
The alluring deathscapes of Feist
After the better part of a decade of development, Feist comes out to kill you.
After the better part of a decade of development, Feist comes out to kill you.
Some art is endured; other art is conquered.
There are two things to know about Alien: Isolation, the Creative Assembly horror game from earlier this year based on the long-running Alien series of films. The first thing to know is that it is really, really, really good-looking. The gone-to-shit space station you explore is bafflingly dense and lived-in, and the set designers keep finding ways to transform it, from the familiar corridors of a cockpit and mess-hall to wider business and shopping plazas—riffs on Ridely Scott’s aesthetic, confidently played. All retain an ironclad sense of late-70s retrofuturism; if that whole space<—>no one hearing you scream thing weren’t already such a…
And we in turn are not interested in playing it.
The roguelike gets a twist, again.
Know death.
The Dark Souls de-make becomes its own thing.
Finding beauty in revisiting.
I did not inhale.