History YMMV / AlienIsolation

19th May '17 2:50:10 AM Scabbard
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** Gemeni Labs is this in spades. The Alien, which at this point is already fairly aggressive, goes for broke and makes a beeline for you if you make too much noise. Even though you have the flamethrower, there are more than a few times where the monster will constantly spawn around you, forcing you to duck into lockers and cubbyholes. It also doesn't help that this level introduces security cameras that go off if you trip them (which is easy to do due to the oddly-defined cone of vision) which will summon the Xenomorph instantly. Better be near a locker or under a table, cause if you aren't, then you'll die in seconds.

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** Gemeni Gemini Labs is this in spades. The Alien, which at this point is already fairly aggressive, goes for broke and makes a beeline for you if you make too much noise. Even though you have the flamethrower, there are more than a few times where the monster will constantly spawn around you, forcing you to duck into lockers and cubbyholes. It also doesn't help that this level introduces security cameras that go off if you trip them (which is easy to do due to the oddly-defined cone of vision) which will summon the Xenomorph instantly. Better be near a locker or under a table, cause if you aren't, then you'll die in seconds.
6th Mar '17 12:34:11 AM Tuckerscreator
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* DisappointingLastLevel: Or, rather, Dissapointing Last Chapters. From approximately chapter 14, which is considered a scary, awesome level onwards, the game suddenly begins to [[{{Filler}} pad itself to ludicrous degrees]], culminating in several very difficult and frustrating encounters with the Alien. The game could easily end several times in the story, but continuously drags itself along, placing locked doors, powered down generators and a pissed off Xenomorph in your way. The game also moves it's goalposts frequently in these segments, which only adds to the frustration. Even when you reach the final chapter of the game, which is ostensibly [[spoiler: a two-story room with some vents in the floor, and a fairly intense and climactic battle with an Alien]] and manages to drag it out to almost an ''hour total in just that chapter alone.'' [[spoiler: The ending is also extremely frustrating in and of itself, turning the game into one long 15 hour ShaggyDogStory.]] Many critics complained about this insane padding, claiming that the game could have easily been toned down from a 15 to 20 hour game to a 12 or 14 hour one, and nothing of any value would be missed.

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* DisappointingLastLevel: Or, rather, Dissapointing Disapointing Last Chapters. From approximately chapter 14, which is considered a scary, awesome level onwards, the game suddenly begins to [[{{Filler}} pad itself to ludicrous degrees]], culminating in several very difficult and frustrating encounters with the Alien. The game could easily end several times in the story, but continuously drags itself along, placing locked doors, powered down generators and a pissed off Xenomorph in your way. The game also moves it's goalposts frequently in these segments, which only adds to the frustration. Even when you reach the final chapter of the game, which is ostensibly [[spoiler: a two-story room with some vents in the floor, and a fairly intense and climactic battle with an Alien]] and manages to drag it out to almost an ''hour total in just that chapter alone.'' [[spoiler: The ending is also extremely frustrating in and of itself, turning the game into one long 15 hour ShaggyDogStory.]] Many critics complained about this insane padding, claiming that the game could have easily been toned down from a 15 to 20 hour game to a 12 or 14 hour one, and nothing of any value would be missed.
21st Feb '17 8:09:54 AM ajbit26
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** It however could be argued that the fatigue helps put the player in the shoes of the tired and worn out Ripley, desperate to get off the station and away from the alien.
14th Feb '17 4:30:43 PM TheJJBL
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** It however could be argued that the fatigue helps put the player in the shoes of the tired and worn our Ripley, desperate to get off the station and away from the alien.

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** It however could be argued that the fatigue helps put the player in the shoes of the tired and worn our out Ripley, desperate to get off the station and away from the alien.
14th Feb '17 4:30:11 PM TheJJBL
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**It however could be argued that the fatigue helps put the player in the shoes of the tired and worn our Ripley, desperate to get off the station and away from the alien.
6th Jan '17 1:23:34 AM ajbit26
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* WhatAnIdiot: A lot of the issues could be solved if they send Samuels on the dangerous mission and Ripley stay back. Not because he is expendable but because he the Alien doesn't hunt Synthethic as adamantly as humans and he can take on the Working Joe easily. Ripley could simply tell him what engineering need to be done through the comms.
4th Jan '17 10:20:59 PM trixus
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* WhatAnIdiot: A lot of the issues could be solved if they send Samuels on the dangerous mission and Ripley stay back. Not because he is expendable but because he the Alien doesn't hunt Synthethic as adamantly as humans and he can take on the Working Joe easily. Ripley could simply tell him what engineering need to be done through the comms.
25th Dec '16 12:51:15 PM FearlessSon
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** [[spoiler:Alien Hive. Remember how tough the first Xenomorph was? Imagine a whole nest of them, with ConservationOfNinjitsu subverted like crazy, and Facehuggers every which way. And what's more is that even though you'll have even stronger weapons by this point like the Bolt Gun and Shotgun, the most they can do to the Xenomorphs is ''stun'' them]].

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** [[spoiler:Alien Hive. Remember how tough the first Xenomorph was? Imagine a whole nest of them, with ConservationOfNinjitsu subverted like crazy, and Facehuggers every which way. And what's more is that even though you'll have even stronger weapons by this point like the Bolt Gun and Shotgun, the most they can do to the Xenomorphs is ''stun'' them]].them. Even the trusty flamethrower, which the Xenomorph can learn to fear, can only point in one direction at a time, so if more than one of the Xenomorphs flank you in a corridor, you are ''screwed''.]]
10th Oct '16 5:22:29 AM WarriorsGate
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* GeniusBonus: Apollo Korzeniowski was the father of "Joe" Conrad, author of ''Nostromo: A Tale of the Seaboard''.
14th Sep '16 8:05:26 AM MrDeath
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* AssPull: Everything in the game seems hard-pressed to slow down Amanda's progress. Even something as simple as opening a door can be dragged out to five minutes due to the power going out and having to find the generator to start it up again, which in turn can be prolonged even further if you have a very persistent Xenomorph hunting for you. But perhaps one of the most annoying and grueling moments has to be [[spoiler: when a Xenomorph abducts Amanda just as she's about to escape Sevastopol on the maintenance rig and then takes her to be cocooned in its nest. Cue twenty or so minutes of backtracking back to the airlock while dealing with every Facehugger and Xenomorph still left on the station. And all of this happens while the station's on the verge of falling apart.]]
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.AlienIsolation