Micron Document




Alien: Isolation
part 18/61 · 97.0 KB total
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────

Rather than pursue a shiny, high-tech science fiction look, the designers recreated the setting and feel of Alien using the work of the concept artists Ron Cobb and Mœbius.cite-ref-18-things-14-1[14] As a result, the game features a lo-fi, 1970s vision of the future, with features "clunky" machinery such as phone receivers, monochrome displays and distorted CRT monitors.cite-ref-pcgamer-review-2-3[2]cite-ref-18-things-14-2[14] To create period-authentic distortion on the in-game monitors, the developers recorded their animations onto VHS and Betamax, then filmed those sequences playing on an old portable television while adjusting the tracking settings.cite-ref-18-things-14-3[14] As digital hacking had not been conceived in the 1970s, the hacking device was built the way it would have been built on the set of the film, and requires players to tune into a computer's signal while selecting icons on its screen.cite-ref-18-things-14-4[14] The team had a rule of not creating anything that the film crew could not have created as a prop in 1979.cite-ref-gamefront-feature-3-16-0[16]

──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────