Alien: Isolation, the 2014 survival horror game from Creative Assembly and Sega that is regarded by many players as one of the best Alien games ever made, telling what was a new story that centers around Amanda Ripley—Ellen Ripley’s engineer daughter—aboard the space station Sevastopol, is getting a sequel, creative director Alistair Hope has announced. Hope shared the news in a letter to fans celebrating the 10th anniversary of Alien: Isolation today, telling fans around the world that the game is in “early development,” with the first details coming when the team is ready to share them. The Alien: Isolation Original Video Game Soundtrack, which comprises 20 tracks from composers Joe Henson and Alexis Smith (The Flight) and Christian Henson, including themes by Jerry Goldsmith, is now available on digital platforms that include Spotify.
On the 10th anniversary, it seems only fitting to let you know that we have heard your distress calls loud and clear. Today, I’m delighted to confirm, on behalf of the team, that a sequel to ALIEN: ISOLATION is in early development. We look forward to sharing more details with you when we’re ready.



Discussion (7 replies)
Join Discussion →Mostly happy with news of a sequel but hoping there's at least a little less back tracking involved.
Did one complete playthough and loved the story but also remember all the times going in circles back to rooms I noticed before that were locked and only unlocked after the story progressed. I get it but after a while it was way over tedious for me. I tried a 2nd playthrough and after the 1st or 2st tram ride I was done. Tried probably a half dozen more times to more but always stopped for the same reason. If not for that mechanic, this would be one of my all time favorite games.
If I remember correctly it wasn't that the doors magically opened due to story progression but you needed to find the equipment to open certain passages.
Yep, and gather lock codes and such. I only meant that during game play it really became apparent, after enough missions/quests, that any time you passed an inaccessible area you were probably going to have to back track to it later. I guess what really got to me was the tedious hop a tram, go through however many corridors/doors/rooms, hop another, and rinse and repeat ad nauseam just for something really simple like a tool or another code and then you'd have to do the whole process in reverse to get back somewhere else. Dead Space had a lot of that too but it felt at least a little less tedious.
It's pretty ironic, I'm usually the guy that likes to walk around and check things out but the back and forth got to me and I ended up just feeling bored. It's kind of funny how often I've heard others say the same about games I really like but this is one that had that effect on me but I do really like the story, graphics, and audio.
I think backtracking is overly vilified in games as a concept, but it is not always a problem. I hated the backtracking in Senua's Sacrifice or in Control, but not in Alien Isolation or System Shock II (which is basically the spiritual predecessor to AI)
Yep, Control, another one I tried really hard to get into. Definitely has elements that I like but after a couple of years of attempts I finally gave up on it. Senua, well, I didn't try as much and didn't get far enough for backtracking to be an issue but I just couldn't get into it. Thankfully got it real cheap from GOG on sale last winter.
You don't know what you're missing :D In senua when you get to the end of a level you literally have to walk back to the very first room you started in every time. It is utterly ridiculous.
Had no idea. Glad I dropped that one quick. ;)