Alien: Isolation - Mission 5 Level Analysis

Why Alien: Isolation?
Alien: Isolation (2014) is a first-person survival horror game based on the Alien franchise. It utilizes staples of survival horror with a thoroughly developed atmosphere and innovative enemy behavior in the form of the iconic Xenomorph. The game’s marketing emphasized the alien’s unpredictable behavior and ability to learn from the player’s behavior. This was accomplished with a unique AI called “The Perfect Organism”, developed by a Creative Assembly team lead by Andy Bray. I have long been fascinated by the inner workings of this game, and I decided to analyze a level I found particularly challenging in my first playthrough that is still what comes to mind first when I think of Alien: Isolation.
An Aside About AI
Before getting into this specific mission, I feel I should explain the AI a bit so I can reference some elements in how they contribute to the level design.
In a nutshell, the AI controlling the xenomorph operates with two main components, one which controls the Alien’s behavior, the director-AI, which is constantly monitoring both the player and the alien. The director will tell the alien to go certain places either near or away from the player. One method employed is gauging the ‘menace’ level the alien is inflicting on the character, calculated by measuring things like proximity to the player and whether the player can see it. Past a certain menace threshold, the alien is directed to go somewhere else such as a nearby area or the vents. This helps to prevent burnout and allows the player to progress.
The use of a separate AI directing the xenomorph’s AI allows for the alien to seemingly appear at the right place at the right time without allowing the alien itself to have an unfair insight on the player’s exact whereabouts/behavior. The Xenomorph’s own AI operates with a behavior tree with initially “locked” nodes that become unlocked as the player progresses. It is important to note the method these nodes are unlocked with doesn’t involve observing circumstances that lead to the player’s death, which would give the xenomorph an unfair advantage.
Level Synopsis
Mission 5 has 6 objectives, the first upon exiting the tram car is Go to Samuels and Taylor. Taylor was injured while entering the ship and needs treatment. Luckily, you’re right outside the ship’s hospital. Just in case you thought about abandoning Taylor, the previously encountered Working Joes have saved you the trouble and disabled the transit system, forcing you onward. You save at the payphone, enter the reception area, find a little loot, and get a quick look out the windows into space. A voice beckons you from a surveillance camera, your new guide, Dr. Kuhlman. He lets you into the staff elevator and explains the medical supplies are all downstairs, in the hospital dispensary. You need to find the service elevator’s passcode, probably possessed by Dr. Morley. Your next objective is to find his office. Kuhlman instructs you to use the vents to enter the crisis stabilization unit- don’t worry about that- where he worked. A short jaunt through a corridor decorated with abandoned gurneys and knocked over medical equipment leads you to his office door, requiring your access tuner to hack the lock. Upon entering you boot up his Sevastolink© terminal to read some space email, one of them containing the passcode. Kuhlman adds that you’ll need Morley’s keycard as well, which he always kept on his person, updating your objective: Find Morley’s keycard.
When you exit the terminal, the fun begins. A robot voice announces a medical quarantine breach has been detected (that’s you!) as flashing red lights and a siren greet you in the hall. Making your way back through the corridor, a ceiling panel crashes down in front of you. From behind a wayward gurney, you watch the Xenomorph slink down and trudge forward. Wisely going to the left instead, you find the Staff Quarters, requiring Morley’s passcode.