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Alien: Isolation - Walkthrough Part 1 - No Damage | Hard Mode - (Mission 1: Closing the Book)
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● PS4 Version
● Difficulty Setting: Hard
● No Damage
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● Introduction
The Creative Assembly described Alien: Isolation as a survival horror game as opposed to an action shooter, and to that end chose to style the game more closely to Ridley Scott's original horror film Alien, as opposed to James Cameron's more action oriented sequel Aliens. Unlike most other video game adaptations of the Alien franchise, Alien: Isolation features only one Alien throughout its duration that cannot be killed, requiring the player to use stealth tactics in order to survive. Although the game features some weapons, they will be effective only against the human occupants and android "Working Joes".
Instead of following a predetermined path, the artificial intelligence of the Alien has been programmed to actively hunt the player by sight, sound and smell. The Alien AI was programmed with a complex set of behavioural designs that progressively unlock as it encounters the player to create the illusion that the Alien is learning from its encounters with the player and adjusting its hunting strategy appropriately. This includes the ability for the Alien to investigate "secondary sources" of disturbances; for instance, if it notices a locker or air lock is open, the Alien will search for who opened it. The Alien emits vocalisations the player can hear to gain understanding of its current intentions; a scream may indicate that the creature is about to attack, while other sounds may indicate the Alien has seen something, is searching or has lost all trace of its prey.
The player has the ability to crouch to hide behind objects to break line of sight with the Alien, and the player can then covertly peek over or lean around to gain view. The player has the ability to run, but this increases the noise that they make and thus the chance of the Alien finding them. The player is given a flashlight and a motion tracker to detect the Alien's movements, however using these creates light and noise that increases the chance of the player being found by the Alien. The player can go under tables or inside lockers to hide from the Alien, and will sometimes have to press a button to make Amanda hold her breath to avoid making sound. Levels are designed to be non-linear with multiple entry and exit points for each room, providing alternative routes for both the Alien and the player to attack or escape, respectively.
The game features no on-screen heads-up display, instead requiring the player to use their inventory to acquire information, such as bringing up the motion tracker to locate the Alien. Using the motion tracker triggers a depth of field effect so the player can't focus on the tracker and what's in front of them at the same time. Though the motion tracker is capable of detecting the Alien's approximate location, it is unable to determine the Alien's specific location, or locate the monster if it isn't moving. The game features a crafting system which allows the player to create weapons and tools to defend themselves. Crafting objects appear in randomised locations, forcing players to explore the level to find them on each playthrough, instead of memorising their locations. Players also encounter computers and other devices that they can hack to access information or trigger in-game actions, using a system similar to video tape tracking.
● Developer: The Creative Assembly
● Publisher: Sega
● Distributor: 20th Century Fox
● Writer: Dan Abnett
Composer: Joe Henson, Alexis Smith, Jeff van Dyck, Sam Cooper
● Series: Alien
● Engine: In-house engine
● Platform: PC, PS3, PS4, Xbox 360, Xbox One
● Release date: October 7, 2014
● Genre: Survival horror, stealth
● Mode: Single-player
● Distribution: Optical disc, download
#alienisolation
------------------------------------------------------------------------------------------------
● PS4 Version
● Difficulty Setting: Hard
● No Damage
------------------------------------------------------------------------------------------------
● Introduction
The Creative Assembly described Alien: Isolation as a survival horror game as opposed to an action shooter, and to that end chose to style the game more closely to Ridley Scott's original horror film Alien, as opposed to James Cameron's more action oriented sequel Aliens. Unlike most other video game adaptations of the Alien franchise, Alien: Isolation features only one Alien throughout its duration that cannot be killed, requiring the player to use stealth tactics in order to survive. Although the game features some weapons, they will be effective only against the human occupants and android "Working Joes".
Instead of following a predetermined path, the artificial intelligence of the Alien has been programmed to actively hunt the player by sight, sound and smell. The Alien AI was programmed with a complex set of behavioural designs that progressively unlock as it encounters the player to create the illusion that the Alien is learning from its encounters with the player and adjusting its hunting strategy appropriately. This includes the ability for the Alien to investigate "secondary sources" of disturbances; for instance, if it notices a locker or air lock is open, the Alien will search for who opened it. The Alien emits vocalisations the player can hear to gain understanding of its current intentions; a scream may indicate that the creature is about to attack, while other sounds may indicate the Alien has seen something, is searching or has lost all trace of its prey.
The player has the ability to crouch to hide behind objects to break line of sight with the Alien, and the player can then covertly peek over or lean around to gain view. The player has the ability to run, but this increases the noise that they make and thus the chance of the Alien finding them. The player is given a flashlight and a motion tracker to detect the Alien's movements, however using these creates light and noise that increases the chance of the player being found by the Alien. The player can go under tables or inside lockers to hide from the Alien, and will sometimes have to press a button to make Amanda hold her breath to avoid making sound. Levels are designed to be non-linear with multiple entry and exit points for each room, providing alternative routes for both the Alien and the player to attack or escape, respectively.
The game features no on-screen heads-up display, instead requiring the player to use their inventory to acquire information, such as bringing up the motion tracker to locate the Alien. Using the motion tracker triggers a depth of field effect so the player can't focus on the tracker and what's in front of them at the same time. Though the motion tracker is capable of detecting the Alien's approximate location, it is unable to determine the Alien's specific location, or locate the monster if it isn't moving. The game features a crafting system which allows the player to create weapons and tools to defend themselves. Crafting objects appear in randomised locations, forcing players to explore the level to find them on each playthrough, instead of memorising their locations. Players also encounter computers and other devices that they can hack to access information or trigger in-game actions, using a system similar to video tape tracking.
● Developer: The Creative Assembly
● Publisher: Sega
● Distributor: 20th Century Fox
● Writer: Dan Abnett
Composer: Joe Henson, Alexis Smith, Jeff van Dyck, Sam Cooper
● Series: Alien
● Engine: In-house engine
● Platform: PC, PS3, PS4, Xbox 360, Xbox One
● Release date: October 7, 2014
● Genre: Survival horror, stealth
● Mode: Single-player
● Distribution: Optical disc, download
#alienisolation
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