Isolation had free reign , CDPROJEKT always does, as does Obsidian- so I don't believe it's an inevitability.
Gearbox often talked of Fox giving them their blessing to be flexible with aspects of the storyline for Aliens:C.M and it was Fox themselves which came up with new Xenomorph types such as The Crusher and Spitter and were happy for the life cycle of the Xenomorphs to be extended over what had been accepted as canon, so even when things aren't set in stone as it were, we still get sub standard experiences sadly.
The franchise has such huge potential.
Developers are no longer restricted to hardware with lowly 8 or 16 bit processors..
Games like Scarface, Alien Isolation, Alien Trilogy etc on Home formats have been allowed freedom to expand on events set out in the films..
I still think you could do a splendid game based on the events leading up to the marines arriving on the Colony...
Starting out with the Jorden family being sent to investigate the signal...
Colony medical team attempting to save Newts Father...
Colony itself trying to defend itself-Film makes clear they made last ditch measures with barricades set up, small arms fire, mining charges etc used.
A colony of 158 souls must of had some form of security or police detail.
It doesn't just have to be Marine vs Xeno..
Sorry, but you're just wrong about the A.I in Isolation;
I have a personal opinion, based on my own experience of the game on PS3 ..which involved more times than it should, myself simply running to the next checkpoint, rather than outsmarting the Alien.
I completed the game and i am toying with idea of picking it up on PS4 given my PS3 just died.
But it's A.I was as scripted as Evil Within om the 360, Soma and Outlast on PS4.
I don't need to watch anything footage wise as i have spent hours on these types of games and a lot of my own money and i have yet to find a single title that offers truly belivable A.I.
There's no right or wrong.
Just personal experiences.
I think Creative Assembly simply over stated how great the A.I routines were:
"The alien is systemic across the board. We can just drop the alien into an area and see how it behaves. It knows when it sees something and it knows when it just suspects something… Obviously, we bookend certain areas to give you an objective, but most of the time the alien is in the world and it’s hunting you. You’ll acquire some abilities you can use to defend yourself for a while, but then suddenly the alien stops attacking you. It stops doing what you thought it was going to do. You’re looking at this alien and something’s changed. It learns.”
That kind of AI enemy is typically the stuff of dreams, but lead artist Jude Bond backs up Napper’s claims: “Yes, it’s a piece of AI and it has parameters we can tune, but the alien’s network of behaviours is so insanely complicated, the thing is almost sentient. There’s a difference between artificial intelligence, where we know what its parameters and behaviours are at a glance, and it being so sentient we have to dig into the code just to find out why and how it did what it did during our playtests.”
To describe it as almost sentient was a bit silly.
For the game to work, it had to have the Alien follow preset patrol routes,if it simply went off and explored other areas of the station, the player wouldn't have a sense of dread..
The game also couldn't let the player rely on 1 tactic, so it had to respond and send the Xeno to investigate if you relied too heavily on hiding in a locker for example, but that's not coming close to sentient A.I by a long shot.