Among the many captivating elements of 2014’s Alien: Isolation is the unique save mechanism that requires players to engage with a wall-mounted Emergency Phone. This analog process, which involves inserting a keycard and waiting for three beeps, demands players to stand exposed, their backs turned to the myriad of advanced technology and unsettling industrial sounds that fill the space station. It’s a delightful blend of tension and nostalgia.
Fede Álvarez’s Vision
One of the players drawn into this harrowing experience is Fede Álvarez, the director known for the 2013 remake of Evil Dead, the 2016 thriller Don’t Breathe, and most recently, Alien: Romulus—the seventh installment in the Alien franchise, which aims to return to its roots. For Álvarez, Isolation was the pivotal experience that reignited his belief in the franchise’s potential for genuine terror. After years of spin-offs and crossovers, he found inspiration in the game’s ability to evoke fear through atmosphere and gameplay.
“Alien: Isolation was kind of what made me see that Alien could truly be terrifying and done well [today],” Álvarez shared in an interview with Total Film, as reported by Gamesradar. “I played a few years after it came out. I was waiting for Don’t Breathe to come out, and I was playing the game. That’s why, at the time, I was like, ‘If I could do anything, I would love to do Alien and scare the audience again with that creature and those environments.’”
While the extent of Romulus's borrowing from Isolation remains to be seen, the premise certainly echoes the game’s themes. The film follows a group of reckless young colonists who scavenge a derelict space station, only to discover it is a breeding ground for lurking horrors—and, notably, Emergency Phones. “The movie is set up in a way [that] every time something bad is about to happen, you will see a phone,” Álvarez explained. “In the game, every time you knew there’s a phone, you’d go, ‘I’m about to go into some bad set-piece.’ It’s the same thing here. They’re planted strategically throughout the film. When you see the phone, it’s like, brace for impact.”
This clever nod to the game raises intriguing questions about audience expectations. If Álvarez is indeed signaling the film’s scares in advance, viewers may find themselves playing a game of Spot The Telephone while preparing for the impending thrills. Furthermore, this intertwining of video game cues and cinematic storytelling showcases Álvarez’s confidence in his audience’s familiarity with both mediums. One can only wonder if his future projects might explore similar concepts, perhaps with vast, empty arenas filled with strategic cover points.
As a side note, despite the acclaim for Alien: Isolation, a sequel seems unlikely, especially with Sega redirecting Creative Assembly’s focus toward their renowned Total War series. However, there are whispers of new Alien-related projects in development, particularly from the team behind Aliens: Fireteam Elite, although details remain scarce. In the meantime, players can take solace in the fact that while dying during a save in Isolation is possible, quitting while saving won’t jeopardize their progress.
What type of xenomorph is in Alien: Isolation?
In Alien: Isolation, the type of xenomorph encountered is primarily a single Alien, often referred to as the 'Alien' or 'Xenomorph.' This xenomorph is of the species 'Xenomorph XX121,' known for its deadly efficiency, stealth, and resilience. The game's narrative revolves around evading this relentless creature aboard the space station Sevastopol.
Is there only one alien in Alien: Isolation?
Yes, in Alien: Isolation, there is only one primary Alien that the player must contend with throughout the game. This singular Xenomorph stalks the player relentlessly, creating a constant atmosphere of tension and dread. However, there are other threats in the game, such as hostile androids and human survivors.