Comic-Con Exclusive Interview: Creative Lead Al Hope Speaks with The Mary Sue about Alien: Isolation

When do we get to shout "GET AWAY FROM HER"?

Recommended Videos

The survival horror game Alien:IsolationĀ and its Sigourney Weaver-starring preorder DLCĀ are due out in October, and no one at TMS is more excited than ourĀ Editor-in-Chief Jill Pantozzi. She got the chance to Ā hang out with the Creative Assembly team at their booth in San Diego Comic-Con the other day, and spoke to creative lead Al Hope about the development process.

We catch up with Jill and Al Hope just as a nearby game demo begins, and Hope explains to Jill what’s going on:

Al Hope: So this is really trying to tell the player that this is a game about choosing. This is about trying to avoid being seen. So we give them a really brief introduction to the motion tracker and anyone who is kind ofĀ  familiar with the film should kind of see the similarity there.

The Mary Sue: I will tell you: I am so scared to play this game, because the movie scares me and whenever Iā€™m in a game where itā€™s very intenseā€¦

Al: Yeah, I feel the same. So what weā€™re showing here in the egg is you get to play the newly announced challenged/timed mode. So itā€™s really condensed. Itā€™s really intense experience but itā€™s kind of stripped back experience. Itā€™s just you. In the space, in a contained space with the alien and then you got a simple objective of trying to survive the maze, but actually that proves to be quite a challenge. So sheā€™s [the player they’re watching] managed to not see the flamethrower so sheā€™s gonna have a really hard time… although she has the motion tracker there and that really is your main weapon.

[Loud alien noises]

TMS: That was fast!

Al: Yeah. Itā€™s not completely black and white, but if the alien does see you and you donā€™t move out of the line of sight, then it will come for you…Ā We are, to be fair, asking a great deal of these players, because theyā€™re really jumping into the deep end with no experience of trying to survive against this thing. You should never turn the light on. Because you know, our alien is kind of dynamic and reactive creature that isnā€™t running on any parts or type of patterns ,so itā€™s just using its senses of sight and sound to try and track the player down. So switching every switch Ā is cool because itā€™ll help you navigate through the world, [but] it of course acts as a huge beacon to the alien. And so part of the gameplay is situational awareness of the environment, to figure out what the next best thing is. Do you stay or do you go? Do you have any resources at hand to help change the odds? The alienā€™s being able to navigate through the world. It uses the vent system in the ceiling and in the walls.

TMS:Ā So every time that we post about the game, the comment that we get the most is, ā€œOh god, not another Aliens: Colonial Marines,ā€ which I did not play so I donā€™t know what the whole thing is about that. How long before people are ready to say ā€œOk. Letā€™s do another game we think people are ready for. We think itā€™s gonna be greatā€?

Al: I dunno. The thing for me is… one, we started making this game about four years agoā€” so way before Aliens: Colonial Marines came out ā€” and from the start we were trying to do something different, whereas I think the majority of video games based in the Alien universe have really focused on the James Cameron experience;Ā marines, assault rifles, lots of aliens. Itā€™s about killing them. I really wanted to do something completely different. I really wanted to really love the first film and the sort of experience you get from that. You know, about strength. About just one being absolutely terrifying. It felt like there must be a really thrilling game there. What itā€™s like to try and survive against that creature? And so, if games usually go in [the other] direction, then we felt like we were going in the completely opposite direction. A game about survival. About you know kind of cat and mouse gameplay. It felt like there had to be an alternative game there that wasnā€™t about aliens just being at the end of your halls and floors, killing them. I think that to answer your question, it is an Alien game but itā€™s something completely different. For me, what the game is – for the first time it allows players to experience what it would be like to encounter Ridley Scottā€™s original alien. Itā€™s massive and terrifying and give you the sense that itā€™s really intelligent, that itā€™s actually hunting you down. So, completely new experience.

TMS:Ā What was the choice to obviously go with Ripleyā€™s daughter and to create this whole new experience with this person?

Al: We really love the first film. Everything about it: Ā the unique alien, the giant creature, through to the low-fi, sci-fi scientist view of the world. Itā€™s got a really unique aesthetic. And to capitalize on that, I really wanted to have a new storyā€”it was never going to be a video game of the movie. Alien: Isolation takes place 15 years after the Nostromo goes missing, and someone has found the black box recorder of the Nostromo. So Amanada,who has been searching for answers about her mother’s disappearance, phones in to be part of this really small crew to go and simply retrieve it. Obviously things donā€™t work out as planned!

I guess to your questionĀ about Amandaā€¦ it just seemed like an amazing opportunity. We had this character in the universe that was introduced in Aliens Ā whose story had never been told and it felt like, ā€œOh my goodness. We want to put this story right next to Alien, Ā and we need to really have kind of an emotional connection to the first movie ,and weā€™ve got a character who could be pushed into the spotlight. Itā€™s just perfect.” Ripleyā€™s such a iconic and unique and pioneeringĀ character. It felt totally the right thing to do to choose her daughter, who is her own character in herself and isnā€™t a complete clone of her mother.

AlienIsolationAmandaRipley

TMS: A lot of the Alien series has had connected to [Ripley] is sort of her motherhood thing. Whether it be an alienā€™s or even an alien resurrection, you know ā€“ a strained motherly thing with the alien. Is there time to get into that with Amanda considering that her motherā€™s not there with her? Is there time to develop that sort of aspect of it? Without giving away too much.

Al: So I think thereā€™s a number of mysteries that take place in the story and I really donā€™t want to spoil anything! Itā€™s a component of part of the experience.

TMS:Ā Thatā€™s good! Obviously recently weā€™ve heard that Ripley and the original cast are getting to be back. How far along in the process did that decision come to play?

Al:Ā Alien: Isolation came from a small enough number of people at Ā studio [who] really wanted to make this game. No one came to us and said ,ā€œYou need to make an Alien game.ā€ We went to SEGA and said, “we think this is going to be really really cool.” Itā€™s a real dream project and, of course, as soon as we started and started putting things like this together, putting the world together, Ā all of these ideas start flooding in. The fact that we were producing this world that looked so much like that first film […] It just felt like we just kept asking ā€œwhat made the Nostromo? Or maybe we could get the original crew/cast to come back and somehow participate in it?ā€ And then you got some people saying ,ā€œThis has to happen. How do we make it happen?ā€

And then itā€™s simply ā€“ the work we had done in creating the atmosphere and staying so true to the original. I think it really gave us a head start because we had to put all weā€™d done in front of Ā [the actors] and say, ā€œLook. This is what weā€™re doing. This is a new thing. It really goes back to where you guys started.ā€ And they seemed massively positive. And I think with Sigourney, that we had chosen her fictional daughter as our main character, I think that meant a lot to her as well. Yeah, an amazing, amazing occurrence.

TMS: I got to speak with her actually about this the other day and I mean, it was amazing because from my perspective as a fan and someone who was very young, obviously, when I first saw these films. Sheā€™s a sci-fi goddess to me and the fact that this wasnā€™t just a throwaway thing for her. Just a really important role for her too and she gets the importance of it in the genre itself and gets it that she is willing to do a game like this too. It was really interesting.

Al: That was the interesting thing. You know, working with her on the dialogue. I really got a sense that this character is really important to her. And the fact that weā€™d written lines ā€“ we had a script but then she would be saying ā€œLet me try this. This might sound more like Ellenā€ and yes. Weā€™ll go with that. That sounds exactly like something Ellen Ripley would say. That was just magical. That was the thing, as soon as she started delivering those lines, youā€™re kind of being transported back 35 years. Sheā€™s talking to the original crew and yeah, really incredible experience.

TMS: Are there any other [technical] details that you want to touch on?

Al: Oh no, I donā€™t want to touch on those. I think ā€“ one of the great things for me about coming to SDCC is this [fans reacting to game in background]. Is the fact that we might have produced a game thatā€™s a little bit different. Thatā€™s not about killing. But you know, what an amazing reaction. We probably wouldnā€™t have got if we had just put the player there with a big gun and just got them to clear whatā€™s ahead of them. I think that it proves thereā€™s an audience out there who wants something like this and the fact that you can have people play and be killed in the game and come out with massive smiles on their faces. That theyā€™ve been equally scared and thrilled at the same time. Thatā€™s just great.

ā€”

Alien: Isolation is currently available for pre-order and will be released on Xbox One, PlayStation 4, Windows PC, Xbox 360, and PlayStation 3 on October 7th.

Previously in Alien: Isolation

Are you following The Mary Sue on Twitter, Facebook, Tumblr, Instagram, & Google +?


The Mary Sue is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission.Ā Learn more
related content
Read Article Can ‘Star Wars Outlaws’ Prove Its Singularity Ahead Of Its Release?
Promotional art for 'Star Wars Outlaws'
Read Article Behold the Voice Cast That Will Bring ‘Hades 2’ to Life
Melinoe from Hades 2
Read Article We Just Got Our First Look At ‘Hades II’ Gameplay and by Olympus, It’s Stunning
Melinoƫ from Hades II and Zagreus from Hades
Read Article ‘Hades II’s Protagonist Has a Hell of a Backstory
Melinoe fighting Hecate from Hades 2 trailer
Read Article The Biggest ‘Invincible’ Project Yet Is Gathering Strength as We Speak
Allen, Invincible, and Immortal in 'Invincible'
Related Content
Read Article Can ‘Star Wars Outlaws’ Prove Its Singularity Ahead Of Its Release?
Promotional art for 'Star Wars Outlaws'
Read Article Behold the Voice Cast That Will Bring ‘Hades 2’ to Life
Melinoe from Hades 2
Read Article We Just Got Our First Look At ‘Hades II’ Gameplay and by Olympus, It’s Stunning
Melinoƫ from Hades II and Zagreus from Hades
Read Article ‘Hades II’s Protagonist Has a Hell of a Backstory
Melinoe fighting Hecate from Hades 2 trailer
Read Article The Biggest ‘Invincible’ Project Yet Is Gathering Strength as We Speak
Allen, Invincible, and Immortal in 'Invincible'