and the alien into space. Some time later, a searchlight finds her adrift and unconscious.

    The path to that ending began years earlier, with a small prototype built to win over Sega.

  • In December 2006, Sega acquired the rights to develop Alien games, and the idea took shape in 2008 when Creative Assembly finished Viking: Battle for Asgard. A six-person team built a prototype to pitch it. One player controlled the Alien manually while another hid in an environment and tried to stay out of its reach. The pitch caught Sega's attention, and the project was eventually approved.

    Creative Assembly had no experience with survival horror. It hired people from studios such as Bizarre Creations, Black Rock, Crytek, Ubisoft and Realtime Worlds. The director, Alistair Hope, described the growth as going from "a couple of guys crammed in with the Total War team" to 100 people by 2014.

    The studio's proprietary engine had been built from scratch and was first used on Viking: Battle for Asgard. Engineers adapted it for atmospheric and lighting effects and for the Alien's behaviour. Its deferred rendering let artists place "hundreds" of dynamic lights in a scene and still achieve great geometric detail. Six months into development, a major toolchain update caused serious disruption. Earlier work had to be discarded or ported, which cost valuable time even though the new tools improved workflow in the end.

    The writer Will Porter found building Amanda's backstory "refreshing" because he felt she was an overlooked character. The team wanted a story tied closely to the film, centered on Ellen Ripley's daughter and the Nostromo's flight recorder. Sigourney Weaver returned to voice small sections of the game as Ripley, because she found the story interesting and true to the film. All the characters were built from 3D face scans. About a year before release, the story was rewritten, and elements of the earlier version were discovered in a console build.

    Hope recalled one discarded idea, the crafting of weapons: "We thought about what people would want to do in order to survive. We explored different ideas, and one of them was fashioning weapons to defend yourself. That was quite early on, but then we realised that this game isn't really about pulling the trigger."

    The Alien's acid blood was another casualty. It could reportedly melt through metal, as in the film, and was implemented at one point. Developers removed it because they felt it would take the game in a "weird" direction.

    For a considerable time the game was built in third person. Then the team realised that first person changed the experience significantly. Hope explained that third person would have become "a game about jockeying the camera and looking after your avatar. But in first-person it's you that's being hunted. If you're hiding behind an object and you want to get a better view of your surroundings, you have to move."

    Development took four years from the pitch to Sega. The game was released to manufacturing on the 9th of September 2014. It carries a dedication to Simon Franco, a programmer who died during development.

  • Metacritic summarised the critical response as "generally favourable." Josh Harmon of Electronic Gaming Monthly felt the game "succeeds as a genuine effort to capture the spirit of the film franchise in playable form." Kevin VanOrd of GameSpot praised its tension, writing that "when all mechanics are working as intended, alien-evasion is dread distilled into its purest, simplest form." VanOrd also criticised the "trial and error" progression and the frustrating distances between save points. Jeff Marchiafava of Game Informer shared the praise but disliked the voice acting and dialogue.

    Arthur Gies of Polygon called it "a beautiful game, full of deep shadows and mystery around every corner." Dan Whitehead of Eurogamer praised the lighting and the unusually compelling environment design. PC Gamer said the art design set the game apart from System Shock and Dead Space and created a "convincing science-fiction world."

    David Houghton of GamesRadar admired the Alien's artificial intelligence. He wrote: "Movement is measured in inches and feet rather than metres, and simply remaining alive becomes more exhilarating than any objective achieved." PC Gamer credited the crafting system with "a lot of unexpected depth." Chris Carter of Destructoid felt Survivor Mode offered different experiences each time he played.

    The characters drew complaints. Game Informer wrote that "Amanda exhibits little growth or personality, other than concern for her fellow humans and a desire not to die gruesomely." Blake Peterson of GameRevolution noted that none of the characters is fully developed. GameTrailers called most terminal logs unoriginal but said that reading them still grounds Sevastopol in an appreciable way.

    Length was the other common complaint. Ryan McCaffrey of IGN gave a mixed review, arguing that players spend most of their time hiding in lockers and "staring at the motion tracker." Gies of Polygon described his own fatigue: "By the 300th time I dived under a table or into a locker, I wasn't scared anymore." He was annoyed instead. IGN still called the game "brave," because its difficulty is uncommon in games with large development costs.

    Sega said the game sold more than one million copies worldwide by January 2015. By March it had passed 2.1 million in Europe and the US, which was below the publisher's expectations.

    The music was produced by the English duo The Flight and Christian Henson, and the sound design by Byron Bullock and Sam Cooper. Together they earned six nominations across 2014 and 2015 and won four. These were the Audio Achievement award at the 11th British Academy Games Awards, best audio at the 15th Game Developers Choice Awards, and both Sound Effects and Use of Sound, Franchise at the 14th National Academy of Video Game Trade Reviewers awards.

    Year-end lists were generous. PC Gamer named it Game of the Year 2014, and The Daily Telegraph called it the best game of 2014. Empire and Time placed it second, The Guardian fourth, and Eurogamer readers voted it third. Kotaku ranked it the sixth-best horror game in 2015. In 2018, The A.V. Club ranked it fifth and GamesRadar+ third. Sports Illustrated and USA Today are among the outlets that later named it one of the best video games ever made.

  • On the 12th of May 2011, the UK government minister Ed Vaizey visited Creative Assembly and revealed on Twitter that the studio was hiring for an Alien game. Sega confirmed it would be a console release. Its boss, Mike Hayes, called it "very much a triple-A project. We want this to be a peer to the likes of Dead Space 2." A trademark registration in October 2013 hinted at the name, and screenshots leaked in December 2013. A teaser trailer on the 7th of January 2014 confirmed Alien: Isolation for PlayStation 3, PlayStation 4, Windows, Xbox 360 and Xbox One.

    Aliens: Colonial Marines, Sega's previous Alien game, had received a negative public reaction. Napper said it did not affect the team. In his view, the vocal reaction from Alien fans assured them they were building the game that the fanbase wanted.

    At E3 2014, journalists could play the game, and Polygon described the demo as effective and terrifying. A version for the Oculus Rift headset won Best VR Game at IGN's Best of E3 Awards, and the game was nominated for Game of the Show among other prizes. It also earned nominations for Best of Show, Best Console Game and Best Action/Adventure Game at the 2014 Game Critics Awards. A cinematic trailer followed at Gamescom in August 2014.

    The game reached shelves on the 7th of October 2014. Two downloadable packs came with it. Crew Expendable, included in the Nostromo Edition, relives a scene from Alien. The player controls Ripley, Dallas or Parker while trying to flush an Alien from the Nostromo's air vents into its airlock. Last Survivor, first offered to pre-orders at certain retailers, is set during the film's finale. The player controls Ripley as she tries to start the self-destruct sequence and reach the escape shuttle.

    The original cast returned for those separate missions: Sigourney Weaver, Tom Skerritt, Veronica Cartwright, Harry Dean Stanton and Yaphet Kotto. It was the first time they had been reunited since the film's release.

    Between October 2014 and March 2015, five more packs expanded Survivor Mode, and a season pass covered them all. Corporate Lockdown arrived on the 28th of October 2014 with three new challenge maps. Trauma followed on the 2nd of December 2014 with a new character. Safe Haven came on the 13th of January 2015 with a new mode of timed missions. Lost Contact followed on the 10th of February 2015 with a different character and setting. The Trigger closed the run on the 3rd of March 2015. A collection of the base game and every pack was released for Linux, OS X, PlayStation 4 and Xbox One in late 2015.

    Feral Interactive ported the game to Linux and OS X in late 2015. The Nintendo Switch version arrived on the 5th of December 2019. The game joined the Amazon Luna service on the 14th of October 2021, and Android and iOS versions came on the 16th of December 2021.

    The story spread into other media. Two comic book sequels, Aliens: Resistance and Aliens: Rescue, appeared in 2019, as did a novelisation by Keith DeCandido. A streaming television series adaptation by Jeff Juhasz and Fabien Dubois also came out in 2019. The mobile spin-off Alien: Blackout, from D3 Go, launched on the 24th of January 2019 and was shut down on the 31st of October 2023. In 2016, Zen Studios released the pinball adaptation Aliens vs. Pinball. Alien: Romulus (2024) includes several elements from the game, and a mission called Somewhat Damaged in Cyberpunk 2077: Phantom Liberty (2023) draws inspiration from it.

    For the 10th anniversary in 2024, Hollywood Records released the soundtrack on vinyl, cassette and streaming. Sega also partnered with the Lofi Girl music label on an ambiance video for YouTube.

    A sequel once looked unlikely. In 2015, Creative Assembly head Tim Heaton said it was "not out of the question" but financially unfeasible. In 2017, Eurogamer reported that no sequel was in development and that most of the design team had left. Then, on the 7th of October 2024, the game's 10th anniversary, Creative Assembly announced that a sequel was in early development. In April 2026 the studio posted a teaser trailer titled "False Sense of Security," which Disney confirmed was for the upcoming sequel.

Updated

Common questions

When was Alien: Isolation released and who made it?

Alien: Isolation was released on the 7th of October 2014. Creative Assembly developed it and Sega published it for PlayStation 3, PlayStation 4, Windows, Xbox 360 and Xbox One.

When is Alien: Isolation set and who is the main character?

Alien: Isolation is set in 2137, fifteen years after the original 1979 film. The player controls Amanda Ripley, daughter of Ellen Ripley, who searches the space station Sevastopol for the Nostromo's flight recorder.

How does the Alien work in Alien: Isolation?

The Alien cannot be defeated and follows no predetermined path. It investigates disturbances and hunts by sight or sound, and its behaviour designs become available slowly, which creates the illusion that it learns from the player.

Why does Alien: Isolation look like a 1970s film?

Creative Assembly modelled the game on Ridley Scott's 1979 Alien instead of the 1986 sequel Aliens. The team followed a rule of creating nothing that the film crew could not have made as a prop in 1979.

What awards did Alien: Isolation win?

Alien: Isolation won the Audio Achievement award at the 11th British Academy Games Awards and Best Audio at the 15th Game Developers Choice Awards. PC Gamer also named it Game of the Year 2014.

Which platforms is Alien: Isolation available on?

Alien: Isolation launched on PlayStation 3, PlayStation 4, Windows, Xbox 360 and Xbox One. Feral Interactive later ported it to Linux, OS X, Nintendo Switch, Android and iOS.

Is there an Alien: Isolation sequel?

Creative Assembly announced on the 7th of October 2024 that a sequel was in early development. In April 2026 the studio posted a teaser trailer titled "False Sense of Security," which Disney confirmed was for the sequel.

All sources

126 references cited across the entry

  1. 5Alien: Isolation 2 ConfirmedWesley Yin-Poole — 2024-10-07
  2. 7Alien Isolation 2 gets its first full trailerChris Scullion — 5 June 2026
  3. 13Alien: Romulus has a perfect Easter egg from the best Alien gameLauren Milici — GamesRadar+ — 2024-07-22
  4. 192014 Game Awards Nominees AnnouncedEddie Makuch — 20 November 2014
  5. 20Alien: Isolation reviewDan Whitehead — 3 October 2014
  6. 21Alien: Isolation ReviewKevin VanOrd — 3 October 2014
  7. 22Alien: IsolationAndy Kelly — 3 October 2014
  8. 23MagazineEGM Review: Alien: IsolationJosh Harmon — 3 October 2014
  9. 26Sega Acquires Alien LicenseDavid Jenkins — 11 December 2006
  10. 27The making of Alien: IsolationAndy Kelly — 29 January 2015
  11. 28Magazine18 things we learned about Alien: Isolation last nightJames Batchelor — 13 February 2014
  12. 34High-Tech Fear - Alien: IsolationRobert Hallock — 7 October 2014
  13. 38A game jam in his honourRobert Purchese — 14 November 2014
  14. 41Alien: Isolation Officially Announced by SEGALuke Karmali — 7 January 2014
  15. 44Survival of the smartestDanielle Riendeau
  16. 45Alien: Isolation gets Oculus supportOwen S. Good — 10 June 2014
  17. 53Five New DLC Packs Coming Soon to Alien: IsolationWesley Copeland — 21 October 2014
  18. 54Alien: Isolation Season Pass is for Survivor Mode DLCJessica Conditt — 17 September 2014
  19. 55Alien: Isolation's Trauma DLC pack out todayWesley Yin-Poole — 2 December 2014
  20. 60SEGA Announces Alien: Isolation - The CollectionVikki Blake — 28 October 2015
  21. 61Alien: Isolation Sells 1 MillionEddie Makuch — 21 January 2015
  22. 62Alien: Isolation Sells 2.1 MillionEddie Makuch — 11 May 2015
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  24. 69MagazineAlien: IsolationJeff Marchiafava — 3 October 2014
  25. 70Alien: Isolation review: crew expendableArthur Gies — 3 October 2014
  26. 71Alien: Isolation - ReviewBen Moore — 3 October 2014
  27. 72Alien: Isolation ReviewBlake Peterson — 10 October 2014
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  30. 77Alien: Isolation is the Bravest Game of 2014Lucy O'Brien — 23 November 2014
  31. 79Kotaku Awards 2014: Console Game Of The YearMark Serrels — 11 December 2014
  32. 80Kotaku Awards 2014: Game Of The YearMark Serrels — 12 December 2014
  33. 81Game of the Year 20148 December 2014
  34. 84The 10 Best Horror GamesPatrick Klepek — 13 February 2015
  35. 85The Games of the Year 2014Phil Hartup — 17 December 2014
  36. 88Kotaku Awards 2014: Biggest Surprise Of The YearMark Serrels — 9 December 2014
  37. 89Here are the winners of The Game Awards 2014Samit Sarkar — 5 December 2014
  38. 92VES Awards 2015: Complete Winners ListErik Pedersen — 4 February 2015
  39. 95MagazineTop 10 Video GamesMatt Peckham — 2 December 2014
  40. 96The 25 best video games of 2014Keith Stuart — 19 December 2014
  41. 97Reader's top 50 games of 2014Martin Robinson — 2 January 2015
  42. 98The 10 best games of 2014Kevin Lynch — 14 December 2014
  43. 99Alien: Isolation 2 rumour isn't trueChris Bratt — 26 April 2017
  44. 101Aliens: Resistance #123 January 2019
  45. 102Aliens: Rescue #124 July 2019
  46. 103Alien: Isolation30 July 2019
  47. 104Alien: Isolation's lost intro sequenceAndy Kelly — 6 September 2016
  48. 105Aliens Is Not Nearly As Scary In Pinball FormMike Fahey — 25 April 2016
  49. 109VideoA transformative approach to game engine developmentDigital Dragons — 21 June 2017
  50. 112Alien: Isolation finally gets Nintendo Switch release dateImogen Beckhelling — 21 November 2019
  51. 113Magazine7 Tips For Surviving (And Having Fun) In Alien: IsolationJeff Marchiafava — 17 October 2014
  52. 114Coming Soon to Luna in OctoberMedium — 30 September 2021
  53. 117Journal100 Greatest Games of All TimeSeptember 2015
  54. 118MagazineThe Top 300 Games of All TimeApril 2018
  55. 119JournalThe 200 Greatest Games of All TimeMay 2018
  56. 122MagazineThe best 100 games of all time, rankedGLHF — 27 January 2023
  57. 124The sound of Alien: IsolationColby Ramsey — 2015-03-23

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