That's Not Your Gun, Ripley
Alien Isolation's Amanda Ripley doesn’t know what's hunting her, but I do. That's why I've been taking things slowly, sticking to the shadows and avoiding open ventilation shafts. If I see goo dripping from the ceiling, then I run a mile, and I've already spent more time hiding in lockers than walking the halls.
Having discovered that most of the survivors of
Sevastopol Space Station are hostile and trigger happy, I have taken to
avoiding everyone. Where that isn't possible, I bash them about the noggin with
a particularly hefty wrench - one blow as a warning, the second to say good
night. I was forced to crack a few skulls early on, in a level that was teeming
with armed humans. After numerous failed attempts to slip by unnoticed, I
settled on a more video-gamey approach to clearing out the troublesome locals:
I set off an alarm a couple of rooms down and waited for each crew member to
come check it out, one at a time. I'd emerge from the shadows and smack them in
the head, reset and repeat, until I'd laid-out all four enemies and the coast
was clear.
The lack of intelligence displayed by these now deceased
space men and women was disappointing. Creative Assembly have nailed the low-fi
sci-fi of Alien and the atmosphere is terrific, but dodgy AI has put a dampener
on things. However, it was something else about this encounter that really
bothered me. Each of my victims were carrying a gun, and by the end of my
wrench rampage there were four revolvers lying at my feet, a weapon that I was
desperate to add to my limited arsenal. Unfortunately, the game had other ideas
- we could look but we most certainly could not touch. I could, however, loot
the bodies of the deceased and pick up ammo for the guns I wasn't yet allowed
to play with.
Even at this early stage, I had already completely bought
into Alien Isolation's fiction, and being faced with such a nonsensical
restriction somewhat ruined the fantasy. It ran counter to everything I'd
already learnt about Ripley, the daughter of Ellen, who is searching for clues
about the fate of her mother. Our heroine is a space-handyman, capable of
rewiring gadgets and creating useful items from scrap, so I doubt she'd be averse
to having a go at handling a revolver. No need for a gun, she must have
thought, I'm sure that massive alien will shit itself when it sees the heft of
my spanner.
I realise such restrictions are extremely common and are
necessary in a game as linear as this. We are playing in the developer's world
and are bound to their rules, even if they make no sense within the game's
fiction. Unfortunately, here in Alien Isolation, it bothered me more than
usual.
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