Back in 2014, when Sega and Creative Assembly unleashed Alien: Isolation, I was working as a senior editor at Official Xbox Magazine. I recall our contributor, Alex Dale (affectionately nicknamed “Game Over, Man”), providing the review copy. I distinctly remember asking about the game’s length. His reply: a staggering 35-40 hours. My immediate reaction was disbelief. I’ve forgotten his exact response – maybe static interrupted his transmission with a scream, or he possibly agreed that such a lengthy runtime was excessive for a horror experience, even acknowledging the main story could be completed in around 20. 35-40 hours? That’s practically a sprawling RPG!

Now, more than a decade later, we seemingly have someone to point the finger at. And perhaps unsurprisingly, it was the xenomorph’s evolving design. According to Dion Lay, a writer on Alien Isolation, the alien’s improved capabilities during the development process unintentionally increased the time required to complete specific sections. It feels appropriate to reference a suitable Alien quote here, but I think I’ll choose that line by Jeff Goldblum from Jurassic Park instead.

In a recent discussion with FRVR, Lay admitted that “in a perfect scenario, yes, he would like to cut down its length, get down its core”.

“The Alien’s design significantly changed as we made it”, he continued. “At the point where it was ideal, it was like, ‘Oh no, now everything takes much longer!’ So, it would feel good to shorten it to its main components, make it a more concise experience. At the time, it didn’t seem overly lengthy, and suddenly you see how it all added up. So, yes, he would definitely cut it back down if we could. But back then, there were moments where we were like: ‘Yes, we can’t eliminate that at this point because it would throw off everything else.'”

It would be great to hear more information from Lay concerning the particular behaviours of the alien that had the biggest effect on game length. Its innovative and adaptable AI was a central marketing aspect prior to launch. I recall stories from the dev team about how distractions like flares would diminish in effectiveness over time. After throwing a flare for the third time, the Alien may begin to suspect the thrower’s presence or even predict the player’s probable location. Yikes!

Looking back to 2014, I tried to outline the AI’s many different behaviours in a comprehensive flowchart for OXM, which likely resulted in more launch day player deaths. I struggle to remember how the pre-launch excitement contrasted with the actual game experience. Ten years can blur memories, and mostly what I remember are hiding inside lockers.

Regardless, it’s believable that the creature’s cleverness played a role in Isolation’s extended play time. Perhaps Creative Assembly will take this into account in the upcoming Alien: Isolation sequel, though it’s uncertain if many of the original team remain involved. When it comes to relentless, unkillable threats, the ultimate monster may now have serious competition from the Beast within Amnesia: The Bunker.

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