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Fridge Brilliance

  • The game's length is its most criticized feature but, think about it. the original film, had you on the edge of your seat, as Ripley tried to escape from the now doomed Nostromo. then the film pulls one last surprise as the Alien tries to kill her. similarly, the game seems to end after the alien is disposed of in chapter 10, and the Reactor/Hive but keeps going. it's the perfect way to emulate the original film and it took me 2 plays to get it right.
    • Additional brilliance also comes from the fact that you go through the same areas multiple times. This harkens back to the films, as the main hallways of the Nostromo was just one long set that was made to appear as different decks by changing the lighting. So, essentially, by having missions having you go back and forth through the same areas you have before, it utilizes the "sets" of the station in the same manner without having to have multiple distinct levels for gameplay (like other typical video games). So, essentially, it makes it's use of limited settings to match the original film even more.
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  • The fate of Doctor Kuhlman. This one requires knowledge of how drugs affect the human brain. Kuhlman enlisted Amanda's help not out of genuine desire, but because of his drug addiction. the logs indicate his numerous journeys to the dispensary, even during times when his patients needed it more. the Alien killing him is less shocking and more of a Karmic Death with this in mind. It's possible that he was taking uppers or something else. downers, Oxy. and various other drugs work by relaxing the brain. there was a xeno on the loose and Kuhlman needed to be alert. it's only when he ran out of dope that he enlisted Amanda's help. then the Xeno burst through the grate (there is no ceiling vent in his office, which leads to a question: the vent is small and the xeno is huge. how did it get through? simple. it used its blood to melt the bars.
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  • There was always a plot hole in Aliens that the colonists never picked up the signal that drew in Ripley's crew to the Space Jockey's ship. Take this game as canon and you have an answer: Marlow's crew turned it off.
  • Why are paranoiacs so hostile towards you? Sometimes when you're spotted, someone will say "I don't know this one" or some such. The station had a population of 500 which meant that almost everyone knew everyone else- seeing a complete stranger probably freaks them out. That combined with the fact that you are carrying alot of weapons probably unnerves them.
    • Combine that with the fact that the entire Xenomorph outbreak started because an unknown woman was allowed onboard from off-station, and their adverse reaction to a female they don't recognize starts looking pretty rational.
  • Why is the Alien so much more difficult in the hospital levels than in the Seesgson Synthetic level and, to a lesser extent, The Trap? The explosion must have injured it and it is recovering afterwards. Fridge horror sets in when you realize that, as terrifying as the Alien is, it’s nowhere near as bad as could have been.
  • The flamethrower is the one thing that can drive the Alien off, but it still doesn't kill it. The flames are causing it pain, but no real harm. It's made of silicon, people — aka, a substance that isn't known for its ability to burn.
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  • Why is Amanda's breathing so bad when she's holding her breath in the lockers? According to Aliens, she died of cancer. If this was lung cancer, then it explains the bad breathing.

Fridge Horror

  • In the first few levels, you still see a decent amount of people, some not even armed, running around but by the last few levels you don't encounter anyone. When the androids became (more) hostile and the aliens spread throughout the station- both actions caused by you- this probably led to the vast majority of the remaining survivors being slaughtered. People that had survived a month of hell were killed at the 11th hour because of you.
  • Why are so many survivors hostile? The crisis has been ongoing for several weeks; at the beginning there probably were larger, more civilized groups of people- which would have been more likely to be open to attack from the alien and looters. Soon enough word would have gotten out that large groups are the most at risk. The horror sets in that the violent paranoiacs arguably have the right idea.
    • Furthermore, rumors of the aliens' life cycle would have spread throughout Sevastopol following Foster's death by chestburster. By the time of Amanda's arrival, many of the survivors may have even witnessed the impregnation/chestbursting process firsthand due to the presence of facehuggers on the station. When paranoiacs attack Ripley, they are likely viewing her as either a current or future host for more of the monsters.
  • In Ellen's message to Amanda, she never actually clarifies that all of the Nostromo's crew was dead before she blew up the ship. It's possible that Amanda thought her mother killed her co-workers to get rid of the creature and is no better than Marlow- something Marlow certainly seems to believe ("If she was here, she'd be helping me!"). This would explain why she stopped looking for her ostensibly murderer of a mother.
  • It's eventually revealed that the Alien has created a hive on the station and there are now a lot of the monsters roaming around. This begs the question of whether you were actually being stalked by just the one Xenomorph throughout the game, or a whole bunch of them, and nobody had even realised.
  • Think about when Ripley was in and around Sevastopol’s core and Anesidora’s exploding reactor. Regarding the former, all the Joes in the area have on haz-mat suits, which would suggest it was some kind of hazardous environment and the latter was turned into “a goddamn nuke”. Now think about the films where we find out that Amanda died of cancer at the relatively young age of 66 and never had any kids. Could that have had anything to do with the aforementioned levels? Could Amanda have gotten cancer and/or been rendered sterile during the events of the game?
  • It’s subtle, but watch Waits’ behavior during the first part of the level The Trap when you’re in the Systech Spire. He tells you the plan, what has to be done to achieve it and just tells you to “report in as you go.” When that plan fails, he comes up with another idea- conspicuously not telling you what it is- and sends you to Gemini Labs. Once there, Waits micro-manages you to each objective and even just rambles on about the lab’s background to the point that Amanda has to exasperatedly tell him “enough talking!” He’s trying to goad you into telling him to shut up so he doesn’t have to divulge the final part of the plan- sacrificing you to get rid of the Alien.
  • You can find a recording from Hughes to his sleeping wife telling her he’ll be back before she wakes up. Since he never does, his wife and daughter must have spent however little time they had left wondering what happened to him. Or worse, they went to Seegson Communications trying to find him and instead found an army of killer robots.
  • When you think about it, the fate of Spedding and his secretary. His last words were to tell her that he loved her and thinking that she was safe. The poor woman was dead and only in his office because he put her there- while it’s unlikely she would’ve survived terribly long, she would’ve had more of a fighting chance than being locked in a room with 6 murderous androids.
  • According Word of God there was a Xenomorph queen on the station. Considering how many eggs you come across in the nest, she must’ve been close to you- like one or two rooms away close.
    • In one of the later levels, you can hear eerie sounds in the distance unlike anything you've heard up to that point, even the presumed wails of the webbed-up victims in the hive. Those howls could easily be coming from the queen.
  • Some of the paranoiacs’ dialogue about eating (specifically, when they talk about how they were hungry “but never thought we’d have to resort to that ”) suggest that some of them have resorted to cannibalism or something similar. (Since they’re absolutely fine about killing you for just being in the same vicinity as them, we know they’re not just talking about shooting people for their food.)
  • Sometimes, after the Smash to Black screen, you can still hear Amanda gasping or screaming. Considering what happens in the 2nd half of the game, that would suggest instead of killing her outright, the alien was taking her back to their nest.
  • In a break room on your way to the Gemini labs module, you can come across a children's robot toy, along with a child's drawing of the Xenomorph. And later on, you encounter one of the logs that mention children being on board Sevastopol. This means that without a doubt, there were children who were probably taken away or killed by the Xenomorphs, and Sinclair's last audio log only confirms this.
  • When you finally meet Waits in his office (the only of few moments in the game you can actually breathe easy and feel sane talking calmly to living people), he briefs you on his plan to capture the Alien. You will also talk to Marlow, who's in his cell. Then you get the flamethrower and before you're ready for another action, you want to save your progress on a save station in the office. But what is that? When you point to it, it shows disconcerting text Save progress - HOSTILES NEARBY. You start panicking a little, but it is safe to say, nothing can hurt or kill you in this location. No alien, no robots, no facehuggers, nothing. Sure, you could ascribe the warning to the Marlow, the not very sane man. But it could also be warning you about Waits himself , as he secretly wants to sacrifice you to the alien.
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