Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Well, guess i need to wait for Alien Isolation 2.
The most glaring ommision is that Ripley does not have to go back to try and deactivate the fail-safe on the self-destruct system. Subsequently, the timer is only set for 5 minutes.
And it feels as though I can run across the ship in about 90 seconds... the only thing slowing down the trip is the alien. Not exactly the scope I was expecting. The movie was a little bit more down to the wire with the self destruct timer, yet I finished one playthrough with about 2 minutes remaining. I didn't quite get that movie feeling.
That's not the most glaring omission. The most glaring omission is the absence of Jonesy. You can actually see his box inside the shuttle but the cat himself is not there. So, he presumably died in the blast. "Rescue the cat" would have made a more interesting objective anyway than "pull this lever".
Back to the self-destruct sequence though... I rewatched the ending from Alien last night and noticed a few more things...
When setting the self destruct mechanism, Ripley manually unsets several screws securing a panel that covers the two levers for the hatch. She removes the panel and pulls on both levers, which are very resistant and require both her hands. In the DLC- there's no panel (so no unsetting of screws) and you're only required to pull one lever (even though there are clearly 2 set within the wall). And the lever you pull uses the same animation as the main game- a quick pull with minimal effort. That's quite a few differences all practically in the same spot. In fact, when I first played the DLC I wondered if I actually did it right- I knew it was more complicated than pulling one lever but couldn't exactly remember. Now after watching the movie- it's clear they simplified even that sequence of events.
In the movie, Ripley climbs down a ladder after setting the destruct sequence. The DLC is sans-ladder? Really now- there are several ladders on the Nostromo- but one of the two Ripley is specifically shown using in the movie gets ommited?
And it's totally irrelevant to the DLC since she never goes back, but in the movie she backtracks to try and activate the fail-safe- doesn't get it in on time, then tries to reason with Mother (even though we all know she's too late). Mother doesn't listen and starts the countdown anyway... Ripley- in a rage- calls Mother a b**** and throws an object at the countdown monitor. Sparks literally fly. It's a defining moment of the film- like mother kicking-out daughter, except now Mother is about to blow up the house to sever the relationship permanently. This is obviously the most glaring ommision- 5 minutes leading up to the climax of the film are completely ommited.
You know, it's not difficult to implement these things- it takes time, programmers, modeling, animations. If they didn't think these things were important- they were. It's not fan-service if fans observe multiple differences from the film.
Worst case scenario: they didn't want to put that much effort into a DLC. Then I have no issue describing all of its faults with excruciating detail whenever someone asks, "Is it worth it?"
In fact, I'd go as far as to say it's Alien Isolation's unforgiving difficulty curve (and extremely low player completion rates if the data is to be believed) that undermine this otherwise outstanding game.
Making the Survivor Mode DLC hard as nails...just coz', innit, was a terrible, terrible idea and still hurts the game now. I have never played most of the DLC (and I have them all) because I know that nothing lies therein but misery and repeated falure.
It's great shame.
So you are contradicting your own argument with posts that don´t even have hour between them. Which one is it? Does the difficulty matter or does it not?
IMO, the survivor difficulty is OK, since you can use Amanda for every map. She starts with the flamethrower, which is your panic button for emergencies. Salvage parts are also plentiful. Completing Safe Haven with Hudson was quite a big harder, however, since you get the flamer only at middle point. :)
Repeated failure or dealing with the unexpected is exactly the good thing in this game. Insecurity and no way of knowing where you´ll get picked off next time gives out a nice adrenaline surge, one that no other games beyond organized multiplayer has ever done for me. That´s also why the Salvage DLC are so replayable: Not only are the events different every time you try, you have a lot of variations on the 10-step program where you choose which path to pursue each time. I consider those a steal for 2 euros a piece during the sale.
Therefore, you are either trolling or just frustrated at your own lack of ability and choosing to take it out on the game.
You're entitled to your own opinion. Yes, I have serious issues with the game's definition's of 'difficulty' - imo even so-called 'novice' is useless. It changes nothing in the gameplay to make progression easier. I still get followed about by the Alien and jumped on just as much as when I've tried playing on harder settings.
My point about the DLC is that it would have been nice if the developers had even tried to offer the illusion of different difficulty settings for Survivor Mode, but of course they didn't - no doubt pandering to the usual mob of time-rich 'madskillz' players who demand everything gets cranked up to ridiculous levels of difficulty. I dunno, maybe that's some kind of 'elite' gamer thing; to me it just spoils the game even further.
Go ahead, call me a troll if that's all you've got. I have serious complaints about the game's difficulty (and the lack of real choice in the totally meaningless settings the developers appear to have offered).
We're not all great at games, and many of us don't have an infinite timesink in which to perfect our technique. I may have put in 30 hours+ on this game, but all of that's since day one (and I got the game, I think, at release, or as near as dammit). One thing I can't be accused of is not trying. I try and I keep on trying. But so far my only reward is insta-kills and loading screens. On novice. Which is supposed to be 'easy' (but really isn't).
But I love the game - one of my absolute favourites. It's a fantastic piece of fan service and I never tire of its visual style. But it's possibly the hardest game I've ever bought and I'm unhappy about that.
The reason I think you are trolling or venting is because in one post on another thread you say there's no difference between difficulty levels in the game. Then in this thread you say that people weaned on novice will have issues with Survivor as it's hard mode only. So therefore you acknowledge there IS a difference, or you are simply saying one thing then another to get a reaction. I am merely judging you on your own logic. But maybe you are simply confused ;-)
I finished the game on hard upon release, didn't even try another mode. I am not a madskills time-rich player, I own 3 business, have a family and all the other adult commitments, but I managed to finish the game. I am now playing it in Easy mode as I want to explore Sevastapol without hiding under benches every 5 minutes...Most definitely there is a big difference between Easy and Hard, right now I can saunter around under the noses of the Joes and Alien without reprisal.