Saturday, August 15, 2015

Alien Isolation: Beautifully Frustrating


An article by Hank: Twitter / Twitch

Ever since the 1979 film, the Alien franchise has had its ups and downs.  The original movie along with the sequel, Aliens, was the peak of the mountain.  Those films brought out the best of horror sci-fi that anyone has ever seen.  And if you think about it, what's better than the suspenseful feeling of being trapped in a giant tin can, while being chased by a monster?  So after years and years of more movies trying to capture that magic, the franchise slowly began to trickle into the gaming world.  But can the feeling of being desperate and alone with a creature breathing down your neck be replicated in a game for the ultimate experience?  In 2013, Gearbox Software attempted a first-person shooter with Alien: Colonial Marines and they were crucified for putting out what could be known as pixelated garbage.  Then, not more than a year later, Creative Assembly took their stab at the franchise with something different.  They took the idea of being alone and scared and hunted by a beast, and ran with it.  What better way to capture the 1979 film, then by pitting you against one single Alien Xenomorph as Amanda Ripley, Ellen Ripley's daughter, and having you run for your life?  But the real question is does running for your life and pushing buttons still remain fun after numerous hours?

"Okay, hold that right there and now...smile.  Excellent.  Alright, now let me see a bit more 
of those gorgeous thighs."

THE ATMOSPHERE:
If there's one thing that can be said about Creative Assembly's trek through the Alien universe it is this: they nailed the atmosphere perfectly.  If their job was to recreate the last scene of Ellen Ripley's haunting desperation as she scrambles to get on a space suit and get rid of the creature once and for all, then they knocked that feeling out of the park.  From the aesthetics of the spaceship to the silence while walking the lonely corridors, Alien: Isolation grabbed the very essence of the 1979 film and brought it to gamers everywhere.  There are even moments where you'll just stop and take in the gorgeous sights happening outside the space station's window.  It can be easily said that between the look and feel and sounds, Alien: Isolation is a home run in gaming history.  But right there is the problem.  The developer's job wasn't to recreate a five minute scene in movie history.  Their job wasn't to recreate just the look and feel of the 1979 Alien film.  Their job was to create a video game.  Something that above all else, needs to be fun at heart.  Sure a game can be somewhat scary and give you absolutely no weapons to defend yourself, but it needs to be fun too (ex: Outlast).  And sadly, this is where Alien: Isolation falls short.

"Hold on Mr. Android, Sir, I have to reload my gun." 
*35 minutes later*
"I can hear you sighing over there, ya know?  Why don't you go watch Making Mr. Right or
something?"

EXPLORATION AND OVER-STAYING YOUR WELCOME:
The beginning of Alien: Isolation sets up the story and allows your character to get a feel for movement and exploration.  In fact, that's what the game's main objective is…exploration.  The developers want you to wander around and take in each and every pixelated sight that they have created.  And as a gamer you're more than willing to do that for the first couple of hours.  You could even say that not seeing the Alien or interacting with anything frightening for the first hour can be enjoyable.  But then you'll start to wonder if there really are Aliens in this Alien game.  Thankfully, after pushing buttons and crawling through holes for a while, you finally experience the thrill of having the Alien drop down in front of you.  And having no weapon to defend yourself, that scene really does bring back the same feelings from the 1979 film.  Right then and there a video game not only nailed the feeling, look, and sound of a movie, but a video game heightened the experience by putting you in the shoes of a pixelated Ripley and letting you decide how the hell you're getting out of that situation.  But then soon after hiding under your first desk or in your first locker and waiting for the creature to leave for lunch, you'll start to feel fatigue.  Why?  Because the exploration aspect of pushing buttons and pulling levers and cranking generators and cutting locks and finding keys and hacking computers and hiding in lockers and crouching for hours and dying repeatedly because of impatience…never leaves.  The game doesn't change.  The exploration and wandering around is still there even after you see the Alien.  It's there even after you meet your first android.  It’s like you're getting ready to go out and someone hides your car keys.  That starts as a fun game of hot and cold, right?  You may even giggle a little.  But what if you don't find your keys, but a key to open a door that leads to another room where you have to push a bunch of random buttons only to learn that that opens yet another door leading to another search for another key and so on and so forth.  And to spice things up the person that hid your keys might even tell you at some point to wash their car and paint their house just to get another key that leads to more buttons.  This is the problem with Alien: Isolation's exploration.  It needs a change at some point.  Nobody finds pushing buttons for close to 20 hours fun.  And that's the real secret of creating a game that keeps its entertainment.  Fun.  And there's no fun in quick time events over that many hours.
 
"You need to go back to where you just were and get the locker key."
"But the key for the door we need is in your pocket right now?"
"I know that...but I'm not going anywhere without my porn collection.  So go get my locker key."

TheOrder: 1886 received a lot of grief for making the entire game a cutscene sprinkled with quick time events.  But at least at some point you were shooting things and blowing stuff up.  That's called variety, my joystick fondling friends…variety.  As bad as The Order was at least you had a bit of variety going through.  And…it even had one more thing going for it: it was brief.  It didn't stick around long enough to frustrate and bore you.  Only long enough to disappoint you.  But Alien: Isolation doesn't only stick around to frustrate you; it sticks around long enough to aggravate you too.  It's like having a friend you haven't seen in a while just pop up at your front door.  You let them in to be nice and even have a fun, laughable conversation.  But when you're ready to get some work done or maybe go to bed, they just plop themselves on your sofa and ask if you have any more beer.  After several hours that awesome friend you once had will become the world's biggest pain in the ass, and you'll do whatever you need to get rid of them as quickly as possible.  The same principle with Alien: Isolation.  By about the 10 hour mark, you'll be running around hitting buttons, pulling levers, and trying to bypass any exploration, just to get to the end…which seems to never come.

"You look confused, Ripley."
"I...I just don't get it.  When I get to the control room, you want me to go through the next door?"
"Yep."
"I don't have to push a button?"
"Nope."
"Pull a lever?"
"No"
"Hack a computer?"
"No.  Just--"
"Find a Med kit?"
"Dammit, Ripley.  Just open the next door."
"I don't understand." 

MAPS AND FEELING LOST:
Would it not be fun to pull out a four foot square map while driving, only to discover the person who gave you directions circled about half the map and said your destination is somewhere in there?  Doesn't that sound like fun?  Doesn't that sound like the best use of a map ever?  Sure it does…if you're an idiot.  And that's exactly how Alien: Isolation presents its map system.  There will be times when almost the entire map is circled with your objective.  Say what?  Why?  Because the game is still throwing "exploration" in your face.  But shouldn't the gamer decide whether or not he or she would like to explore?  Take Bloodborne for instance, most gamers do search every square pixelated inch of that game to obtain gems or shortcuts, but if you'd like, you could run past everything just to get to your objective.  Bloodborne is giving you the choice.  Nobody wants to be forced to do anything.  And that's where your patience with Alien: Isolation will start to fade.  By about the 10 hour mark you've already searched and hacked and pulled and pushed just about everything in the game and if Isolation gave you the choice to forgo all that repetition and just move forward, the ending wouldn't have felt as long as it did.  Choice is a very important aspect of a video game.  It's why gamers love the ability to play as good or as bad.  It's why Mass Effect holds a special place in many gamer’s hearts.

RETREADING AND OBJECTIVE PLACEMENT:
Have you ever grabbed everything you needed for a meal, headed into the living room, and then sat down in your nice comfortable sofa and realized you forgot a fork?  Or a napkin?  Or your drink?  It's the kind of feeling that makes you want to either eat with your hands, wipe your mouth on your sleeve or die of dehydration.  Because nobody wants to retread their steps back to the same area after you've already gotten to your nice comfortable objective.  Well if you're playing Alien: Isolation, you'd better get used to that.  There will be areas where the developers have you pin-balling all over the map and retracing your steps.  Most of the time this is done for two reasons: either they want the game to be harder or they want it to be longer.  And either reason is just bad developing.  Not to mention boring.  If you look at a game like the Last of Us, not only does it have a tremendous story that sticks with you well after you've completed it, but it's always moving you forward.  You never feel like the game is being cheap by making you retread through the same level over and over again.  And Naughty Dog could have done that anywhere.  Imagine any clicker level in the game…now imagine having to backtrack in those areas numerous times just to get to one objective.  That would be an instant story pacing kill, along with boring gameplay and a side of frustration.  Why does the Last of Us work so well gaming wise?  Because it continually moves the story and environment forward, making you want to find out what's coming next.  That's called rewarding the player for their hard work.  How does Alien: Isolation reward you?  By making you retread the same area again after you've just spent an hour attempting to get to the other side of the map.  This is just an attempt to make the game longer and more challenging.  But in the end, all it does is frustrate and bore the player.

Can't pick up the 4 guns dropped by the people you just murdered, but this one--the exact same gun
sitting half way across the level--is just waiting for you to fondle it.  Game Logic. 

FIXING THE PROBLEMS:
So you're probably wondering how to fix all of Alien: Isolation's pacing problems.  Easy.  Shorten the game and add more variety.  If Alien: Isolation pulled out all the retreading of the same areas and removed the numerous objectives just to get one key that only leads to another key…the game would have paced better and wouldn't have felt so cheap.  People would have finished it in less than 10 hours and would have praised it as the most fun they've had in a survival game.  Every new objective should have taken the player to a new area and should have been something different other than pull this lever, push this button, or hack this computer.  Imagine wandering into a new area each time you jumped on a transit car and having to deal with the Alien or androids in an environment you haven't seen before?  Wouldn't you rather have an outstanding six hour game, than have a game that ended up okay because it added a ton of fluff? 

"Oh God yes."
"Ripley?"
"Sorry...I just climaxed after finally hacking the computer we couldn't find for six hours.  It's over.  We did it."
"How can I say this without you choking me to death?  That computer only opens up the 
ability to hack another computer which will allow us to open a door, which might eventually lead 
to the computer we need.  Nailed it."

CONCLUSION:
Alien: Isolation did something that video games find hard to do.  It brought back the same feeling you had when you watched your favorite movie franchise.  The developers took the very essence of the Alien universe and brought it to life for every gamer to live.  It's just too bad they forgot about fun and entertaining gameplay that rewards the player for completing an objective.  Alien: Isolation is not a bad game.  In fact, as stated above, it does a lot right.  But it's still just a steppingstone to the perfect Alien video game.  Hopefully, the developers will take what they've learned here and apply it to the next game to create the greatest trek through the Alien universe gamers have ever seen.  So here's to hoping.

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The Last of Us: Is Joel a Bad Guy?
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