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Sometimes the alien literally brushes right against me, and doesn't react at all, simply because he's trying to get to my flare."
"Oh, he's moving fast, but still around the area even though I didn't make any noise, welp, I know he's not in a vent then."
It's not just about how I predict he's gonna murder me if I do things a certain way.
Someone plz kill me now i'm dead inside already anyway ;-;
P.S: Steam censors re t. a.r ded.
Sooo, which room is this and what mission?
If you understand that the alien becomes "predictable" due to mistakes you make, then I don't see the problem. The alien's unpredictability refers to how it acts in neutral situations, when it is not given clues regarding your location. If it has a good sense of where you are, obviously it will do specific things in order to confirm it. Yes, those things are predictable and are tied with its intelligent AI. No, those things are not what people mention when talking about the alien's unpredictability.
Some people will say that's bad advice but... meh. In my opinion the unpredictable AI mod makes the game feel more like Alien (the first movie). In the movie the alien wasn't on them ALL the time, or above them in the vents all the time. In fact it spends most of its time on the ship somewhere else. That's what the unpredictable mod does - makes the alien totally random. It can be searching a completely different side of the map you're on! And when it does start to come at you, it's just as scary as ever. Maybe even more so, because now you're more paranoid about where it is when you can't hear it.
And you still get the full 100% immersion of Sevastopol, it doesn't take anything away from that. Sevastopol is so well designed that it's creepy even with all the enemies and AI's removed.
As for lockers. Do you lean back and hold your breath when it comes sniffing the door? If you release your breath too early, the alien will hear it. You need to wait until it's a couple of meters away.
It gets more predicable on higher difficulties because the area it is allowed to move in becomes smaller and smaller which in turn will give the alien less and less options to pick a "task" in the given area so it will tend to repeat an action way more often - AMAZING AI.
Some of the ♥♥♥♥ in this game can be mitigated by modding some stuff yourself. The base concept of leash range and how the developers modify it depending of difficulties is the prime reason why this game is just trash on your first time through.
You don't have to stop using them, you just need to be aware that some are worse than others. That says nothing really about the quality of the game.
I mean, Witcher 3 has lots of ways to conduct yourself in combat. All rendered pointless because mashing the quick attack button is infinitely superior to all others. Still a smashing good game though.
In Isolation, your best bet is hiding under a desk. In all circumstances when you must hide, the desk is the best option. If there are no desks, your second best option is to break line of sight with some piece of furniture, and/or throw a distraction or something. Lockers are a last resort. You're trapping yourself.
The things you do do in the game have consequences, and just as in any other game, there is an optimal way of playing it. That means using less of certain things and more of others. Complaing about it is like saying the original Doom had terrible game design because it "told" you to save the ammo of your more powerful guns for the more powerful enemies;"You're giving me all of those cool guns and then you tell me to stop using most of them?!? - TERRIBLE DESIGN!" That's just flawed logic and a complete misunderstanding of what video games are and how they work.
You can run in the late game if you know when to implement it; You can fire guns in levels where the alien is present if you know how to handle such situations. Use whatever you want whenever you want. Just keep in mind that some actions are safer than others, and if you get killed for using an unsafe option - then it's your fault.
I do not get the relation between Alien and Witcher here.
One has hardly any mechanics to begin with and the 5 that are there consist out of one that is generally inferior or a "death trap", some others are a game of chance too or become more and more useless the further you get in the game. You have few options and they become less because there is no margin for error in this game since you are dead in one hit.
The other has 2 dozen options - given: some more powerfull than others - that can all be consistently used during the game. Mashing quick attack is not the only option, its the players choice to ignore everything else and make combat dull. You can however use the entire aresenal without getting punished. Mashing quick attack is the most effective way for the average player though because it requires little effort - however its by far not the most efficient way to fight. Using items portions, charge attacks and signs clean house way faster.
And the knowledge of whether or not something is a safe option is puerly aquired through trial and error. Common sense like "keep powerfull ammo for powerfull enemies" does not applie to alien isolation. There is no evident explaination why a locker is worse than a desk or why hiding behind a basketball for some reason works better than the other two options mentioned. It just is - in this game only. There are no stakes here. When you are unfamiliar with the enviroment and the alien preassures you into one or 2 different directions, hence the game is just corridors, you have to pick the few options available. After that its hoping that the ai does not decide to kill you.
Sure, every game has intricacies which are specific to it that can be learned or exploited but if there is no way to recover since the game only knows 2 states, hidden and spotted which means death most of the time, there is no enjoyable learning curve for most people.
There is a reason why almost no games work the way isolation does - because conventional game design does not apply here.
There isn't a single section in this game where you need to hope the AI doesn't decide to kill you, no matter the difficulty level.
That's not true at all.
For starters, there's a third state in which an enemy saw you, but didn't confirm it yet. If you manage to leave said enemy's line of sight during that short period, you're safe.
Also, when you're spotted there are ways to avoid death: flamethrower, pipe bombs, molotovs. You get a pipe bomb blueprint as early as mission 5 (molotov comes during mission 6). You can also avoid death while not wasting any resources at all if there's enough distance and obstacles between you and the alien to use in order to quickly find cover.
Lastly, the statement that this game has no enjoyable learnning curve for most people is easily countered by the fact that most people praise this game.
Actually, aside from the alien's AI, this game has no features that can't be found in other games: It has the basic premise of games such as Outlast and Amnesia mixed in with a little bit of FPS survival horror experiences such as System Shock 2.
You cannot move in a locker; you cannot adjust your position, you cannot utilize your inventory, you can do nothing but rely on an RNG. This is why desks are intuitively a better cover. I used lockers only once in the game and died. I wasn't stupid enough to keep relying on an RNG to keep me alive.
The game is littered with things you can use as cover. It forces you to think quickly and adapt to changing circumstances. It rewards you for having a backup plan. Few other games have anything approaching this. Most other stealth games (if you can call Isolation that) are based on memorization, not skill.