I got several places I'd like you to check out... also some questions: 1. Can you literally move the body (teleport it) to places you fly to? For example, fly past a door.. then resume on the other side of it and teleport the body so it can react to the room its in? I notice you can access your flashlight in fly mode... 2. Similar to above... if you can move into a room... if you cannot teleport there physically... is there a way you can drop a flare, noisemaker, or flashbang? This could come in useful for something I'm about to mention below. Okay... I once saw an Android open a door by typing on a keypard. The door did open and I saw inside briefly... but I died from another android and since then I have not been able to get him to replicate this. The door is located near the Marshall's Office. It is in between the Transit station and the Marshall's.. on the same side as the Marshall Office.. it has PAINT over the keypad. During the mission where you return from "The Trap" and there is no alien around to bother the player.. you walk from the Habitat area towards transit.. and there are androids walking around. I'd like to see if you can fly in there first to see what's up. Secondly... if you can... while in there.. drop a flare. This might make the Androids open the door to go inside and look at the flare. :D Another interesting location is near the System Tech Spire (I think that's it). This is the area where you head towards to get the "hack tool" early in the game and you also head to comms after that. Before you go into that large room there is a vent. There is also a vent I believe.. before that which is just beside a room. Inside BOTH vents are ladders that are locked behind yellow safey cages. I Swear once I saw one opened after I did some random crap with some of the Rewire boxes (they seem to act like dip switches 0 for off 1 for ON... all 3 rewire boxes must have the "Unstable systems" set to a particular setting). I'd like to see what is up those ladders. None of these ladders are the ones you use to get to the transit control room.. that is in another part of the game (Sci Med tower). But since I mentioned that one... on the way TO the Transit Control (where you find the cutting tool and the Android is in the locked room etc)... there is a door beside the elevator with a big BLUE X on it. Hmmmm a blue X instead of a Red one.... interesting. I wonder what is there... I'd also love to see some of the DLC rooms in fly mode... like where the Prisoner goes when you free him on Safe Haven (two different missions on the Bacchus Apartments each have a "rescue the prisoner" mission. Both guys run to the same door. There is also another prisoner to free on Safe Haven in the other section too. Mission 3 (same mission as one of the Bacchus apartments one). Another DLC with a prisoner who escapes is on "Scorched Earth" the one you free from the fire trap. Be cool to see where he goes. Lost Contact DLC in the medical wing if you look out the window there are a lot more rooms below ... also another caged off area (red cage walls) that prevents going full circle. Back on the main game.. in the Sys Tech Spire again.. the large room. There is a room you can hack to get into (with the best hack tool)... and opposite of that room is another locked room that says Rest rooms. :D There are a few misc more rooms on Safe Haven with locked doors here and there... One near a break room that almost looks like it would be impossible to have a room behind it because a vent goes near there on the other side. Be neat to see how far from the vent it really is. "Overrun" DLC mission has an interesting door that is locked that seems to separate the begining and end. I wonder if they really do connect or if there is more space in between. This matters because Might be able to use a flare or noisemaker on the wall and cause the android on the other side to walk all the way around. Can't think of anymore off hand right now... but I do know that the pickup next to the Ambulance bay IS obtainable. I don't recall how to get it... but if memory serves it might be another rewire box near where you get the cutting torch upgrade *under the camera* There are several rewire boxes that have "Unstable systems" (both are near cameras). Setting the one near the dead boy that has the torch upgrade.. makes an audible click across the room. The other one makes a sound further down the hallway TOWARDS that ambulance bay. I think.. that is the one that opens the door beside the shuttle. You can also cut the panel for that shuttle .. this is across the room from the door that leads to the girl. The girl (and guy below) I suspect were once part of a small mission I believe... where you get them together and they may take the shuttle .... somewhere. I can't get him to get on the larger elevator.. he follows me half way and then turns around and goes back. Of course the girl doesnt move from her seat. I hope I am talking about the correct ambulance bay... there are three total in the game I know of. The one you leave on to go to the Anesidora.. and the 2nd one is the one you return to which is near Comms... the 3rd IS the one near the girl in Sys Tech Spire. Downstairs is a larger wide elevator that goes below to where the guy's level is. Also in the Ambulance bay is two small elevators one goes to the lobby the other is hackable and goes also to the level below.. but I doubt the guy will get on the smaller elevator. Anyways... let me know if any of this interests you to investigate.
I love how big and alive the station feels all while pretty much anything you can't see does not even exist. just goes to show the skill and resourcefulness of the team behind the game.
@@rzerizrz thats not really true, i guess you didnt understand what to do, well i am almost sure, because as i went through on hard mode i didnt notice this, you have to think about some solutions. Players often forget they have some tools, you could throw away flare which is really strong or even noisemaker, and he leaves the spot, or smoke the path where you want to go. Options are borderless
At 6:15 when i played the game in VR for the first time and saw the huge scale of the space station i was blown away at the shear size of it. It's massive.
"ever wanted to know what was in the inaccessible rooms whilst in the reception area on mission 6? well I did so I'm gonna show you just in caeeaaehhs. to be honest, I was a bit disappointed to find there's not that mawche and they are all the saeeaaehhm."
That door is actually really interesting. You aren't able to open the door at all during the campaign unless there is something really secret none of us know about. The collectable is probably there as a mistake or due to the area being cut later in development (and they forgot to remove it).
I notice there is a window looking into that section. They could have just put the collectible in there to give a visual impression that there is more to the station than you can necessarily ever get to, as a visual prop.
@@UltimateBargains There are sections that you aren't required to re-visit, but have doors and such that can be accessed later on once you get the upgrades later in the game. If I'm remembering correctly, this is one of those rooms. The last time I played I made notes of any locked doors and made a point to revisit them once I had the proper upgrades to unlock them. There's a point later in the game when you have all the upgrades to your security access tuner and your torch and have the ability to free roam the entire station which is where you get some of those doors that were inaccessible earlier in the game.
Yes there is. At the beginning of the trap level where you got to go there to lock the alien up.... You can go into the area where you found the nostromo flight recorder... In the control room in that area is a woman... you go in there and tell her the creature is near.... she'll thank you and give you the code for the door to get supplies
There's another one to mention. I think it's either in mission 15 or 16 but it's where after you've been taken by the alien and you break out of the nest. There's a section where Ripley must crouch to traverse a crashed train carriage where a facehugger attacks. At the end of the train 2 aliens drop out of nowhere which sometimes the closest alien may turn to Ripley and sniff the air. That alien will jump up back into a vent while the second goes through a final section of a train carriage before it to jumps up into a vent. Problem is, while it's hard to see, you can still get Ripley in a position to look up to the ceiling where the alien went but there's no vent there. I didn't try this with the first alien that jumped up so I'm not sure if it's the same there, but I feel it's strange Creative Assembly wanted to give the player this final tense moment with the alien before the final run through space to release the Torrens.
@@mftripz8445 Skyblock are still. it is pretty animated. Maybe it is a sphere with a texture. But remember if u get inside the ship, u will not see water or anything else. it will just be a glitchy sphere from inside. Dont expect to see alien inside it
Reminds me of how Alien made me feel unsettled, like I imagine humans becoming space-faring would be unsettling. Actually traversing the cosmos and seeing how vast it is and how small and vulnerable you are
In the section where you first encounter people, when you find the little machine for hacking doors and so on (and then you have to go find working parts for it), people who are hostile to you, you come across a woman who fires a couple shots as you go into the room, and then runs off to find her friends. If you follow her, up the stairs to the right, and around to the door before you can go through it (to find the hack tool parts), you will see a pistol hanging in mid-air. This is the weapon (I believe) that the woman was using to shoot at you. It stays loaded in whilst she vanishes. Of course the way the game WANTS you to go, is straight to that lift ahead of you, find the body and the hack tool, and then the woman respawns along with her friends, and then they begin looking for you. I noticed this on my very first playthrough, because I didn't know you had to go to the lift for the hack tool. I figured the woman and her friends would be where I needed to go, and I had no idea they were going to come back.
Thank you for doing this. Probably my favorite game of all time. Seeing that station exterior at 9:35 makes me wish Frontier would model it in Elite Dangerous haha, that would be awesome.
18:25 eurgh, this part of the game was so creepy, ya knew one or more of those things were gonna move, but how many and when? just creepy. the first time i walked in that room, i think i immediately wanted to walk back out, also, was i the only one that took forever to find the switch in that room? it wasnt even hidden that well, but it was the only bit i had to google through the whole game, which i hate doing.
@@Ekkobelli it's the way the splicers talk. Some sing nursery rhymes others just say really weird stuff. The beginning freaked me out listening to the splicer talk to her child but it's actually a gun. And the atmosphere is so well done to th point that Even if you've killed all the splicers in one area you can still hear someone walking around talking to themselves
@George Wrighti remember seeing the trailers for the alice games, and they looked amazing. i think the style would make for a good horror movie version. but i never got round to playing them. its funny, cuz i remember all the controversy when mortal kombat first came out, cuz of the blood and gore, and you look at it now and it's like really? they thought that was bad? they'd have an aneurism back then if they saw the latest ones or something like the new doom.
Haha lmao that last part is so true I did not only have to google it, I searched for 20 minutes in the room, even with the knowledge of the button being near the desk. I even went back to the area before that one because I thought I had missed something.
I wish there had been more interaction with human characters in the game. At least joining up with some of them during her travels; it got lonely a lot.
Slippy Slides it's supposed to be entertainment. When it gets very dull and lonely it's a missed opportunity for the game developers. There's plenty of suspense and mystery but they overdid it and the game got boring at times. The whole trip to the planet was just a homage to the movie and not necessary.
Bobby Papoutsis If you do alot of free roaming there is a handful of friendly NPCs. As stated during the logs the people onboard initially banded together but started getting restless when Waits and his team couldn't give them straight answers and then as you can imagine everyone started running out of supplies.
I think the fact you're alone for most of Isolation contributes to the game, for the same reasons it was a great idea in Half-Life 1. Also, the facial animation in this game was pretty bad so maybe it's good to be alone.
I know this comment is a year old now but I have to say this is a core horror element. The more isolated and alone you are the worse the tension is. When you have someone to talk too/rely on etc it gives you a security blanket feeling. In horror if you give someone a security blanket you only do it to rip it away from them shortly after.
I love the longer vids, Slips You really did a great job getting all this footage This game is crazy detailed and I'm glad someone else wanted to see it all, too
Thank you so much for showing us what lies behind Alien Isolation! Really great stuff. It's such a giant and fantastic game that it was great to see a bit behind the scenes. Keep up the great work and we'll keep watching! Take care!
Alien Isolation may not be my favorite game ever (I like it, but far from a fav), but there's absolutely no denying how GOOD the game is. How well it's made, how accurate it is to the movies, how atmospheric it is. Even the sound is fuckin amazing.
Thank you! There's another youtuber that pulls back the curtain on games and I had requested AI quite awhile ago. Glad I came across your video, you showed a ton of stuff I was hoping to see.
It's always been interesting to me how much game environments are like movie sets in that from the vantage point you are meant to see you get incredible amounts of detail but as soon as you move outside those areas you get very obvious "cardboard cutouts". Both from a computing and film budget standpoint it makes perfect sense, its just interesting to see essentially the same thing implemented in two totally different types of media for different reasons. Alien Isolation is an awesome game by the way. I wish Sega would do a sequel.
It is interesting, that's what i love about exploring out of maps where you wouldn't normally get to see. 99% of the time there isn't much to see, but you just never know what could be hidden. I wish they would make a sequel too!
loved the video. seems funny to be frightened when you can see how cobbled together Alien Isolation looks when you get behind the scenes. i ended up adoring the game but struggled with it at first. i have nerve damage in my back & anytime something makes me jump it really hurts :( it wasn't the xenomorph that bothered me it was those creepy Working Joe (tm) androids. sat in the dark with headphones on & suddenly you hear one start talking - often when they're not even in the room. seeing a Joe at the end of a corridor & you can't see it's eyes to know if it will attack you. you know you have to deal with it to progress. worst bits were the reactor where the Joe's had those rubber suits on & the Joe showroom because you just know all those display models are going to "come alive". Alien Isolation is an awesome game & watching your video makes me want to revisit Sevastapol.
Well spotted Elder Maxson...It's actually 13:45 but being its a 30min video and you spotted it first I'll forgive a second and give it you :) I'll be in touch at the end of the month with the prize 👍👍👍
Slippy Slides Oh really? Thanks man. If you don't mind, I'm currently having issues with this account. If you need to contact me, message me on my secondary account called 'Viking Born' and I'll message you there when ready. I'll post a comment from that account in the comments in this post. Thanks for the content Slippy, and thank you for selecting me as winner (despite me being a second off).
if anyone cares you can see the lift teleport thing happen in-game on the lift you replace the compression cylinder, the poster artwork on the right side of the door changes depending on whether you travel up or down. The change is consistent. Ahhhh the pointless things I notice eh? :)
While I had no illusion that the game world stops "right around the bend" I was really impressed once more by the studio's optimization efforts in the radar dishes scenery @ 9:30. The way they slowly progressed from high poly, to low poly and then imposters looks very sophisticated and much like they have some in-house software to optimize a scene for a specific viewing angle. Anyways their optimization efforts showed in terms for framerates on dated hardware.
I’m wondering what door does Ripley get scared of??!! 🤔 I’ve never heard of that! Also @ 7:20this is why Xenomorphs are so Badass. I love Xenomorphs so much!! Xenomorphs Rule.
Cool video. However, I'd like to point out that the background space station that you describe as "2D" is not "2D". It's fully 3D, it's just textured only on those surfaces that the player can see. Some of the satellite dishes, however, _are_ 2D, i.e. they're flat drawings without volumetric details.
06:13 those bits of metal going past the window, the same two bits looped over and over, totally threw me out the game for a bit there when i got to this bit, im a sucker for detail. its the little things ya know. still, effin love this game
@Slippy Slides fun fact: the derelict miniature in the original film was only detailed on the side facing camera. The back side was smooth and only painted with the base color. Sounds familiar....
This is my favorite horror game, so thanks for exploring it! I loved your Outlast 2 series, it was really cool! I'm a horror fanatic, so I'd love to see things like Soma or R.E. explored (especially Soma...so many doors, so little time to guess what's behind them)
that's interesting at the start, when you look down you can't see yourself but it seems they rendered some of her body as if you could look down and see her... weird.
Some things I've always wanted to know. Right at the very start of the game when you get to Sevastopol there is a beam you attempt to cross which breaks, sending you falling down into the luggage area. But across the beam are some items on a small cart. I believe a revolver, a molotov and maybe something else, with a door behind them. I know it's probably there just to tease you but at any point is there ever an way to actually get to those items? I've tried studying the map but could never find a way, if any to ever get there. Also has anyone ever managed to get the level 3 emp blueprint before it is useless? Only point you seem to get it is basically after any android encounters. Which makes it literally useless a that point. These sorts of things would be nice to know for whenever I do another nightmare run.
when youre supposed to enter the vent in the small room where the torrens passes, theres a figure that runs by the light rays, you should have looked there
Kinda disappointed we can't see inside the scary door. But great video! It's nice to see all these details from behind the scene, i love how the xeno does a front flip to go through the vent xD
the strange door might be a cut room that they did not remove, as for the scary door, it might have the wrong entity property making the game think we should be scared
I just discovered this now!? Wow, awesome and badass look at my favorite horror game to date... Still! I've been fascinated by the Alien since I saw Aliens as a kid when we got our first VCR Damn those S.O.B's were big back in the gap when they came out
wow this very incredible footage that i have wondered about myself when I have play this game off and on, how were you able to see inside those parts of the station and ship, etc
Even if he started a year ago, he must have at least 100k by now, nobody that makes that kind of videos (I am not talking about Ripley) has 18k, after three years
The rate of channel growth is different for everyone and it really depends on a lot of other things besides just the types of videos someone makes. Most channels ever made on UA-cam have barely any subscribers even if they make videos regularly. The quality of the videos published is a huge factor and exposure is another huge factor. Views don't necessarily translate into subscribers. I'm not saying SlippySlides doesn't deserve more subscribers because I do enjoy his videos. I'm just saying that UA-cam is tricky business.
Awesome video, sometimes I feel like I'm watching a behind-the-scene from a movie ^^ I wondered how do you manage to be in this "god mode" like? I just managed to figure out you're on PC (obvious I know ^^ ) I've subscribed to your channel. See ya soon on another video... Wait, I'm hearing sounds in the vents...
I have one very interesting and important question: Why is not the parts of the landscape rendered where you never come to like the ship outside and especially the planet? Such huge things arent recognized to be wrong if some perspective is not changing while moving the character.
damn man, i love this game so much, its a fu cking love story guys. i pray for a sequel and hope its the same team again. maybe a bit more action with hardcore survival ( possible ) gameplay. Alien Isolation is overall a masterpiece and definitly my favorit love game since amiga 500 experience
that's great omg your channel is amazing !! all of your vidéos are interestings and full of details !! now because of you i want to develop vidéos games because it's too huge behind, and the work looks awesome to do
First 20 seconds, hitting volume knob up.. Hmmm no sound. Checking YT volume slider also up hmmmmm.... HEY GUYS WELCOME BACK!!!!!!!! Yeah I tought so it still works... Only my ears went out
In doctor Kuhlman office, there's a floor vent with a metal grate behind where he sits, and I niticed that after he gets killed, if youlook look back to the room he was in, the grate is broken out ward
At 12:25 those rooms in the Hospital... try to enter the hallway part that is blocked off by the red walls THEN go into camera mode... the details get filled in (saw it from another user who went to look). You went from the outside of the area rather than from the hallway itself. Almost two different worlds (proven by the fact that you cannot see the below area on fire from the windows ;) That place you mention at 24:40, if that is the ambulance that takes you TOO Marlowe's ship (and I think it is because of the drop I saw behind the shuttle's pilot chair)... chances are... that door would be open upon returning back to that very Bay. I notice when you return with the Ambulance... it docks elsewhere and not at the place it originally left. So walk back and see... If that didn't do it... I suspect a combination of computer terminals with a second (blank slot or "...." slot) either that or some rewire boxes that say "Unstable system" options nearby. Lining those up may open doors. Also, could you check on a few more doors for me? There is one door I believe it is near the Marshall's office (one of three shuttered steel doors) that lead into the office entrance (lobby with a center column). Within the Marshall's office there is an interview room where you find an IDTag... through the glass you can see another interview room.. and a door... Also... I noticed going to the Terminal (from the Marshall's office) there is a door on the left side... it has spray paint over the keycard slot (or hack screen). I have seen a Robot try to open it... but I always screw up his process... That door has long been suspicious as it is lit up... wonder what is behind that one? There are several doors marked with a BLUE X (some marked red too)...that look suspicious...as if they can be opened. Can't remember all of the locations at the moment. There is also a ladder going up inside a crawl vent (just upstairs from one of the terminals... but the way up has a yellow locked metal grate.... If you find that one... go up there.. Another hot spot place to look is at the Core area where you turn your guns in... turn around and look at the reception office... Seems it goes back to somewhere... There is also (as I mentioned) a second Ambulance bay (and I bet it has another door similar to the first one). (heck for that matter, the one on the Enisidora has one right?) Also.... have you looked around in some of the DLC's? Like the Safe Haven one or the Lost Contact? Interesting doors in the Medical area (where ya free the prisoner)
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what about Alien blackout, why they re talking about the 6dec award and we got nothing after the boring show ?
I got several places I'd like you to check out... also some questions:
1. Can you literally move the body (teleport it) to places you fly to? For example, fly past a door.. then resume on the other side of it and teleport the body so it can react to the room its in?
I notice you can access your flashlight in fly mode...
2. Similar to above... if you can move into a room... if you cannot teleport there physically... is there a way you can drop a flare, noisemaker, or flashbang? This could come in useful for something I'm about to mention below.
Okay... I once saw an Android open a door by typing on a keypard. The door did open and I saw inside briefly... but I died from another android and since then I have not been able to get him to replicate this. The door is located near the Marshall's Office. It is in between the Transit station and the Marshall's.. on the same side as the Marshall Office.. it has PAINT over the keypad. During the mission where you return from "The Trap" and there is no alien around to bother the player.. you walk from the Habitat area towards transit.. and there are androids walking around.
I'd like to see if you can fly in there first to see what's up. Secondly... if you can... while in there.. drop a flare. This might make the Androids open the door to go inside and look at the flare. :D
Another interesting location is near the System Tech Spire (I think that's it). This is the area where you head towards to get the "hack tool" early in the game and you also head to comms after that. Before you go into that large room there is a vent. There is also a vent I believe.. before that which is just beside a room. Inside BOTH vents are ladders that are locked behind yellow safey cages. I Swear once I saw one opened after I did some random crap with some of the Rewire boxes (they seem to act like dip switches 0 for off 1 for ON... all 3 rewire boxes must have the "Unstable systems" set to a particular setting).
I'd like to see what is up those ladders. None of these ladders are the ones you use to get to the transit control room.. that is in another part of the game (Sci Med tower).
But since I mentioned that one... on the way TO the Transit Control (where you find the cutting tool and the Android is in the locked room etc)... there is a door beside the elevator with a big BLUE X on it. Hmmmm a blue X instead of a Red one.... interesting. I wonder what is there...
I'd also love to see some of the DLC rooms in fly mode... like where the Prisoner goes when you free him on Safe Haven (two different missions on the Bacchus Apartments each have a "rescue the prisoner" mission. Both guys run to the same door. There is also another prisoner to free on Safe Haven in the other section too. Mission 3 (same mission as one of the Bacchus apartments one).
Another DLC with a prisoner who escapes is on "Scorched Earth" the one you free from the fire trap. Be cool to see where he goes.
Lost Contact DLC in the medical wing if you look out the window there are a lot more rooms below ... also another caged off area (red cage walls) that prevents going full circle.
Back on the main game.. in the Sys Tech Spire again.. the large room. There is a room you can hack to get into (with the best hack tool)... and opposite of that room is another locked room that says Rest rooms. :D
There are a few misc more rooms on Safe Haven with locked doors here and there... One near a break room that almost looks like it would be impossible to have a room behind it because a vent goes near there on the other side. Be neat to see how far from the vent it really is.
"Overrun" DLC mission has an interesting door that is locked that seems to separate the begining and end. I wonder if they really do connect or if there is more space in between. This matters because Might be able to use a flare or noisemaker on the wall and cause the android on the other side to walk all the way around.
Can't think of anymore off hand right now... but I do know that the pickup next to the Ambulance bay IS obtainable. I don't recall how to get it... but if memory serves it might be another rewire box near where you get the cutting torch upgrade *under the camera* There are several rewire boxes that have "Unstable systems" (both are near cameras). Setting the one near the dead boy that has the torch upgrade.. makes an audible click across the room. The other one makes a sound further down the hallway TOWARDS that ambulance bay. I think.. that is the one that opens the door beside the shuttle.
You can also cut the panel for that shuttle .. this is across the room from the door that leads to the girl. The girl (and guy below) I suspect were once part of a small mission I believe... where you get them together and they may take the shuttle .... somewhere. I can't get him to get on the larger elevator.. he follows me half way and then turns around and goes back. Of course the girl doesnt move from her seat.
I hope I am talking about the correct ambulance bay... there are three total in the game I know of. The one you leave on to go to the Anesidora.. and the 2nd one is the one you return to which is near Comms... the 3rd IS the one near the girl in Sys Tech Spire. Downstairs is a larger wide elevator that goes below to where the guy's level is. Also in the Ambulance bay is two small elevators one goes to the lobby the other is hackable and goes also to the level below.. but I doubt the guy will get on the smaller elevator.
Anyways... let me know if any of this interests you to investigate.
How do you manage to have this mode? Are you the creators of the game? thank you
I love how big and alive the station feels all while pretty much anything you can't see does not even exist. just goes to show the skill and resourcefulness of the team behind the game.
This game is 10 of 10, Best of the Best !
yeah it was amazing game, except the boring repetitive Alien hide and come out of the vent again...
@@rzerizrz how
@@by2083 He went in the vent, and in one second, hel came out of the same vent again... forcing you to hide every 10 yards...
@@rzerizrz yeah, you right
@@rzerizrz thats not really true, i guess you didnt understand what to do, well i am almost sure, because as i went through on hard mode i didnt notice this, you have to think about some solutions. Players often forget they have some tools, you could throw away flare which is really strong or even noisemaker, and he leaves the spot, or smoke the path where you want to go. Options are borderless
4:53 "I hope that makes sense"
*woman in the background*
"What does that even mean?" 😂😂😂
At 6:15 when i played the game in VR for the first time and saw the huge scale of the space station i was blown away at the shear size of it. It's massive.
"Well, he disappears without a treaeaehhhsss"
"...into open speaehhsss"
"ever wanted to know what was in the inaccessible rooms whilst in the reception area on mission 6? well I did so I'm gonna show you just in caeeaaehhs. to be honest, I was a bit disappointed to find there's not that mawche and they are all the saeeaaehhm."
Milan Stevic it’s «ørea» not «area»
26:38 Xenomorph doing a space walk, literally.
That door is actually really interesting. You aren't able to open the door at all during the campaign unless there is something really secret none of us know about. The collectable is probably there as a mistake or due to the area being cut later in development (and they forgot to remove it).
Thanks for confirming that Bob. I thought it was just me doing something wrong on each play through haha.
There is another room near the trains, I think in the scimed tower, near the top of the stairs that has collectibles, but no way to enter the room.
I notice there is a window looking into that section. They could have just put the collectible in there to give a visual impression that there is more to the station than you can necessarily ever get to, as a visual prop.
@@UltimateBargains There are sections that you aren't required to re-visit, but have doors and such that can be accessed later on once you get the upgrades later in the game. If I'm remembering correctly, this is one of those rooms. The last time I played I made notes of any locked doors and made a point to revisit them once I had the proper upgrades to unlock them. There's a point later in the game when you have all the upgrades to your security access tuner and your torch and have the ability to free roam the entire station which is where you get some of those doors that were inaccessible earlier in the game.
Yes there is.
At the beginning of the trap level where you got to go there to lock the alien up.... You can go into the area where you found the nostromo flight recorder...
In the control room in that area is a woman... you go in there and tell her the creature is near.... she'll thank you and give you the code for the door to get supplies
12:00 - killed by a lack of breath mints
I'm actually amazed how optimized this game is.
There's another one to mention. I think it's either in mission 15 or 16 but it's where after you've been taken by the alien and you break out of the nest. There's a section where Ripley must crouch to traverse a crashed train carriage where a facehugger attacks. At the end of the train 2 aliens drop out of nowhere which sometimes the closest alien may turn to Ripley and sniff the air. That alien will jump up back into a vent while the second goes through a final section of a train carriage before it to jumps up into a vent. Problem is, while it's hard to see, you can still get Ripley in a position to look up to the ceiling where the alien went but there's no vent there. I didn't try this with the first alien that jumped up so I'm not sure if it's the same there, but I feel it's strange Creative Assembly wanted to give the player this final tense moment with the alien before the final run through space to release the Torrens.
The MaskedGeek I just played that part a few hours ago, and I noticed the same thing.
Holly shit this is a long comment
Holy crap you're visiting ONE OF MY FAVOURITE GAMES EVER :D
mine too :)
Same here! It's my favourite of this generation, actually! :)
It’s such a good game I hope they make a new one after alien blackout
23:45
IT WAS THE BLENDER DEFAULT CUBE THIS WHOLE TIME!
Now, Alien: Isolation is an amazing game and this is an amazing video. I wonder, though, can you get to the Gas Giant?
Its probably just backround imagery
@@mftripz8445 Skyblock are still. it is pretty animated. Maybe it is a sphere with a texture. But remember if u get inside the ship, u will not see water or anything else. it will just be a glitchy sphere from inside. Dont expect to see alien inside it
Reminds me of how Alien made me feel unsettled, like I imagine humans becoming space-faring would be unsettling. Actually traversing the cosmos and seeing how vast it is and how small and vulnerable you are
In the section where you first encounter people, when you find the little machine for hacking doors and so on (and then you have to go find working parts for it), people who are hostile to you, you come across a woman who fires a couple shots as you go into the room, and then runs off to find her friends.
If you follow her, up the stairs to the right, and around to the door before you can go through it (to find the hack tool parts), you will see a pistol hanging in mid-air. This is the weapon (I believe) that the woman was using to shoot at you. It stays loaded in whilst she vanishes.
Of course the way the game WANTS you to go, is straight to that lift ahead of you, find the body and the hack tool, and then the woman respawns along with her friends, and then they begin looking for you.
I noticed this on my very first playthrough, because I didn't know you had to go to the lift for the hack tool. I figured the woman and her friends would be where I needed to go, and I had no idea they were going to come back.
Thank you for doing this. Probably my favorite game of all time.
Seeing that station exterior at 9:35 makes me wish Frontier would model it in Elite Dangerous haha, that would be awesome.
11:14 fun fact: you can actually detect the alien behind the door with your motion tracker even before he comes out
This is better than discovery channel or animal planet.
Thank you, really glad you enjoy the show that much! :)
I rather watch this then ice road truckers.
18:25 eurgh, this part of the game was so creepy, ya knew one or more of those things were gonna move, but how many and when? just creepy. the first time i walked in that room, i think i immediately wanted to walk back out, also, was i the only one that took forever to find the switch in that room? it wasnt even hidden that well, but it was the only bit i had to google through the whole game, which i hate doing.
IT's not that scary compared to Bioshock, which is even scarier than this game.
Nah. Play Bioshock these days. It's tame, compared.
@@Ekkobelli it's the way the splicers talk. Some sing nursery rhymes others just say really weird stuff. The beginning freaked me out listening to the splicer talk to her child but it's actually a gun. And the atmosphere is so well done to th point that Even if you've killed all the splicers in one area you can still hear someone walking around talking to themselves
@George Wrighti remember seeing the trailers for the alice games, and they looked amazing. i think the style would make for a good horror movie version. but i never got round to playing them. its funny, cuz i remember all the controversy when mortal kombat first came out, cuz of the blood and gore, and you look at it now and it's like really? they thought that was bad? they'd have an aneurism back then if they saw the latest ones or something like the new doom.
Haha lmao that last part is so true I did not only have to google it, I searched for 20 minutes in the room, even with the knowledge of the button being near the desk. I even went back to the area before that one because I thought I had missed something.
I wish there had been more interaction with human characters in the game. At least joining up with some of them during her travels; it got lonely a lot.
Yeah i know what you mean... Although i guess the devs wanted it to be like that, i supppose it is called Isolation after all :)
Slippy Slides it's supposed to be entertainment. When it gets very dull and lonely it's a missed opportunity for the game developers. There's plenty of suspense and mystery but they overdid it and the game got boring at times. The whole trip to the planet was just a homage to the movie and not necessary.
Bobby Papoutsis If you do alot of free roaming there is a handful of friendly NPCs. As stated during the logs the people onboard initially banded together but started getting restless when Waits and his team couldn't give them straight answers and then as you can imagine everyone started running out of supplies.
I think the fact you're alone for most of Isolation contributes to the game, for the same reasons it was a great idea in Half-Life 1. Also, the facial animation in this game was pretty bad so maybe it's good to be alone.
I know this comment is a year old now but I have to say this is a core horror element. The more isolated and alone you are the worse the tension is. When you have someone to talk too/rely on etc it gives you a security blanket feeling. In horror if you give someone a security blanket you only do it to rip it away from them shortly after.
Kinda disappointed that there are no dev placed easter eggs, but I guess they have a strict resource budget to work to.
This game was on PS3 and the 360 which both had a max 512MB of RAM so I assume that's why so many things don't load until they are needed.
Nicholas Curran don’t you mean ps4? Noticed my mistake, there apparently is a ps3 version too
@@gabishgab9150 this was 7th gen game
Dont the name tags count as Easter eggs since im pretty sure most of those were devs
Aww! You didn't look inside the Space Jockey! Maybe they put an Engineer model in there? Or maybe David??? :O
I love the longer vids, Slips
You really did a great job getting all this footage
This game is crazy detailed and I'm glad someone else wanted to see it all, too
GODDAMMIT! Now I want to finish it once again!
This was a cross-gen game. They had to get it working on 360 and PS3 too so I'm not surprised to see so many tricks and shortcuts used here
Nice video, only too bad we cant proceed without suiting up. Facing alien with panties sounds more terrifying.
Poor Xeno! No wonder he was chasing her around, she does look like a ghost
Thank you so much for showing us what lies behind Alien Isolation! Really great stuff. It's such a giant and fantastic game that it was great to see a bit behind the scenes. Keep up the great work and we'll keep watching! Take care!
Thanks :) Glad you enjoyed it!!!
26:39 Alien taking a walk :D
The part I hate most about your videos......is when they end always gets to me :( awesome video!!!!! Keep it up !!!
Alien Isolation may not be my favorite game ever (I like it, but far from a fav), but there's absolutely no denying how GOOD the game is. How well it's made, how accurate it is to the movies, how atmospheric it is. Even the sound is fuckin amazing.
It feels so empowering to see Alien: Isolation like this. lol
Thank you! There's another youtuber that pulls back the curtain on games and I had requested AI quite awhile ago. Glad I came across your video, you showed a ton of stuff I was hoping to see.
It's always been interesting to me how much game environments are like movie sets in that from the vantage point you are meant to see you get incredible amounts of detail but as soon as you move outside those areas you get very obvious "cardboard cutouts". Both from a computing and film budget standpoint it makes perfect sense, its just interesting to see essentially the same thing implemented in two totally different types of media for different reasons. Alien Isolation is an awesome game by the way. I wish Sega would do a sequel.
It is interesting, that's what i love about exploring out of maps where you wouldn't normally get to see. 99% of the time there isn't much to see, but you just never know what could be hidden. I wish they would make a sequel too!
Awesome video!
Would've loved to see more of the hive, or see if there's any trace of Verlaine when you get back to the Torrens though :P
loved the video. seems funny to be frightened when you can see how cobbled together Alien Isolation looks when you get behind the scenes. i ended up adoring the game but struggled with it at first. i have nerve damage in my back & anytime something makes me jump it really hurts :( it wasn't the xenomorph that bothered me it was those creepy Working Joe (tm) androids. sat in the dark with headphones on & suddenly you hear one start talking - often when they're not even in the room. seeing a Joe at the end of a corridor & you can't see it's eyes to know if it will attack you. you know you have to deal with it to progress. worst bits were the reactor where the Joe's had those rubber suits on & the Joe showroom because you just know all those display models are going to "come alive". Alien Isolation is an awesome game & watching your video makes me want to revisit Sevastapol.
Glad you enjoyed the video! Definitely have a revisit to Sevastapol. I've been back two or three times now haha
I never could get enough of how polite Samuels was about beating up that Joe.
I noticed a little secret slippy slides logo at 13:46. A nice little secret good sir!
Well spotted Elder Maxson...It's actually 13:45 but being its a 30min video and you spotted it first I'll forgive a second and give it you :) I'll be in touch at the end of the month with the prize 👍👍👍
Slippy Slides Oh really? Thanks man. If you don't mind, I'm currently having issues with this account. If you need to contact me, message me on my secondary account called 'Viking Born' and I'll message you there when ready. I'll post a comment from that account in the comments in this post. Thanks for the content Slippy, and thank you for selecting me as winner (despite me being a second off).
Slippy Slides Hello there!
Hi Elder there is no option to contact you privately on either channel. If you are on Twitter or Instagram i can contact you that way. Thanks
Slippy Slides Unfortunitly, I have neither of these. If there's no alternatives, I'll gladly let you give it away to another lucky subscriber.
if anyone cares you can see the lift teleport thing happen in-game on the lift you replace the compression cylinder, the poster artwork on the right side of the door changes depending on whether you travel up or down. The change is consistent. Ahhhh the pointless things I notice eh? :)
Great work. The revolver is based on a real model btw, the Chiappa Rhino 20:45
username checks out
While I had no illusion that the game world stops "right around the bend" I was really impressed once more by the studio's optimization efforts in the radar dishes scenery @ 9:30. The way they slowly progressed from high poly, to low poly and then imposters looks very sophisticated and much like they have some in-house software to optimize a scene for a specific viewing angle. Anyways their optimization efforts showed in terms for framerates on dated hardware.
I’m wondering what door does Ripley get scared of??!! 🤔 I’ve never heard of that! Also @ 7:20this is why Xenomorphs are so Badass. I love Xenomorphs so much!! Xenomorphs Rule.
Cool video. However, I'd like to point out that the background space station that you describe as "2D" is not "2D". It's fully 3D, it's just textured only on those surfaces that the player can see. Some of the satellite dishes, however, _are_ 2D, i.e. they're flat drawings without volumetric details.
Very true Agent_Ash! My bad :)
Interesting !! Im playing this game just now,on level 17.
I enjoyed this!
The amount of care and details the devs managed to cram into this game never fails to baffle me.
Also, 10:43 is that Nic Cage?
06:13 those bits of metal going past the window, the same two bits looped over and over, totally threw me out the game for a bit there when i got to this bit, im a sucker for detail. its the little things ya know. still, effin love this game
Those massive space station models outside are bloody impressive.
@Slippy Slides fun fact: the derelict miniature in the original film was only detailed on the side facing camera. The back side was smooth and only painted with the base color. Sounds familiar....
This is my favorite horror game, so thanks for exploring it! I loved your Outlast 2 series, it was really cool! I'm a horror fanatic, so I'd love to see things like Soma or R.E. explored (especially Soma...so many doors, so little time to guess what's behind them)
that's interesting at the start, when you look down you can't see yourself but it seems they rendered some of her body as if you could look down and see her... weird.
you can look down and see yourself.
Don't know about consoles, but on PC if you max out FOV Amanda's torso and legs are not visible.
The rooms at 12:30 are the ones from the previous mission in San Cristobal, where you're looking for Dr. Morley's keycard.
I thought I'd never see that room thanks for the video 👍
Some things I've always wanted to know. Right at the very start of the game when you get to Sevastopol there is a beam you attempt to cross which breaks, sending you falling down into the luggage area. But across the beam are some items on a small cart. I believe a revolver, a molotov and maybe something else, with a door behind them. I know it's probably there just to tease you but at any point is there ever an way to actually get to those items? I've tried studying the map but could never find a way, if any to ever get there. Also has anyone ever managed to get the level 3 emp blueprint before it is useless? Only point you seem to get it is basically after any android encounters. Which makes it literally useless a that point. These sorts of things would be nice to know for whenever I do another nightmare run.
Never quicked that fast from pornhub
Bence Vig This post just made my day, thank you for that
lol hope you enjoyed it as much :)
As always slippy :P
you sir deserve a like and a sub. this is a really interesting background revealing video
Thank C B, Appreciate it!
when youre supposed to enter the vent in the small room where the torrens passes, theres a figure that runs by the light rays, you should have looked there
Neko Nominyan Theres nothing there. Its just lighting and sound effect of something moving.
ahh, okay. thanks for the reply
thank you for doing this video
Kinda disappointed we can't see inside the scary door. But great video! It's nice to see all these details from behind the scene, i love how the xeno does a front flip to go through the vent xD
We need to be able to no clip/ move the player there to see it loads a room or something.
You should do a video of Wolfenstein: The New Order
Lmao in 26:38 you can see the alien walking in space hahahahaha
Awesome video! would you be interested to explore Resident Evil 3, Nemesis? Keep the great work!
That was fun. I too had wondered about the door by the shuttle . Love this game.
9:02 now i have seen everything
10:44 - wasn't there a voice recorder in there with the doctor that we couldn't access?
Ah yeee!!!! Teach that Robot Independence!!!
A cliffhanger for a god damn white cube?
Once I get my new desktop Im getting this game, GTA 5.. and retro Q2 FEAR HL2 oh I cant wait for Alien Isolation.
I am now going to play this game again. Again....... Love this game.
I never had that courage to play one more time lol damn the most scariest game I ever played.
the strange door might be a cut room that they did not remove, as for the scary door, it might have the wrong entity property making the game think we should be scared
Dat gamma doe.
I just discovered this now!? Wow, awesome and badass look at my favorite horror game to date... Still! I've been fascinated by the Alien since I saw Aliens as a kid when we got our first VCR Damn those S.O.B's were big back in the gap when they came out
Be awesome if they made a VR version.
wow this very incredible footage that i have wondered about myself when I have play this game off and on, how were you able to see inside those parts of the station and ship, etc
I really would have liked you to cover the aliens movement through the vents and how its ai works
26:39 Spacewalking xeno
Why do you only have 18k subs?
Everyone's gotta start somewhere. That's usually at zero.
Even if he started a year ago, he must have at least 100k by now, nobody that makes that kind of videos (I am not talking about Ripley) has 18k, after three years
The rate of channel growth is different for everyone and it really depends on a lot of other things besides just the types of videos someone makes. Most channels ever made on UA-cam have barely any subscribers even if they make videos regularly. The quality of the videos published is a huge factor and exposure is another huge factor. Views don't necessarily translate into subscribers.
I'm not saying SlippySlides doesn't deserve more subscribers because I do enjoy his videos. I'm just saying that UA-cam is tricky business.
I MEAN, that he deserves more than this, I dont need those logical wise words, I KNOW THAT! I meant he DESERVED more than 18k
They deserve more, It doesn't mean they'll have more.
There's so much diversion to other big channels that their growth rate is significantly reduced
Awesome video, sometimes I feel like I'm watching a behind-the-scene from a movie ^^
I wondered how do you manage to be in this "god mode" like? I just managed to figure out you're on PC (obvious I know ^^ )
I've subscribed to your channel. See ya soon on another video... Wait, I'm hearing sounds in the vents...
Thanks for subscribing, hope you enjoy some of the other episodes... As long as the sound from the vent wasn't what I think it was! 😆
@@SlippySlides Nah was nothing, my stomach hurts though... ahahah
I have one very interesting and important question: Why is not the parts of the landscape rendered where you never come to like the ship outside and especially the planet? Such huge things arent recognized to be wrong if some perspective is not changing while moving the character.
i feel bad for people with motion sickness, i can tell you that it looks awesome really!
damn man, i love this game so much, its a fu cking love story guys. i pray for a sequel and hope its the same team again. maybe a bit more action with hardcore survival ( possible ) gameplay. Alien Isolation is overall a masterpiece and definitly my favorit love game since amiga 500 experience
that's great omg your channel is amazing !! all of your vidéos are interestings and full of details !!
now because of you i want to develop vidéos games because it's too huge behind, and the work looks awesome to do
First 20 seconds, hitting volume knob up.. Hmmm no sound. Checking YT volume slider also up hmmmmm.... HEY GUYS WELCOME BACK!!!!!!!! Yeah I tought so it still works... Only my ears went out
Sorry about that! Hope your ears came back!
In doctor Kuhlman office, there's a floor vent with a metal grate behind where he sits, and I niticed that after he gets killed, if youlook look back to the room he was in, the grate is broken out ward
I LOVE THIS VÍDEO
No I know what is inside of the unaccesible rooms, that was a question what I wanted to know
Sorry for my english Im from Spain 😅
Me alegra que hayas disfrutado el video
Slippy Slides Anda, si hablas español 😂
I think it's amazing How you do, what you do
Very interesting. Can you do this with Playstation 2 games?
Qué injusticia T_T... Tus Videos son Increíble... =)
As an old school gamer (Doom, Quake etc.) I've been wondering if there's a NOCLIP hack for this game! Was hoping to see a Dopefish!
At 12:25 those rooms in the Hospital... try to enter the hallway part that is blocked off by the red walls THEN go into camera mode... the details get filled in (saw it from another user who went to look).
You went from the outside of the area rather than from the hallway itself. Almost two different worlds (proven by the fact that you cannot see the below area on fire from the windows ;)
That place you mention at 24:40, if that is the ambulance that takes you TOO Marlowe's ship (and I think it is because of the drop I saw behind the shuttle's pilot chair)... chances are... that door would be open upon returning back to that very Bay.
I notice when you return with the Ambulance... it docks elsewhere and not at the place it originally left.
So walk back and see...
If that didn't do it... I suspect a combination of computer terminals with a second (blank slot or "...." slot) either that or some rewire boxes that say "Unstable system" options nearby.
Lining those up may open doors.
Also, could you check on a few more doors for me?
There is one door I believe it is near the Marshall's office (one of three shuttered steel doors) that lead into the office entrance (lobby with a center column).
Within the Marshall's office there is an interview room where you find an IDTag... through the glass you can see another interview room.. and a door...
Also... I noticed going to the Terminal (from the Marshall's office) there is a door on the left side... it has spray paint over the keycard slot (or hack screen). I have seen a Robot try to open it... but I always screw up his process...
That door has long been suspicious as it is lit up... wonder what is behind that one?
There are several doors marked with a BLUE X (some marked red too)...that look suspicious...as if they can be opened. Can't remember all of the locations at the moment.
There is also a ladder going up inside a crawl vent (just upstairs from one of the terminals... but the way up has a yellow locked metal grate.... If you find that one... go up there..
Another hot spot place to look is at the Core area where you turn your guns in... turn around and look at the reception office...
Seems it goes back to somewhere...
There is also (as I mentioned) a second Ambulance bay (and I bet it has another door similar to the first one).
(heck for that matter, the one on the Enisidora has one right?)
Also.... have you looked around in some of the DLC's? Like the Safe Haven one or the Lost Contact?
Interesting doors in the Medical area (where ya free the prisoner)
Can you like....shut up?
This channel is pretty neat.
Can u do deadspace 2 ?
My fav secrets are the one with the Alien.
zeno morph
nice
„Welcome to Slippy Slides, where we basically take the camera anywhere we want ...“
I'm not a huge gamer, but I am a fanatical fan over the Aliens Universe. How do you get see all these awesome unseen, shots?
great video, only the view inside the head of an android is missing.
Dude, you do such good work.
What program do you use to clip out the map?