So...Completely disregard the Xenos killing potential to make it better for you. What makes Amanda so special? She's the main character? So? What makes her so special she can break free of its grasp? Highly trained and physically stronger marines couldn't do that in other media.
Predators can't do that. And they're way better trained and stronger than Amanda would be.
So now we're in another plothole, what makes Amanda strong enough or nimble enough to break free from its grasp? It's the same problem of breaking canon, but far more ridiculous. Thus ruining the immersion more because it removes the threat the Alien can kill you at any time. Since all it does is give you love taps. Now the Xeno is no longer the boogeyman out to get ya, you know an actual threat. It's a giant phallic symbol that you have QTE out of if it grabs you. Big whoop, I might as well go back to Aliens Colonial Marines if I want love tapping Xenos.
No, I don't want to completely disregard the xeno's killing potential. I'm a fan of the Alien universe and of the xenomorph's themselves. Despite them being fictional creatures, I find them fascinating and alluring. Like Ash in the original movie, I admire them. Disregarding the xeno's killing potential would be disrespectful to them and to the franchise. But I also believe that respect must be paid to the fact that in the canon story, Amanda survives. Even in the face of overwhelming odds against her. I'm not suggesting that a skilled Amanda should be able to escape every single encounter. But I am also not in favour of the xeno getting an instant 'I win!' card every time you lose at hide-and-seek. I'm suggesting that if the xeno discovers Amanda, it should by all means give chase. If it catches her, she takes damage, and unless she fails a skill test, she dies. But if she passes the skill test, she should break free and be given maybe a 5 to 10 second head start. If she fails to lose the xeno in that amount of time, it keeps on giving chase.
And on that note, I found it rather frustrating that it wasn't possible to lock doors behind you (at least in the early levels of the game. I haven't beaten it yet) and prevent the xeno from chasing you into rooms.
Sometimes I felt it would have been nice if Ripley had her own sense of self preservation, & could auto-use a flamethrower or any of the other offensive items as a last resort to keep you going, but with some penalty.
Some of my favorite moments in the game were when I was able to completely fool the alien into stalking a far off corner of the map. Having more options to throw the alien off would have been nice. Sometimes though, I'd just be in the closet forever. Especially when they throw the alien at you in a really confined part of the ship.
This was extremely frustrating for me as well. As I mentioned in my original post, I'm at a part in Alien: Isolation where I just escaped from medical after setting off an evacuation order and thus unlocking a previously locked door. There was a section in that same mission where after viewing a video log by the Sevastopol doctor, my progress was impeded because one of the hallways available to walk down explodes in a wall of flame and prevents access. I must have replayed that section over a dozen times because the game placed the xeno in the opposite hallway, trapping me between an impassable obstacle and an invulnerable enemy. At that point, you may as well quote Private Hudson, reload the game, and hope your luck is better the next time. But by that point, the immersion is killed. At a point like that you are hopelessly trapped and there's not a damn thing you can do about it.
So what you're saying is death is a failure of the game design.
Such a statement is too broadly encompassing and I don't want to be so general. I think the concern deserves more respect than something so absolute. In games where death is inevitable regardless of the level of skill employed by the player, yes I think death is a failure of the game design. I also think it's flippantly dismissed on account of how easy it is to just respawn back at the most recent checkpoint and try again. And I would point to any Call of Duty or Battlefield single-player game played on the hardest difficulty level, beginning to end, as an example. I genuinely believe it is not possible to do it without dying, and that's not good game design.
I also think that a well designed game will give the player a sense of 'well, this will be difficult, but I know what I need to do to succeed.' This way, a player's death is placed squarely on their lack of skill and/or mistakes they made that were completely within their ability not to make.
Wait a second; Alien: Isolation has QUICK TIME CRAP??!!
To the best of my knowledge, no. But keep in mind, I have not yet beaten Alien: Isolation.
On a side note, I have no problem with quick-time tests of skill. What I have a problem with is when they're utilized in a 'Press X To Not Die' scenario. God of War's use of Quick-Time tests of skill is much more enjoyable. If you fail the skill test, you don't die, but you have to weaken your enemy down again before you can make another attempt.
In your particular case, 'Alien: Isolation' has the more difficult task of sustaining an ambiance of danger throughout that, to my mind, is simply not possible. Regardless of that, and while I agree 'Alien: Isolation' doesn't give the player many choices in how to deal with the xeno, your proposed solution still has the player dying at some point, meaning metaknowledge isn't removed. Alternatively, if the player is immortal, then the danger element is removed.
So, let me ask you, is this a problem with games in general or 'Alien: Isolation' in particular?
This is a problem I find in games in general, and now that I'm older and a more mature gamer (31 years old) I can state my concern with more eloquence than I could when I was in my early 20's. For example, I think the first games I ever beat on the hardest difficulty setting were Mass Effect and Timeshift. After that, I tried beating Call of Duty: Modern Warfare 2 on the highest difficulty setting and I noticed right away that compared to the aforementioned two games, it was significantly harder to beat. In fact, I don't remember if I ever did. What was most frustrating was how I was very often put in scenarios were I could not possibly manage all of my flanks, and the enemy NPCs just kept coming and coming, and they all seemed to have pin-point accuracy. I spent a great deal of time contemplating why these games all had vastly different difficulty curves despite them all having the same name.
I've wanted to talk about this openly for a while, but could never find a forum open enough that I felt would give the opinion the time of day. Additionally, the whole #GamerGate thing has shown me that if I have an opinion, I should speak up, because people are listening. It has thus given me the courage to speak up and talk about some elements of game design that I as a player have a grievance with. Granted, this is not a #GamerGate forum, but nevertheless the movement has inspired me to speak up and encourage dialogue such as this from my fellow hobbyists.
I reference Alien: Isolation presently because at this moment it is the best example I can provide where I see this problem. Evil Within is not too far behind, but at least in that game you CAN fight back.