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But yeah, the game might be too hard for some people. There is a definite difficulty spike between mission 4 and mission 5, simply due to the alien being so much more of a threat than anything else in the game. A player that doesn't have patience, doesn't pay attention to details around him and isn't willing to examine what it is that he's doing wrong will probably drop the game during missions 5-6. Those are the "trial by fire" missions. They are not the most difficult missions in the game (repeat playthroughs make that abundantly clear), but if you get through them you're ready for everything the game has to throw at you. Those missions tend to scar people, myself included (took me a couple of weeks to start a second playthrough due to the sheer dredd of having to deal with those missions again).
That said, I don't find the game to be unfair in any way shape or form that might discourage a player who is willing to put in the time and effort. I am no survival/stealth game expert (Alien:Isolation is probably the first game in the genre I played all the way through), but I have done multiple deathless playthroughs of this game on Hard and Nightmare (Granted, none of them was my first playthrough). The game has a learning curve, just like any decent game that isn't there to pander to the player and hold his hand.
Looking at Alien: Isolation itself, its completion percentages may still be below-average compared to other games because it demands attention to your surroundings, objectives, events that have led you to where you are, tools at your disposal etc... It's all a bit too real, and like in real life we can be disorientated at first when exploring somewhere new. Having said that, like most games these days Alien: Isolation does still pretty much tell you where to go most of the time, it's just not as in-your-face about it and so some people don't notice. The constant threat from the alien can distract you from your objective too
Personally, I didn't find it a difficult story to keep up with even on my first playthrough, I guess it depends on your level of immersion
The beginning of mission 3 is a good example for this, most players are trying to solve the problem by more or less confrontation. We are all used to this through our gaming experience, not solving a problem in a common way creates a feeling of frustration instead of satisfaction.
Alien Isolation does not offer this in the first place, it makes you feel too much uncomfortable, and at first appearance it does not offer an easy way through it, it's more demanding than entertaining, and it's taking too much control away from the player.
But this is what Alien is about and who is willing to accept the challenge is getting richly rewarded.
Would be a movie like Alien a big commercial success these days ? I'm very doubtful.
Even though Isolation was advertised as a stealth game, I think a lot of gamers believed it would ultimately be a game where you could blast the aliens with a pulse rifle, with SOME stealth sections interspersed with the action (kind of like Colonic Marines, where you lose your weapons and have to sneak around and avoid the boiler aliens).
I think a lot of fans of the Alien franchise realised that the whole game was gonna be stealth based... even when you got guns... and it put them off. In games, Alien franchise has always been a shooting game.
Well said. I vote for this guy to be our official spokesman.
This game and types like it where you're more along for the ride and having to be sneaky through the scary parts... not for me.
Huh? You're fully in control in Isolation and you can fight back, even before you get the flamethrower. Are you sure you didn't accidentally play a different game?
I play it on Normal, because I find it the best balance between no tension and treating the game as a puzzle. As I mentioned above, if I need to repeat a section many times, it's no longer scary, it's a challenge, but not a horror.
... there aren't really QTEs.
There are tutorial prompts and each item has a specific combo (to get a better atmosphere and immersion).
If you press something wrong, just press the correct button... you will lose nothing and you don't have to repeat the combo from start. That only happens if you release all the buttons.
(For example: Don't release RT+LT, only because you have pressed LS -> instead of LS <-. just press LS<- again - Other example: Let's say you have to find a lever on a wall in a specific scene.. The game will show you the correct position through one of these tutorial prompt, but you can look in each direction before you look to the correct one - only the action in this scene will limit your time.)
These prompts are intended to make the game easier for some people because they can't remember or notice what to do. (for ex: because of fear or a lesser comprehension)
QTEs are usually in script scenes/fights and the player has only a short amount of time to press the right button and he will die/lose or he has to repeat a really long combo if he press the wrong button. That's not the case with A: I. For example, Resident Evil 4-6 have QTEs.
Even in the burning room you can walk around and visit the other room inside this room. The ladder itself is also no problem. Just use a medpack if you are slow like a snail. = No QTE situation because you have options. There is also a difference between QTEs and forced progress. If a room collapses or burns down around you, you should leave it if you don't want to die. Due to the situation, it's also understandable that you need more effort to reach this specific ladder.
Smashing the button also doesn't mean it's a QTE, it only simulate the effort. (LT+RT = two hands, LT = one hand, smashing A = much effort because it's a old, rusty or heavy lever, screw, nut, rail etc blah blah.
There is also no prompt like classic random QTEs: A,A,A,Y,A,X,Y, next time A,X,A,A,Y etc.
You just have to learn what's for what like you have learned to shoot.
Every item and its usage is really well thought out.
In principle, all the item buttons/keys are just additional layouts/mappings like for shooting, jumping, running, crouching, inventory, etc., since each item has its own assignment.
And there aren't many things to remember as you can see above. Starcraft e.g. has a lot more shortcuts (and they all fit on a controller including groupings etc)
Just don't refuse to learn new things and it will get a very ingenious flow.
This is not for fresh beginners/noobs, but the healthbar is also a overrated game element since you can see and hear your health. :p ^^
And they have implemented a very easy mode (novice?) if someone totally sucks because he don't understand the game or has to much fear.
The biggest rule of this game is to give the most attention to your environment - audio and visual. Not only because you can hear stuff like doors, steps, aliens far away or even your own breath. Also because you can notice important elements and you will immediately know what's next.
A great example for finding stuff long before you need it, is the button from the final scene... his location can be found at the beginning of the game. You'll get a prompt for the right direction in the final scene, but even as a beginner, strictly speaking, you don't need the prompt if you've found the button at the beginning of the game and already know where it is. Otherwise you can use the displayed prompts for a "fast-finding" or you can look around and use your intuition = again, several options, no QTE.
People have to look for enemies and game-elements all the time, and that's really great, simply because it's a real survival game.
Often you also put yourself under greater pressure than the game actually does. And I think most players hang on it.
tl:dr : Prompts and usage effort explained with examples - no QTE ^^
e: typo...