Alien: Isolation 2 dev doesn't want you "on the verge of having a heart attack" playing the sequel, so "turn the music down" if you have to

Alien: Isolation 2 art director Ana Sopikova has one very simple piece of advice for anyone who might struggle to overcome their fear while playing what's sure to be a terrifying sequel: just crank down the music. GamesRadar+ sat down with Sopikova during Gamescom 2026, and we asked about Creative Assembly's approach to balancing tension so that players feel appropriately oppressed but not consistently panicked to the point of risking a cardiovascular event. Basically, how scary is too scary? As a horror geek with the unfortunate affliction of being a total wuss, this is important information. "My advice for all the people who are too scared is just honestly to turn the music down," Sopikova says. "Many people don't realize how much music plays in building that tension. And actually the alien might not even be there, but it's just a dark corridor, and this very low-key scary music is playing, and instantly you're paralyzed, and you just can't move anywhere." Sopikova says things like music, lighting, and of course gameplay all go into crafting a tense atmosphere that can be dialed up and down as needed to strike a balance somewhere between boring and "on the verge of having a heart attack." "We don't want players to constantly be on the peak of horror, on the verge of having a heart attack, because then they just get used to it, and it's not scary anymore," says Sopikova. "Obviously, it's a narrative game. There is a story to follow. So you see, we take in all the elements, both visual and audio, how everything comes together, animation, and gameplay, and we're just trying to build that experience with all the different moving parts to really support the peaks and valleys." Alien: Isolation, along with Resident Evil 7, is one of very few games that I can admit were a little too scary for me at times. As much as I applaud Creative Assembly and Capcom for having the chops to make a seasoned horror veteran as stressed out as I was playing those games, I remember having genuinely unpleasant reactions to certain scenes, to the point where I had to take breaks to catch my breath. I think Capcom's decision to break up the tension with Grace and Leon chapters in Resident Evil Requiem was brilliant, and I hope Creative Assembly has something in mind for the perpetually anxious in Alien: Isolation 2. 15 years after the first game made horror history, Alien Isolation 2 unleashes a smarter, meaner Xenomorph [/url]

Sep 1, 2026 - 07:03
 1
Alien: Isolation 2 dev doesn't want you "on the verge of having a heart attack" playing the sequel, so "turn the music down" if you have to
Alien: Isolation 2 art director Ana Sopikova has one very simple piece of advice for anyone who might struggle to overcome their fear while playing what's sure to be a terrifying sequel: just crank down the music.

GamesRadar+ sat down with Sopikova during Gamescom 2026, and we asked about Creative Assembly's approach to balancing tension so that players feel appropriately oppressed but not consistently panicked to the point of risking a cardiovascular event. Basically, how scary is too scary? As a horror geek with the unfortunate affliction of being a total wuss, this is important information.

"My advice for all the people who are too scared is just honestly to turn the music down," Sopikova says. "Many people don't realize how much music plays in building that tension. And actually the alien might not even be there, but it's just a dark corridor, and this very low-key scary music is playing, and instantly you're paralyzed, and you just can't move anywhere."

Sopikova says things like music, lighting, and of course gameplay all go into crafting a tense atmosphere that can be dialed up and down as needed to strike a balance somewhere between boring and "on the verge of having a heart attack."

"We don't want players to constantly be on the peak of horror, on the verge of having a heart attack, because then they just get used to it, and it's not scary anymore," says Sopikova. "Obviously, it's a narrative game. There is a story to follow. So you see, we take in all the elements, both visual and audio, how everything comes together, animation, and gameplay, and we're just trying to build that experience with all the different moving parts to really support the peaks and valleys."

Alien: Isolation, along with Resident Evil 7, is one of very few games that I can admit were a little too scary for me at times. As much as I applaud Creative Assembly and Capcom for having the chops to make a seasoned horror veteran as stressed out as I was playing those games, I remember having genuinely unpleasant reactions to certain scenes, to the point where I had to take breaks to catch my breath.

I think Capcom's decision to break up the tension with Grace and Leon chapters in Resident Evil Requiem was brilliant, and I hope Creative Assembly has something in mind for the perpetually anxious in Alien: Isolation 2.

15 years after the first game made horror history, Alien Isolation 2 unleashes a smarter, meaner Xenomorph

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