I'm trapped in the depths of Sevastopol Station's medical wing. Not only am I being stalked by a relentless extraterrestrial killing machine, but a group of trigger-happy survivors are blocking the exit. I have a gun, but if I fire it the alien is gonna hear it and come straight for me. That's the problem with weapons in this game: you might as well stand there shouting "Eat me!" But there is a solution to this problem, and a deeply satisfying one at that.
I pull up the crafting menu and use Amanda Ripley's engineering skills to cobble together a noisemaker. When thrown, this device emits a high-pitched screeching sound that attracts the attention of anyone nearby—whether it's a human, a Working Joe android, or the alien itself. I creep under a hospital gurney, get close to the group of survivors, and toss it. In a flash of thrilling ultraviolence, the alien drops from a vent and brutally tears them apart.
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When the dust settles, the alien stomps away and the survivors—who would have shot me on sight, remember—are lying in a bloody heap, faces ripped off, limbs twisted. If they weren't such assholes I might feel bad, but they would have done the same to me. I step over their corpses and proceed to the exit, using my motion tracker to make sure I don't accidentally suffer the same fate. I've done this countless times in Alien: Isolation and it never gets old.
I always look forward to encountering human enemies. It doesn't happen that often, as the game is heavily skewed towards androids and the xenomorph. But when it does, it's always a treat. If you don't have a noisemaker to hand you can get them to shoot at you by running into their field of
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