Alien: Isolation 2's Gamescom demo kept its cards close to its chest, but I'm definitely ready to be terrified again
It's like seeing an old friend: the clanking in the vents over your head, the way the ribbed tail passes over objects with a thunk-ka-thunk-ka-thunk-ka-thunk, the head-within-a-head, the screaming. You are here, you are back, you have been impaled through the abdomen and killed.I have played perhaps 20 minutes of Alien...
It's like seeing an old friend: the clanking in the vents over your head, the way the ribbed tail passes over objects with a thunk-ka-thunk-ka-thunk-ka-thunk, the head-within-a-head, the screaming. You are here, you are back, you have been impaled through the abdomen and killed.
I have played perhaps 20 minutes of Alien: Isolation 2 at Gamescom 2026 and I can tell you this: it is certainly Alien: Isolation. There are some new wrinkles, though—where the first game was a strictly inside affair, stranding you on the space station Sevastopol, the second game sets you down planetside in an entirely new character's shoes. Fewer air vents, fewer vital systems shuddering to a halt; a lot more weather, a lot more space.
You are Blake. Here are the two things to know about Blake: she is not Amanda Ripley—the first game's protagonist who did not feature at all in my time with Alien: Isolation 2—but she is Weyland-Yutani. Specifically, she's Weyland-Yutani management, and isn't that interesting? You're no working class hero. You're now in the shoes of a character who, in any Alien movie worth its salt, would likely reveal themselves as a villain and end up decapitated about 70% of the way through the film.
Planetside, too
The demo Sega and Creative Assembly put together for Gamescom was a little odd. It consisted of (what I must assume are) the game's opening scenes. Blake and a couple of Weyland-Yutani flunkies are on the surface of a planet and checking out a crash site. In practice, this divides the demo into two: the part where you're wandering outside and the bit where you've penetrated the crashed ship.
Why is this weird? Because the crashed ship was, quite literally, an area from the first Alien: Isolation—one of the units Ripley jettisoned from the Sevastopol in her adventures on the cursed station. It's also the only part of the demo that actually featured the xenomorph. That means I never got a chance to experience the alien in the new, outdoor environments, only in one I had already played before.
I'm happy to predict that being pursued by the xenomorph outside is going to feature whole new dimensions of stress and disorientation over the previous game. In their search for the crash site, Blake and co have to deal with a rising storm on the planet's surface. Rain builds and wind roars, cutting off your senses as you try to navigate the map. I found it stressful, and I wasn't even being chased by a monster at that point.
"You can be in an exterior, and you have the wind and it's really strong, and you throw a flare and it just flies back in your face," says Ana Sopikova, the game's art director, as she describes the new threats you face in the outside world. "What do you do now, right? Or the rain starts and it's really loud and you can't hear the alien's footsteps. So it's basically taken everything that people love, but just adding new layers on top of it… with everything being unscripted, it just creates much more depth in the experience."
Hello, you
After a lot of time getting rained on and lost, I made my way into the crashed ship, and the xenomorph wasted absolutely no time in oozing out of an overhead vent.
All the old fear hormones kicked in. By the end of my time with the first Alien: Isolation, the xenomorph had lost all terror for me. It was just a game mechanic—an obstacle like any other to be circumvented and handled. I guess that immunity wore off, because sneaking about the wreckage of this ship as the alien clanked about over, under, and beside me had my heart rate spiking.
Creative Assembly's still up to its old tricks. The studio makes ample use of Alien's analogue, mechanical world to force you to zoom in on cranks, valves, computer screens, and save points in ways that kneecap your awareness of the room around you and send your imagination into overdrive. It worked in the first game. It works here.
But it was all quite familiar. Without being able to take the alien outside, my experience of dodging it in the new Isolation felt much like it did in the old one. A lot of throwing objects to distract it, ducking under desks, and fervently praying that it wouldn't turn to walk down the path that would lead it directly to me. All good fun, but I'm ready to see how the xenomorph handles touching grass.
To hear Creative Assembly tell it, heading planetside will change the game when it comes time for Alien: Isolation 2's release. "In the first game, and in the sequel as well, [the alien] learns and it adapts," says Sopikova. "This is something that we're putting a lot of focus on, because we don't want the player to just pick their favorite tool and keep using it… And obviously, now with more elements, with exteriors, with the weather, with more variables at play, we can really expand on that depth of how the alien learns. What exactly does it learn about you? How does it affect the way it hunts, and how does it affect you ultimately?" Well, I'm eager to find out.
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