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Alien: Isolation Officially Announced

Sega has officially announced Alien: Isolation for Xbox 360, Xbox One, PlayStation 3, PlayStation 4 and PC today. Set for release in late 2014, Alien: Isolation is a first-person, single-player, survival horror game set fifteen years after the events in Ridley Scott’s Alien. As Ellen Ripley’s daughter, Amanda, you will go on a mission to find out what happened to her mother.

Below you can find the announcement trailer and the first developer diary as well as a batch of new screenshots and artwork from the game.

Also make sure to check the forums for more coverage and details on the game.

Press Release:

SEGA® of America, Inc., SEGA® Europe, Ltd. and Twentieth Century Fox Consumer Products today announced Alien: Isolation™, a thrilling first-person survival horror experience that will focus on capturing the horror and tension evoked by Ridley Scott’s 1979 classic film. Developed by Creative Assembly, Alien: Isolation is due for release in late 2014 on PlayStation®4 computer entertainment system, Xbox One, the all-in-one games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft and Windows PC.

On a decommissioned trading station in the fringes of space, fear and panic have gripped the inhabitants. Players find themselves in an atmosphere of constant dread and mortal danger as an unpredictable, ruthless Xenomorph is stalking and killing deep in the shadows. Underpowered and underprepared, you must scavenge resources, improvise solutions and use your wits, not just to succeed in your mission, but to simply stay alive.

“In Alien: Isolation, we have taken the series back to the roots of Ridley Scott’s 1979 movie, the original survival horror,” said Alistair Hope, Creative Lead at Creative Assembly. “Our Alien is a truly terrifying creature, as intelligent as he is hostile, relentless, brutal and unstoppable. This is the Alien game fans of the series have always wanted.”

“Creative Assembly has created a truly incredible gaming experience, capturing perfectly the very core of what has made the Alien franchise remain relevant after 35 years,” said Jeffrey Godsick, president of Twentieth Century Fox Consumer Products. “This partnership has led to the creation of a game that is simply outstanding and sets the tone for what is to come this year for the 35th anniversary of Alien.”

Alien: Isolation will be available in late 2014 for PlayStation®4 system, Xbox One, PlayStation®3 system, Xbox 360 and Windows PC. Throughout 2014, Twentieth Century Fox Consumer Products will be honoring the milestone 35th anniversary with a yearlong celebration marking the beginnings of the Alien legacy by releasing commemorative and fan-favorite products.

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  1. lee.mulford.33
     Me and my other half cannot wait till this comes out and im glad  they are taking time on it and everything so I don't mind waiting I just don't want to see all these screen shots, videos and only to be let down for when the final product is released like they did with colonial marines but the way this is looking so far I don't think this game is going in that direction.
  2. MrSpaceJockey
    Interesting that they changed the face for that one...though to be honest her neck looks too long on the rendition.  Also neither really look like the first render we saw for A. Ripley, but maybe that's just me.
  3. Glaive
    Slight niggle...

    Is anyone else slightly weirded-out that Amanda is gonna probably be referred to as 'Ripley' throughout the course of this game?

    I KNOW it's her surname and all, but just hearing it in those videos struck me as...weird...
  4. Xhan
    Quote from: gabgrave on Jan 28, 2014, 10:53:41 AM
    You might be over reacting a little, since they meant behavioral audio cues, not pop up prompts. And another article mentioned the Alien doing different movements and having different body postures as well, so your visual cues are there as well. Then again, if you can see the enemy, the enemy can see you, so visual cues are rather dangerous to rely on...

    Seeing as I've already worked out three different telegraphed behavior modes from the teaser trailer, I doubt it.
  5. gabgrave
    You might be over reacting a little, since they meant behavioral audio cues, not pop up prompts. And another article mentioned the Alien doing different movements and having different body postures as well, so your visual cues are there as well. Then again, if you can see the enemy, the enemy can see you, so visual cues are rather dangerous to rely on...
  6. Xhan
    QuoteAnother key element to increase immersion is the use of distinct sounds from the alien to display certain behaviours. A large roar will signal an imminent attack, while an alert sound will communicate to the player their footsteps are being heard.

    "It is this sort of telegraphing and reaction to the player that has been core to the alien design. With no HUD or prompts telling you if he has seen you, it all has to be in world and from the creature itself," explains Hope.

    or, ya know, you could be subtle and let the player come to learn based on behavioral changes based in the animation set and AI state machine itself whats's going on instead of holding their hand all the way through with giant telegraph pantomimes.

    But ya gotta make those first day sales, so you can get those QE reports all in a row, and get all the hype from youtubes from people already exploiting the AI to drive up Q index so your marketing looks like they actually earned their money, which is likely more than the actual devs got payed.

    I mean saturation and social-marketing worked out so well for the other two titles, right?


  7. ikarop
    Quote from: XBOX Achievements InterviewA handful of guys, put together a little demo, which took about four weeks to make and another couple of weeks to polish, which was kind of a tech demo and mood piece, where we tried to explore what it would be like to walk around the environment, the medical lab.

    Quote from: AvPGalaxy, March 2013Sources close to the studio have revealed to us that a demo of an early prototype was based around recreating the feel of the medical bay aboard the Nostromo and lasted for about a minute.

  8. jamie.leng.1
    Quote from: ikarop on Jan 14, 2014, 10:01:34 PM
    Images that got removed from an article from earlier:

    Looks like Sean Gilder:
  9. Xhan
    Quote from: ikarop on Jan 21, 2014, 04:29:54 PM

    QuoteYou know how the original Alien in the original Alien has a human skull visible underneath the front of its transparent exo-head? No, don't worry, hardly anyone does.

    Oh dear.

    lol, in the airlock sequence it's literally glowing for a couple seconds before Amanda hits the purge button, how in the hell would anybody miss it. 4:35 in the no commentary video it literally glows, and you don't have to pause the video to catch it.

    QuoteYeah, we have to remember that we're the minority here. There's a vast majority of casual fans who wouldn't know that or actually think to compare the differences in design.

    More like two levels over. A casual fan has been battered by it for thirty years of ridiculous overemphasis, a "general person" looking for a horror or tension game wouldn't have bothered to begin with, same for someone who only watched the movies. It is literally visible in only ONE sequence for three frames. That's the briefest glimpse imaginable.

    Basically the same thing between a fan going "Man, they got the green pulse rifles, hell yeah" and someone saying "Hey, brown bess #158, hell yeah". One of them is right and one of them is wrong, but guess who get way more upvotes on a social site for his answer.

    The GIS image you always see is a blocking shot with a direct 300 watt lamp on it, before Giger finished airbrushing what you'd see towards the end. The GIS first results stuff also isn't graded film, it's standard pub shots.

    Not only that but they deliberately made a money/bullshot out of it, complete with chromatic grading and now-standard rescaling "antialiasing" to pretty handily say "look what we did". Well that's great, but you're gonna be anal about that then why do we have dino legs with the elbow spike transplanted on them, a longer tail, and super Quint-chomping mouth with highlighted tendons, most of which which are apparently SEGA-standard design motifs.

    Maybe they just wanna demarcate their stuff, but it's kinda odd you get similar designs across varied representations.

    In any case the animations are set, and that ship has most certainly sailed, logistically speaking.
  10. ikarop
    Well maybe I was just lucky to be exposed to the right imagery then. It was impossible to miss in plenty of the merchandise I kept seeing. I agree that it's hard to notice on the film.
  11. ikarop
    I remember when I was an average fan and barely could tell the difference between any of the designs. The skull on the original one was something I noticed back then. I think it was because how noticeable it's in some of the most spread merchandise.
  12. SiL
    The author seems disheartened the game makers aren't trying to make a point with having their character be female. Personally I'm glad. If people would stop thinking a point has to be made every time a lead character in a genre story is female, we'd have more, and better written, female leads.
  13. Xhan
    Big Chap has been Big Chap for thirty years, I'm not giving him a sex change for Great Tumblr Justice, and frankly whether the protagonist (or anyone else) has a gender vector seems rather pointless against an omnisexual being who isn't terribly picky about which set of chromosomes you have, as long as you have them.
  14. Xhan
    Sure, the issue of course is leverage-per-cycle versus all the other fancy crap you want in your draw calls, and frankly it's their restraint on the chromatic aberration and the "cinematic accuracy" of the subsurface scattering that's impressive, except of course in highlighting the dome, and then of course the level of quality you'll get in real time on an actual system in the actual game versus their fancy commercial.

    Check the luminance on Amanda's skin at the airlock versus the Alien's. That's pretty goddamn impressive. (Minus the overlyglowy cowl-skull at 4:35l, but you had to expect that would be coming, as ridiculous as it is, some people just can't resist overemphasizing what should be subtle)

    Usually it looks dithery as hell, or simply blankets everything in a lit space like someone made a universe out of refractive shadowy jello (Warframe and most stock shader Unreal games are really notorious for this, and yeah A:CM was certainly a prime offender, apparently subtle silverization = EVERYTHING IS UNDERWATER, even in direct illumination and "sunlight", and if you turn it off the diffuse maps literally turn an almost completely different color, like the Aliens being pretty much blue-green, -_-)
  15. Le Celticant
    @Ikarop: Thank you very much! Since it's Single Player and in house engine then there's absolutely no way they'll release a SDK. At least I'm prepared now.

    Well problem with AO in Video game is that it ain't AO.
    You had other subsurface in mind?  ;D
    There's nothing an engine isn't capable of btw, you just need to code it.
    (Unless you plan as gearbox to make a new lightning system even worse than the original one  :D ).
  16. Xhan
    Even with the latest radiosity updates UDK isn't up to the same level of AO and subsurface, especially the subsurface scattering.

    Looks better than most japanese pre-renders, much less anything Unreal has done with the stock offering.
  17. ikarop

    From a portfolio:
  18. thecaffeinatedone
    Quote from: UDA on Jan 16, 2014, 08:01:50 AM
    Even if they screw up, enjoy it while it lasts. Surely to God your life doesn't revolve around 'aliens'

    This is a forum where fans of the Alien and Predator franchises discuss media and thus critique will happen, along with nitpicking. Comes with any franchise. And when you haven't had a decent game (okay AVP3 wasn't horrible) for the good part of 12 years (and an Alien-only based game at that)worries and doubts are warranted.
  19. newbeing
    Quote from: UDA on Jan 16, 2014, 08:01:50 AM
    Considering the F-up ACM was, give them a break.
    This seems to be an attempt at something else.
    Even if they screw up, enjoy it while it lasts. Surely to God your life doesn't revolve around 'aliens'

    Thankfully it doesn't, but I am just as susceptible to hype as any other fan of the series. When we first heard about GBX developing for A:CM it seemed like a match made in heaven, and after all of their promises and build up that wasn't the case. I'm just trying to keep my expectations realistic. It's one thing for developers to go on camera and make all these statements or show a 40 minute vertical slice of a game where everything is polished. It's something totally different to deliver on those promises and maintain that level of polish for 12 hours.

    That said, I'm very excited for this game, and have very few qualms with what they've shown so far, and hope that will be case when they reveal more of the game.
  20. UDA
    Considering the F-up ACM was, give them a break.
    This seems to be an attempt at something else.
    Even if they screw up, enjoy it while it lasts. Surely to God your life doesn't revolve around 'aliens'
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