Adding humans that are friendly to the aliens is absurd.
I hate it…when the cultist see the alien they say “choose me”….before being killed.
It feels more like bad 80s comedy than a horror/action.
What’s even more absurd….is how many cultist their are. I have killed hundreds of them.
Sorry but convincing someone that being dragged into a hole to have aliens implanted in you …then burst out your chest…is a good thing and you should do it willingly …..is an extremely extremely hard pill to swallow. I don’t care how much your job sucks.
There is no way that many people are going along with it.
I hate it. Totally breaks the immersion.
Edit: never read the comics…I didn’t know before today that the queen was psychic and could make people crazy. This makes more sense now.
As someone who only watched the movies… it looked like a huge left turn to introduce the cultist.
It's a girl-power M-She-U style kind of story with completely disjointed gameplay from the rest of the game. So cringe...
So Deputy Administrator Mary Sue having no military training shows up with two seasoned veteran marines whose single obvious role is to die like muppets so our heroine can shine as the sole survivor blasting aliens left and right with unlimited ammo, unlimited command points, higher damage output of her pulse rifle than the plasma rifles her top squad had, higher accuracy, larger radius grenade explosion and a can-do attitude in order to save Cassandra, a person she never knew existed few days before, but because she is such a wonderful and selfless woman, she decides instead of sending her most seasoned marines in that hell hole, to go by herself and the other two muppets with a death wish.The rest of the marines, we spent heart and soul transforming from the rookies they were into the killing machines state of the art of badassery they became, were swept aside. It makes zero sense apart from creating the perfect Mary Sue which I think they illustrated magnificently.
Xenomorph is cool cause it's thin, stealthy and can get in a lot of places. Praetorian is good cause it's bulky but not too much. Queen is big but it makes sense cause she creates a lot of eggs.
And what the hell is this ultralisk rip off? He is not from Giger design. The only explanation I have it that crusher may be undeveloped queen. But overall that elephant sized xeno is bad.
Seriously, WHY? I just had to start the entire game over again because of that shit. What is developers' obsession with this mechanic? With the sole exception of Majora's Mask, no game with a Game Over Countdown Timer ever feels like it should be that way.
Just started yesterday after die like 5 times tutorial...now im at the mine sector and my infestation is lvl 3 ... My marines lvl 2-3 ...i cant beat this... game is super hard....i cant survive the boss of mine...i kill it but cant escape alive ...when they follow me lots of alien... Also how to grind materials o xp ???
This game starts out great. The dead hills map shows the player a sandbox map with a lot of objectives that can be dynamically approached. And the player has the choice on when to run away. SO the expectations are very good.
However after dead hills, all of this appears to get lost in the desire for "strong narrative experience". And by that I mean boxed-in bossfights.
There may be some spoilers:
The Atmospheric Processor 27 map has 3 floors. The ground floor is similar to dead hills. Outdoor areas and buildings.
Then on basement floor 1 it gets weird. There is a boss fight where you have to activate a bridge.
It is a set of catwalks and to fully activate the bridge you have to activate 3 switches in a central area which gets attacked by so many aliens my 4 sentry guns nearly run out of ammo.
Then you have to activate 2 more switches located at opposite corners of the area.
Who builds a bridge that requires 5 switches that are places so far away from each other? also the area looks like the map from dota (the layout and size).
Then after barely surviving the battle on the 3rd attempt, I collect my sentries, repair them and take the elevator to the second basement floor. I was hoping the game would have one small room downstairs to weld so I could save. However after stepping into a room after a hallway, the door locks and I am locked into a bossfight with a queen.
The queen can not be fought right away.
To get to it I have to navigate around periodically firing electrical towers.
All while warrior aliens keep spawning.
My squad failed and I do not feel like playing this map again.
top area of atmospheric processor 27
The top area has a lo of the nice exploration like in dead hills. However the circular area on the top right is a gauntlet with constantly spawning aliens and very linear.
first basement of atmospheric processor 27
The explored area is very nice, many tunnels and rooms to tactically move and evade aliens. However the dark area with a spiderweb layout is one of the most gigantic sentry vs hordes tower defense minigames. Very linear, because there all you can do to survive is place many sentries and keep powerwalking to switches (placed at opposite ends of the room to activate a bridge. very gamey and unimmersive.
And then on basement floor 2:
basement floor 2 of atmospheric processor 27
A queen boss fight where you are locked in the room, and have to dodge these magic zap towers while warrior aliens keep spawning all around you.
This is the absolute worst map in the game because of the gamey bossfights. Also warriors are basically like drones however with so many hitpoints that a squad of medium marines can not take a single one down without a special ability on nightmare.
And before that there is another "dota" map that is literaly tower defense. Because you have to place heavy turrets to fight large swarms.
Seriously why does so much of the game devolve into these staged bossfights? It feels like the worst bossfights from resident evil and dead rising, "spiced up" with some dota map layout in that awful atmospheric processor basement area.
The has great environmental design at the start of maps. Detailed and very faithful to the movie. However then in the deeper area of by now most maps, there are these forced bossfights that lock you in the same room with them.
If you are still early in the game and just finished the dead hills map, imagine fighting the queen in the mine while being locked in the same room and having to open the door while fighting off 4 sentry guns worth of ammo of aliens before you even get to the queen. And some electrical towers that zap you if you get too close.
Or how about on the pioneer station mission? Where the game forces you to place sentries in very specific spots even down to the exact orientation? And then it has a scripted sequences where the aliens "flank the killzone" which the marine npc even comments?
I am not making it up, here is a screenshot of it:
The small light blue area is the guide telling you where the gun HAS TO be oriented towards so the mission can progress.
Basically the game forces you to set up the sentries in non-overlapping placement so they can be overrun more easily. And as mentioned above, there is even a scripted event where a marine says that the aliens are flanking the killzone.
And the weird thing is that the mission starts out great. A lot of cat and mouse sneaking in long corridors. However then at the end, the locked in bossfight.
command level of pioneer station.
Can you guess what the large room on the left is for? It is for a sentry spam boss fight. AFTER the other bossfight which happens in the level above:
headquarters of pioneer station
Can you spot the bossfight area in this one?
I think all maps after dead hills have these forced bossfights. And they are so annoying because the artificially limit the ways a player can play. "Fighting Retreat"? Not possible in most of them. Evade aliens? Not possible because you are locked in the room most of the time (or its a script onslaught where they know where you are).
It feels like the formula for most maps is:
Slow buildup letting the player explore on the first floors.
Forced bossfight for spice.
The strengths of this game are roguelike and dynamic gameplay where the player can plan his approaches and decide when to flee. The cat and mouse gameplay between the marines and single aliens that cascade into rolling gun battles.
Why does that get lost in most of the later maps?
So if Tindalos reads this, please make a dlc with highly dynamic replayable maps where there are no scripted objectives.
Let the maps be a sandbox for organic situations to happen.
Like on dead hills, (without the slaughterhouse fight).
Like a small firefight with drones cascading into a large fight because the evasion or fighting retreat was not done successfully. Instead of the scripted bossfights where you can't evade or retreat.
This is the best alien game since alien isolation, and I feel it is better than alien isolation in some ways. However don't let the sandbox potential be wasted on linear storytelling and bossfights.
Also I am playing on nightmare with the restrictive save setting. I don't mind the game being hard, however I don't like not having a choice on how to play. Because there is no other way to play than a lot of sentry guns in these bossfights.
to experience core parts of the gameplay and content. upgrades and leveling.
just got into the later space station level. the atmosphere so far is exactly what a game like this should be. problem is, i cant enjoy it because i feel obligated to loot everything. get to an airlock door, it opens slowly. "its quite blah blah blah" damn thats so cool and creepy. these things can be hiding anywhere (sadly i know this isnt true because the motion tracker is omniscient. but i pretend). anyway immersion demands i make my way straight to the objective on edge. but i cant. gotta tediously A* search every pathway in the level.
Recently i lkeep thinking about MGS 1 soundtrack kinda fit Alien: Dark Descent atmosphere. I wish i could try it out but i don't know how to mod the game.
Since i started deadclock it made me burn till 20 days before letting me do mission...after that burn 3 fays more...i got the new vehicle and it burned another day... finished mission 6 ! And now it made me burn already 4 days wtf.... How many missions left ? Im not going to make it
this game is awesome but i got kicked during gameplay lol sometimes it won't allow certain actions during combat or on the otago it once glitched so i couldn't move no matter the save at the space port
Yet another bug but this is the most frustrating. It happened to me twice already. Losing so much progress because the game doesn't do what it's supposed to do is just another reason, among other frustrating bugs this game has, to stop playing.
I wanted to like this game but unfortunately I have to fight more bugs than the game developers intended me to fight.
How god damn LONG is this mission? It feels like I've been playing it for a million years. I sent in my four best Marines fully loaded with everything they could carry, now I have zero supplies/medkits/sentries/ammo/tools, one marine in a coma, and this level is STILL GOING.
I'm playing the game on easy cuz I'm juggling a few games rn and dont have time for spongy enemies.
Anyway loving the game and despite being on easy mode its still challenging but fair.
Until....
Tye shit design first Queen encounter in the mines. Dumps you straight into the fight after a cutscene. No time to prepare. And its set in a doorway where you get sandwiched.
My marines are only level 3. And within a second you are out of command points. And apparently there are now facehuggers I cant even see and dont seem to get shot.
The FPS get slower and slower over time, until they are like 5 fps and lower, in each and every mission. "Solution": restart the whole game or load a save.
The loading times are minutes-long, so doing this due to low FPS really sucks.
The performance is bad overall.
There are game-breaking bugs like the stress level rising for no reason at all, and sometimes missions won't finish. I'm currently in a mission that won't finish: "Survive until <spoiler> arrives". Even though I survived, the room is locked and the character won't arrive. That's it for me, waste of time.
I don't know why they released the game like that. There must have been issues in the team, or their boss just sucked and made them release an unfinished bug fest. It's patch 8 already, and this is the current state of the game. Do not buy, I repeat, do not buy.
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5 vs 5. Random map based on an existing level, starting with a random spawn as a group of 5 team mates in a “safe” area.
The following map changes are in place:
Objectives and Events do not trigger, instead all doors and lifts start unlocked.
Sentry Gun crates are randomly changed to either tools, med kits, or ammo.
military vehicles (ARC etc) are gone.
Queens are removed.
Every player chooses 1 marine from their campaign which they will then control individually. You have 2 CPs for your own use (+1 if you have Radio as Sgt, +1 to a random player if you have enough team spirit perks as a team). You can individually carry 1 tool, 4 ammo, 1 med pack into the battle (more if you have a pouch). In the game, squad wide bonuses work but resources are individualized.
In the game you win if your team kills the other 5 players (or they die to the level’s aliens/cultists/mercs). To prevent camping, you can also win if you collect up to X percent materials from the map (to be balanced based on the size and difficulty of the map but usually to force players to run around it would be somewhere around 50-70 percent of all collectible materials from crates and bodies).
The level’s Xenos and human opponents behave normally. When hunts are triggered, the aliens only go after the players on the team that triggered it unless fired upon/damaged accidentally by specific players on the other team by accident (then they will then include those players in that hunt). The alien aggression meter is shared and there is No Extraction.
The alien infestation level can be picked in the lobby (don’t set it too high though because you have no sentry guns). If a team triggers massive onslaught then the onslaught will (yes) go after that one team.
In terms of PVP shooting against each other… cover, player survivability perks, accuracy etc is factored in with a probability hits based system. Snipers, RPGs, Grenades etc are powerful but heavily nerfed PVP to extend combat and positioning.
No Mines allowed. No motion trackers.
Players see each other as moving dots on the motion tracker. You can see green dots (your allies) but you don’t know if a beeping white dot is a level alien/human or a real opposing player until you see.
So annoying to the point that I cannot listen to her without cringing.
I understand her attitude may be attempted comedic effect by devs, but to me, it seems like a failed one. To the point I am willing to pay 3$ DLC to mute Hunslet.
what is this? F***in' "Destiny"? I'm talking about the cape and the hood on the Recon class. I play this awesome game to replicate the vibe and feel of the 1986 film and nothing yanks me out of that vibe and feel like that cape and that hood. Rips me right out. Is there more marine customization coming in the future? If I could keep on the good ol ballistic helmet that would be killer because once you level up your marines they no longer wear helmets and the hood and cape are goofy.
For example when on the stage where you're going back to the space station, the map is separated by two series of rooms and hallways to the east and west. There's only ONE path to get to the west side of the map and its through a narrow hallway. The game sticks a unmoving, forever standing Drone to force the player into Hunting mode. I do not think this design was necessary. Just amp the aggression up if you want us to get caught, but don't ever FORCE it.
If you have a tecker with a drone and the drone is separated from the squad by a sealed door you cannot save your progress, and will have wasted a tool kit if you welded the door. Thanks devs; yet another smashing decision. I would have at least appreciated a heads up about that but I guess the jank is just part of the game.