00:00PEGI DICIOTTO
00:46This had to be a horror game. We wanted to create an experience that was terrifying and claustrophobic. A game
00:53where you would spend the entire time worrying about where the alien is.
01:03Instead of the player cutting down hundreds of aliens, we have them focus on a single creature. And when you
01:09meet it, your first reaction should be to back away and just find somewhere to hide.
01:22Getting the story right was really important to us. We kept coming back to the question, when the Nostromo went
01:29missing, who would go searching for it?
01:31And that led us to Amanda Ripley, and if she went looking, what would she find?
01:41In Alien Isolation, the player is a normal person in an extraordinary situation. The player isn't equipped with incredible firepower
01:50or military hardware. They are isolated, they are vulnerable, and they're just trying to survive moment to moment with whatever
01:57they can find in the environment that will give them some kind of edge.
02:05We've taken the majority of our cues from the original movie. This kind of lo-fi sci-fi has informed
02:12just about every aspect of the art, from the architecture to the character design, the materials we're using, visual effects,
02:22lighting, everything comes back to this 1970s view of the future.
02:29Everything in the game, all the technology, has this kind of mechanical, push-button feel to it. And that's really
02:36important to us.
02:49We really wanted to take the series back to its roots. For the players to confront the original
02:55alien. We really wanted to make the alien game that people have been waiting for.
03:00We really wanted to make the alien game that people have been waiting for.