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A decade of Alien: Isolation: how Creative Assembly made an all-time horror classic
On the 10-year anniversary of Alien: Isolation, the game's director and writing team tell the story of how it was made - and its continuing legacy today.
| Image credit: Calum A. Watt / Sega Coming back to Alien: Isolation again today, I've developed a new-found appreciation of the work that goes into these little moments of side story - details on people Ripley never, for the most part, even meets. There's Julia Jones, the journalist charting Sevastopol's descent into chaos; corporate stooge Ransome, betrayed by the very company he so slavishly follows; chief engineer Porter, murdered by a Working Joe android before he'd had the chance to use his makeshift bolt gun weapon; and, of course, there's poor Mike Tanaka, family man, part-time doodler and Seegson systems archivist. Alien: Romulus, skittering into cinemas in the UK this past August, offered those eagle-eyed fans a knowing nod, with glimpses of those glowing emergency stations often positioned, as in the game, just in view whenever a significant or dangerous scene was due.
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