And, strangely, that fills me with relief.
Normally I wouldn't feel invested in the sales of any video game at all. But a game like Alien: Isolation? A game that took big risks with an established franchise? I have a vested interest in that game's success because I want big budget games to be more interesting and take more risks. So I'm super happy that Alien: Isolation actually performed well.
Basically I want more developers to be as brave as Creative Assembly were.
"It has been fantastic to watch the reviews come in and read of the reactions of players, hidden in the bowels of Sevastopol Station, terrified to make the next move," said Älien: Isolation's Creative Lead, Alistair Hope. "We set out to make the Alien game we had always wanted to play and from these figures it seems we also succeeded in making the Alien game another million wanted to play. We hope many more gamers enjoy Alien: Isolation in 2015."
Michael Doyle, vice president of interactive games for Twentieth Century Fox Consumer Products, said something quite interesting. He said: "the project represents a paradigm shift in what is possible in the arena of licensed games."
That might seem like hyperbole, but I can't remember the last time a licensed game was so adventurous in its design and — even better — actually succeeded. For that reason, I'm totally chuffed that Alien: Isolation was successful.