You hear this facilitating rumbling and know now the monster is again breathe in the ventilation pipes verschwundeneinmal deep and out of the hiding place you've just concocted your new route and sneak a few meters this panic, this terror, when the alien from the ventilation shaft exactly in front of you again coming out the previous hiding place is too far away you verkriechst you around the next counter and hope that as long as you do not see it, it does not see you
You hear it over you rumble of sweat suits you according to recent transitions even in the face but you are sneaking out the window and enjoy the view on the space station, behind the gas giant and farther away those fiery star
I Alien insulation by played 2 days ago and I'm already in the middle, alone when I am writing these lines. The fact is that until now has not tied game in this way myself. I could not remember a comparable density and almost constantly strained to the breaking point and threatening atmosphere in a game. Most likely still the STALKER series.
The soundtrack is top notch. The music is excellent used to build tension, in the few stages where it is very quiet you can see the invisible threat then best grip.
The graphics are very good, the currently feasible but it does not reflect all again. There are also repeatedly clipping error and standing in the air objects, however, I have never felt disturbed by, plus the atmosphere was just too overpowering. The film grain contributes incidentally also ideally help and gives the game its own touch.
In this game, in my opinion, everything fits together. Although it roams only a small part of the premises of Sevastopol, one might think that the developers had a plan of the entire Space Station. The lighting effects (on stage heavy) are great if you want to see something, you often have the flashlight use (no pseudo-tool), or it gropes blindly the ventilation shafts along, because you want to save battery life, the element of rewiring leaves a possibilities to let the lights go out at certain places and everything to wrap in mist, which further increases the authenticity of these perfectly designed world. Here I am to the next point: Everything you do, and what not to do, has consequences. Of course there are places where you immediately have to deal (on the ground) with the Alien. But I am escaped him in many passages by patient crawl. There are many different ways to cope with a situation, tools and weapons can play an important role, but it must be in the minority of cases. Then there is the unpredictability of the aliens, in some places I'm draufgegangen often, but hardly came to frustration potential, as each new attempt meant a different way and the AI also ceased promptly. The Alien was never unfair, on the contrary, sometimes I was happy about his "stupidity". The memory locations are distributed fairly and make an important part of the experience of (this situation when you could escape the alien an eternity and the rumble starts and will you save just under a ventilation shaft). The campaign was quite a bit longer (I've probably at least 25h hand), but I was sad when it was over.
Conclusion: Alien insulation is for me the game of recent years. I say this not because I'm only in this genre on the road or an alien fan am, no I'm only about this game for the first 1979 film came (also intended to give it), I long not playing all that is good and rated across all genres and am glad I did not let that affect me in this case from the beginning mediocre reviews of playtesters. This game is in my opinion the worthy successor of the film directed by Ridley Scott and the first-person perspective and in such a vast length. And again, this atmosphere, this ongoing threat, this psychological terror, this intimidating sound, yet the ability to constantly admire this successful Artdesign could not be better.