Finally took some time to play Alien:Isolation. What an astonishing anomaly of game design that turned out to be. It's like modern gaming developed along some alternate timeline, a far superior timeline in my opinion, where all the right lessons were learned from the past, all the right decisions were made with respect to the new opportunities afforded by the future, all the right iterations and departures made from established design tropes; and somehow ONE game from this alternate timeline slipped through an interdimensional portal into our world. Nobody makes games like this. Nobody is even trying to make games like this.
It is far from perfect, and it made a lousy first impression in the opening hour or so, but wow the authority with which all the elements of the game come together is just undeniable. Every nuance of every feature feels so well considered, and (most importantly) so utterly indifferent to what you are "supposed" to do in game design right now.
Limited savegame options and specific checkpoints? Got em.
Mission-critical text and expository story embedded in terminal screens which do not pause the game when you are reading them? Yes, and the resultant paranoid speed-reading creates a type of dramatic tension you never ever see in modern games.
Extensive inventory management with encumbrances and multiple combinatorial opportunities for different items? Uh, no thanks - we decided to seamlessly integrate our inventory and crafting system into a consumables-based inventory where you are continually assembling useful objects piece by piece as you scrounge suitable components.
Complex Immersive Sim systems which interact to allow for multiple emergent approaches to solving problems? Cool, but no we didn't need that for this type of game - we're just gonna use beautifully presented minigames ala WarioWare, and make them juuuust cognitively, mechanically, and time taxing enough that you're going to still be able to split your attention between doing them and listening fearfully for any signs of incoming danger, and feel super-relieved each time you successfully complete a task.
OK, well kickass guns? Ya gotta have kickass weaponry, right? Nah. Oh, so you're doing more of an Amnesia: The Dark Descent thing, where there are no weapons and no combat, just hiding and running away? Oh heck no, there's a surprising amount of combat and a number of classic iconic weapons, from shotguns to flamethrowers, it's just that conventional weapons are entirely the wrong tools for most of the situations your character has found herself in, and recognizing when and where to use said weapons will be a major part of your decision making. The weapons will be largely useless and almost never necessary, but you will nonetheless find yourself clinging to them like a security blanket.
And so on. Anyway yeah I've enjoyed it. Haven't finished it yet - took a break when I reached the Reactor Core because it got to be a bit overwhelming with how stressful it had become - but very impressed so far. I've heard some people say the game overstays its welcome so I guess we'll see.