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[Aliens:Dark Descent]Harsh language used

NoneoftheaboveNoneoftheabove Just a conforming non-conformist.Twilight ZoneRegistered User regular
edited July 2023 in Games and Technology
Alright sweethearts, what are you waiting for, breakfast in bed? Another glorious day in the corps. A day in the Marine Corps is like a day on the Colony. Every meal is a banquet, for the Bugs. Every paycheck a pittance.  Every formation a disaster. I LOVE the corps!"

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Aliens: Dark Descent is a real-time strategy (with pause) videogame released on PC, Next Gen/Last Gen consoles.
Good ol' Disney and the money making machine has spit out a pretty decent descent into the not always easy to get right Alien series of game adaptations!

The folks here tell me Dark Descent is kinda like XCOM sans turn based elements.
In Dark Descent you control and upgrade a squad of Marines trying to complete a series of objectives on the Colony settlements of planet Lethe. There are time pressures and Marine base upgrades with stress coping mechanics. Much like Darkest Dungeon, there is a choice to be made about who you are willing to recruit and throw back out there to the wolves in hopes they survive with their sanity still intact. It's entirely up to you how long you deploy in a mission. How much can your squad take before they run out of supplies, aggravate the locals or succumb to a nervous breakdown? Do you leave things unfinished and return another day? The Aliens will still be waiting, only this time with more numbers after that last deployment that went sideways and dragged off or killed your buddies.


Game over man, game over!

Say, did you remember that out of print boardgame that recreated the Aliens iconic moments? No? Well, this title here has some similiar vibes. And one dedicated fan created a really cool play area for it! Not bad for a human, BloodySloth!
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Dark Descent does a great job of capturing that tension, mood and atmosphere of Aliens. Despite some changes or modern takes, this title does keep much of the look and recreation of the Colonial Marines and hardware unlike others that went a little too outlandish in my opinion.

Noneoftheabove on
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    BloodySlothBloodySloth Registered User regular
    edited June 2023
    I'm not too far into the game yet, but I'm finding myself a little disappointed in the (spoilers for up to the end of the second mission area)
    Queen battles. Im playing on hard and just a couple of sentries nullify the entire fight. It seems like the queens have interesting attacks and maybe different abilities? But ive honestly only seen a hint of that, because theyre absolutely melted into goo before they can meaningfully engage with my squad.

    I'm excited to replay this on the hardest difficulty, or even fiddle around with what looked to be custom difficulty options. It does make me a little bummed that this doesn't feel like it's going to be as replayable as something like XCOM, as its hybrid mission structure still feels pretty linear, especially after the first area, which feels substantially more open than the following two, at least.

    That sounds like a lot of negativity, but I'm still thinking about this game all the time, and I'm having a tremendous amount of fun with it.

    BloodySloth on
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    MonwynMonwyn Apathy's a tragedy, and boredom is a crime. A little bit of everything, all of the time.Registered User regular
    Sentries are *insanely* strong and probably need a balance pass to cut their accuracy or something. Between the flamethrower, a sentry nest, and smartgun suppression fire, as long as you have time to set up and a little spare ammo you're effectively invincible, and you can pull this off very early.

    I get the impression the devs thought you would leave a string of them behind you as you moved to cover your flanks/rear, but in practice there's absolutely no reason to do that over bringing them all with you to utterly trivialize onslaughts/bosses.

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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    I think you could limit the sentry guns to only one placement per use on harder difficulties. Once placed, your only option could be to reload or tear them down for the tool resource. Or just make some aliens more durable?

    I'm just about done with the Dead Hills area, and it is a bit worrying to hear the next locations take a change in becoming linear. Having such a large first area was a great opening after the intro tutorial.

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    eMoandereMoander Registered User regular
    I'm a few days into the time-limited part of the campaign and just unlocked the fifth deployment slot. I've been having a lot of success running a combo of a silenced sniper, a guy with proximity mines, and a combo of sergeant plus a bunch of team spirit so I have 8 command points available. That has let me run extremely stealthy which makes everything easier since not triggering hunts keeps the end boss spawn waves to a minimum. My sniper also lucked into being immune to tired and trauma, so she hit level 10 pretty quick being able to go on literally every mission, but the rest of the main team is now lvl 9 with most of the special weapons unlocked.

    Agreed that I'm not sure how replayable it will be vs XCOM given the linear mission structure. I would hope that they would add in a long war-esque mode given the successful reception this seems to have gotten. Some DLC campaigns seem like it would be an easy sell as well.

    Xbox: Travesty 0214 Switch: 3304-2356-9421 Honkai Star Rail: 600322115 Battlenet: Travesty #1822
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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    I wouldn't call sentries OP, I'd just say that good tactics versus melee-only critters is OP. I've had an amazing defensive position supported by four sentries fold in less than five second because I missed a single vent, got flanked, and the drones managed to zip in and deal enough damage to drop multiple Marines when the drones died. This took out the suppression fire I had in place which then let the frontal assault reach the turrets. Turrets aren't tough so they broke almost immediately to attacks from 3-4 aliens plus a Crusher, and the last Marine standing went down a couple seconds after that.

    Sentries are good because they should be good but if you fuck up, they can't help you back on your feet or un-kill Marines.

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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    edited July 2023
    Dead Hills:  After Action Report:
    It was the lower levels of the mines that was the nesting ground for the colony.
    The good news is the Queen is dead. Our team kicked the nest and woke the hive. Thankfully we were well prepared for a heavy engagement. The bad news, and I can't fault him completely after what we all had been through, but Sharp was struggling to keep his cool. And this caused tension in the ranks. We were all stressed. Slater was popping the naproleve like candy. We would clear an area and set sentry choke points when out numbered. We faced multiple onslaught waves after we took on the Queen. With the Hive enraged, and Pvt. Neron introducing the bugs to the Ol' bake a'flake, we managed to back out and regroup to gather our supplies and take a breather. We knew the Hive had cacooned colonists and time was running short. Running low on gear, the hive was just too active after we struggled to take on a class 2 xeno on our last attempt to get bug sample data and see if we could do anything for the colonists. It was after this engagement we had run out of supplies to continue with a hive on full alert.
    Finding the nest and taking on the Queen should get us promotions at least. End Report
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    Noneoftheabove on
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    BloodySlothBloodySloth Registered User regular
    Tired. Wounded. Depressed. Promoted!

    Maybe it's unintended, but the cynicism of that image is very on-brand.

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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    edited July 2023
    Exactly, Sloth. The paranoid depressives squad with whining and popping pills every minute and they still overcame the toughest job.
    The second team did far, far worse and had the M56 Gunner, Recon specialist and the newly minted Sergeant for leadership. These clowns were very well armed and level headed, and just sent in for cleanup. But they still shit their diapers over an easy assignment. It was disgraceful. I'm going to get them all reassigned to latrine duty in the ass end of space as soon as this crisis is over!

    Noneoftheabove on
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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2023
    Fairly deep into the game and I'm really feeling like Tekkers are more trouble than they're worth. Welding/breaking welds from a distance is pretty pointless stuff, and the drone can only carry a meager 48 rounds per reload. That means it consumes a whole Ammo point for a reload that is worth half the standard pulse rifle reload. In comparison, a sentry turret has 250 long-reaching rounds per reload which means it has something like five times the damage potential. And so what what if the Tekker can upgrade turrets? All it does is let turrets use Suppression Fire... which I can already do. And it consumes a Tool to do it. Far better to put a Gunner on Suppression Fire, since they can get an improved version of it anyway. Oh, and the way the game prioritizes the drone means it can be a real pain in the ass to select the Tekker for medical care.

    Anyway, was doing a long-ass mission and I felt like I'd barely started cracking a major section of it despite doing a whole new mission just to explore it. I felt like it was getting really really tight and eventually bailed and I was wondering why things got so hot when it didn't feel like I'd done that much to deserve it. Except then the stats screen came up.

    Well over three thousand rounds expended. Hour and twenty minutes of mission time. 28 Runners and eighty-eight Drones dropped, plus a handful of Warriors. So I guess the mission was a little more intense than I thought.

    Ninja Snarl P on
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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    The tekker class seemed interesting, but now you've not sold it to me at all. Maybe it has better upgrades down the road you're not aware of? Seems like the game hides the progression path for class builds.

    Also, what's your strategy for using cover spots and avoiding Aliens patrols? It seems like there are so few spots to take cover as a hide mechanic to make it a good strategy. And the Dead Hills colony seemed to have some key spots, despite not allowing more corners and room debris to duck into.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Ugh, this is a real fucking annoying couple of bugs.

    First one is that one of my gunners has decided to shoot enemies the moment they enter his range. Instantly. Regardless of combat state. So now I can't snipe anything because the dumbass gonna just immediately opens fire and a Hunt starts and the planet is at max infestation level so it makes getting around this mission a real pain in the ass. Second one is the one where a sealed room won't trigger a Rest point. Which means that even after I make my way over to this Queen fight, I can't save before it because I can't Rest in the room across the hall. So I might have to restart the whole damn mission from the elevator over this nonsense.

    Anyway, BIG BIG tip that I didn't figure out until pretty late in the game: sealing a room IMMEDIATELY ends a Hunt (and I believe even an Onslaught). Yeah, burns a tool, but earlier on before you can deal with Trauma this will hugely cut down on stress and has the added benefit of halting the increase in Hive activity. And the Rest function taker 100 Stress off your TOTAL stress, not your current pip level. So if you're halfway through the second level of stress and Rest, you'll drop down to an overall 50% stress (i.e., you'll now have no stress penalties).

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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    It is possible that your gunner has just reached a state of disobediance where they just fire at first sign of a bug and not a bug glitch?

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Nah, he was at literally zero stress, we'd just come out of Rest. No Trauma, no nothing. My guess is that we got trounced before reloading and he got stressed out there, but his state somehow bugged into the reload.

    But the game is buggy. I've had a Marine that would just follow the group around and not fire or allow interaction of any kind, another just get stuck in one spot because I cancelled a command, one get stuck in Supression Fire mode, a drone that simply... disappeared at the start of a mission.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    The core aspect of techies seems to be having access to hack without level up rng.

    In general I’ve being really enjoying this. About the only complaint I have is the universal xcom a like one of not knowing what pace you’re meant to be shooting for meta game wise.

    That and having the stress management facility not open up until a few missions in is a tad annoying.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2023
    The core issue of the Tekkers is that you invest in them for hacking but don't really get anything back. Like if a Tekker got to ignore the Tool cost on hacking and 50% of repairs? Yeah, then we've got some worthwhile functionality.

    But if you get a Sniper with Smartass (or any regular team member, really), there's zero point to taking a Tekker. Yeah, they can scout with the drone but the only "surprises" you can't see on the motion tracker are eggs and xenos in stasis, which the Sniper can actual kill if needed. The drone can't actually do anything about either of these and the whole time you control the drone, your team is just sitting around waiting to get found. And one skill in the Sniper class (silenced shots) makes them borderline indispensable whereas it take three skills to get a drone that can shoot, and it isn't even very good for that. About the only semi-notable thing the drone does is eat the first hit or two if the Tekker gets attacked... which leaves you with a busted drone you have to burn a repair part to fix or otherwise ignore. Oh, and the drone does let you make a noise "ping" to draw enemies away from certain areas and into traps, but burning a Motion Tracker accomplishes the same thing albeit by costing a Command Point (which you regenerate anyway).

    I will say the meta game has me sweating things a bit. I'm at a point where I'm racing a timer and have about nine days left out of thirty and I think I'm on the last mission, but I'm not sure. Which means I'm pushing the Marines further than normal because I may not have 2-3 days to finish this mission. What if the next one is even tougher and takes 3-5 days? That'll be cutting things dangerously close. Some indication of how much I have to do in the time I have would've been a really good things to know, but at the same time I'm playing on Hard, play fairly conservatively, and I think I'm solidly on-track to beat the timer.

    Ninja Snarl P on
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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Honestly you could probably boost tekkies just by making them only consume half a command point/tool on stuff like mines and other tech options.

    Heck if techies boosted how many command points you get from burning a tool that’d rock too.

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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    I've tried to like this, but people ruined it accidentally for me by calling it XCOM. Instead I find it a fairly ponderous RT tactics game where you can't even split your marines up to do different things. The lack of turn based combat is a massive turn off to me and I can see what compromises were made to ensure the RT element functioned. I'll give it a go in a few months where I didn't have the same expectations and perhaps some patches to see if I can get back into it.

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    HamHamJHamHamJ Registered User regular
    Tekkers are great but not because of any of the upgrades which are pointless or too expensive to be useful. But aliens completely ignore drones and that makes them absolutely the most useful class for scouting. Especially on maps without a sector map you can buy. The difference between tracking blips off somewhere in an empty void and blips on a map so you can predict their exact sight lines and patrol paths is night and day. In lots of missions you can camp out by the APC or a safe room and use the drone to map out everything before risking any actual troops. Knowing how things connect, what doors are locked, and all that makes getting past without engaging anything much easier.

    Also out of the box the drone comes with a noise maker which you can abuse the fuck out of. It's got a shorter range than the motion sentries but doesn't cost any command points.

    The most useless class imho is the Medic because as always the goal should be to not take any damage in the first place. One of each class is I think the optimal team comp because most classes have squad wide buffs that don't stack afaik.

    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    I like how the next area from Dead Hills doesn't lose the size of the map. It is linear in setting the scene for the story, but doesn't seem to force a path beyond completing an objective. Maybe not as impressive as the first Dead Hills area, but the next does tease at a small easter egg fan service section that the art loading screen and map hint at.

    When it was mentioned here that the maps got smaller, I worried. The cool factor of the game requires the size to cover and try to complete objectives versus squad morale and resources. So this next area doesn't really break that I'm relieved to say.

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    eMoandereMoander Registered User regular
    Finally finished the game and enjoyed it a lot. Given the heavy story push, I’m not really feeling a need for a second play through, but I do hope they drop a DLC campaign or a procedural version at some point!

    Xbox: Travesty 0214 Switch: 3304-2356-9421 Honkai Star Rail: 600322115 Battlenet: Travesty #1822
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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    I think I had my first hardcore moment in area 2..
    Docks level, last stand hold until shipping manifests can be searched. I had the single sentry gun, with two squad members maxed out stress and the Hive level at hard. I was out of ammo. Three Marines were killed with one dragged off and the other two KIA. My last Marine became invincible to damage or being killed somehow. The Aliens were messing with me or the game glitched. But I basically had a Crusher and an swarm of Drones stuck on me without being killed. They must have just been trying to scare my last man to death.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2023
    I've wrapped up the game and they definitely throw in their fair share of weird Aliens shit and high-intensity moments. When you get a pile of turrets running and a couple smartguns on suppressive fire and throwing out flame walls to keep the enemies moving down a controlled corridor, the noise is fucking awesome and it's amazing watching dozens of xenos just melting under the focused firepower. After scrambling and sneaking around and getting slashed by the odd lucky xeno, watching as Crushers and Praetorians collapse almost instantly is pretty damn cathartic. And that first time you roll up on a Queen but have a fucking plasma cannon and rocket launcher ready to roll? Yeah, it's great watching those big things all but evaporate in seconds.

    Surprisingly, I felt like Hard should be the advisable difficulty to play it on. I found the game frequently challenging without being total bullshit, aside from the odd bug or three. When I had missions collapse, it was basically always because I did something stupid. Many times, I knew I was taking a stupid risk and figured "what the heck?" and things did not pan out. If you're wily, smart, and think fast, you can stay ahead of any bad encounter enough to be the winning party. And on Hard, even a single Drone is damned threatening, particularly in the early game. If one manages to get on top of you, a Marine is probably going to take a hit or two and, early game before more armor points and the anti-acid gel, everybody is getting a dose of acid blood when you kill the thing. If two drones get point-blank? Yeah, that can almost drop two Marines right there plus the acid splash will moderately injure the other two. Probably the biggest surprise of the game to me is how much they don't hit you with scripted cheap shots. Ambushers are random. Which aliens spawns and how many and where is random. Their patrols are semi-randomized; sometimes they might just look in a doorway, sometimes they're gonna come in and examine the whole room. But you're never going to open a doorway and, surprise!, find 20 Warriors rushing you for a surprise poke in the eye. The game almost always sticks to its own rules and just lets things play out.

    Close, cramped places made me feel nervous as hell. Open sight lines with limited approaches comforted me. There was a bit too much sneaking, but it did make for a solid rotating dynamic of trying to hustle along silently, explore enough to find useful things without getting trashed, fight enough to avoid getting injured, and getting out before the Hive gets too riled up. The game really conditions you to constantly scan your vicinity for a defensive position because you literally cannot know when a xeno is going to pop out of that spawn point in the room your passing through and once that fucker gets burned down, all of its buddies are coming you way. If you don't have a defensible position mind almost constantly, you will get fucked up. And some of the maps are properly labyrinthine; you will wander for twenty minutes and it will feel like an hour, simply because your constantly on the watch for a xeno in the walls or a damned Runner doing patrol at about 80 miles an hour.

    Overall, a far more solid game than it had any right to be. Definitely still needs a pass or two for bugs, though, I hit at least one or two a mission and some of them required partial or full mission restarts.

    I will say that the second-to-last mission really annoyed me.
    I can tolerate forcing you to sneak around with one character for a bit, but the part I absolutely cannot fucking accept is that this was a military vessel filled with military crew and packed with military weapons on a hostile planet with the ship hull busted up and not one fucking person is armed. Are you fucking kidding me? This is an active combat zone in danger at all times, everybody except maybe the civilians would be carrying a piece at all times. Absolute bare minimum they would all have a sidearm. Absolute bare minimum every major facility and entrance would have posted guards around the clock with weapons sufficient to kill xenos. And zero fucking chance would they have a full-on Warrior xeno in containment without an armed guard and probably some sentry guns. Constantly. That event was incredibly, incredibly, frustratingly contrived.

    Ninja Snarl P on
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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    Now that I've figured out the game and how best to do things, I could see playing on hard from the start. Medium is still a challenge though, where things can start to go wrong really quickly.

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    HamHamJHamHamJ Registered User regular
    edited July 2023
    I will say that the second-to-last mission really annoyed me.
    I can tolerate forcing you to sneak around with one character for a bit, but the part I absolutely cannot fucking accept is that this was a military vessel filled with military crew and packed with military weapons on a hostile planet with the ship hull busted up and not one fucking person is armed. Are you fucking kidding me? This is an active combat zone in danger at all times, everybody except maybe the civilians would be carrying a piece at all times. Absolute bare minimum they would all have a sidearm. Absolute bare minimum every major facility and entrance would have posted guards around the clock with weapons sufficient to kill xenos. And zero fucking chance would they have a full-on Warrior xeno in containment without an armed guard and probably some sentry guns. Constantly. That event was incredibly, incredibly, frustratingly contrived.
    Yeah unfortunately a lot of the back half of the game has this flaw. Basically everyone who dies does so from their own stupidity. You want to stay with your patients, cool i get that, but like what the fuck was your plan? Apparently not "make any attempt to actually defend the med bay".

    We're in a spooky alien city? Let me just casually turn around and maintain no situational awareness so I can get killed from behind. Oh there's a giant alien that my gun is having no effect on? Let me just stand here slack jawed while it telegraphs its incredibly obvious swipe attack.

    HamHamJ on
    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2023
    So one of my favorite things about the game overall is that the game throws big levels at you with lots of objectives and does NOT expect you to handle them in one shot. I think the whole "come back and finish later" mechanic works very well with the stress mechanic, which makes your troopers feel like people instead of robots.

    Along with that, being able to order your APC around is an awesome mechanic. Not only is letting you unlock multiple drop points per mission a great idea, the APC can be an excellent tactical tool. Several times, I used it as a firebase for an impending Onslaught. I think the best move I ever pulled with it was looking at the motion tracker at one point and seeing no less than two dozen signals in tight proximity in a building. Instead of trying to force my way in, I parked the APC outside, burned a motion tracker for noise, and watched as the building just completely emptied itself out into high-caliber cannon fire. And I had my squad tucked into a corner so it never even alerted the Hive, meaning zero ammo spent and zero Hive buildup for dropping a good two dozen enemies.

    Being able to redeploy from the APC mid-mission was also a great tool for when you're exploring. Think you missed a room with something good? If it's by an APC spot, pile in and drive over, no problem.

    Overall, the APC mechanic is something I could definitely see wanting in the likes of the XCOM games. It's a neat dynamic element that helps in bad situations and makes for a pretty useful tool, but without breaking the game at all.

    Ninja Snarl P on
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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    The big appeal for this game over XCOM is just the setting and style. Xcom seems to have this semi realistic blend of cartoon asthetic that is a turn off for me. And this is a silly thing to be critical about when the game is a genre I enjoy and is fun from a gameplay perspective. But Dark Descent is what I wanted. Moody atmosphere building with strategy elements using the Aliens IP.
    I was skeptical at first, but I like how Dark Descent makes real time work for this type of game. I like the option of pause or slow that keeps things moving and the tension building. If this was pure turnbased I think the player immersion would be less because it is a top down, pulled out perspective.
    I'm taking my time with this game and not going through it all in one sitting. So I'm still fairly early on with just the Docks area at 70% complete on the first run.
    I heard there are 12 areas of the game, and if they all are as objective filled and expansive as Dead Hills or the Docks, then this is a pretty big game for people who choose to get the most out of each area. Despite some technical issues with Dark Descent having a lack of polish that patches are sure to fix, this game is very much worth a buy for that type of gamer who is an Alien fan and strategy player.

    What I personally appreciate is how much of the design choices of Dark Descent take inspiration from Alien Isolation. Such as in the text fonts or environment assets. The game shares the same universe, but keeps a continuity of design approaches where it is right for this type of game which is cool. The game encouraging you to hide or avoid being overly aggressive seems to be a nod to Isolation.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Yeah, except for a couple special maps, basically every map in the game has something like an extra two areas to explore besides where you drop at first and the first area doesn't even end up being the biggest part of the map. And there are some definitely expansive areas later on, to the point where I had some difficulty navigating them with the overhead camera. A huge bit of help: on the map screen, clicking one thumbstick centers on the squad commander and clicking the other thumbstick centers that camera at wherever the cursor is. This is a huuuuge help when trying to get Marines over a distance through complex areas.

    As for the Hive activity and hiding, it annoyed me at first but it does make sense in the context of the setting. The Hive as an organism is not sentient (the Queen might be sapient, but is at least clever for an animal and capable of some actual thought), so it actually makes sense that you can get the Hive worked up, disappear, and then the Hive just stops looking for you. It's not a thinking entity, it's a bunch of instinct-driven creatures working in concert. Lose the attention of the Hive and it just forgets you are there, with only time being the way to calm the Hive down. And if you leave and come back, the Hive doesn't remember you and it kinda has to "wake up" to your threat all over again.

    And the persistent grim tone is definitely more like the original XCOM game than the Firaxis versions. This planet is fucked up, this situation is fucked up, these missions are fucked up, and everybody wants to get the fuck out of there. Definitely a solid game for the pricepoint, and the mechanics hold up really well for the length of the game without getting tired. At the same time, a more procedurally-based long-form campaign with more Marine and tech options would not go amiss.

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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    There have been more games with gunning down Aliens in an arcade style that it is very refreshing to have a game that takes the Aliens movie and makes a gameplay mechanic out of Marines not staying frosty and waking the Hive.

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    BloodySlothBloodySloth Registered User regular
    I've been thinking about how a more procedural, non-linear long form DLC or additional game would be structured, and I think the way to go would be a prequel. You play planetary security forces, as the colonies are getting taken out, before the events of the game proper. You could travel from colony to colony trying to intercept or respond to threats. Maybe the wincon would be keeping enough infrastructure afloat that the planet still has those survivors to be rescued and systems to be restored when the marines do arrive.

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    AlphaRomeroAlphaRomero Registered User regular
    It's a solid, top tier Aliens game, just don't really understand the ending.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2023
    The campaign itself is, I feel, a solid skeleton off of which to hang a more procedural game. Have seeds to spawn the kind of planet, number of settlements, settlement density, etc. Local xeno varieties are determined by native critters and livestock brought by settlers. Difficulty determines intensity of the xenomorph infection. And the whole thing is kicked off by a Marine vessel tracking an SOS back to its source and getting shot down by the WY ship trying to take advantage of the situation. The Marine ship destroys the WY one, but has to crash land.

    A strategic layer would be nice, too. Instead of all the settlements already having fallen to Hives, you could have some fallen, some almost untouched, some at different levels of infection, and you could run sorties to help push back and root out Hive infections. Setting up defenses for the ship and scrounging up parts for repairs and research would obviously be a part of it. Ultimate goal is to clear the planet with whatever surviving settlers you can and then blow the rest.
    It's a solid, top tier Aliens game, just don't really understand the ending.

    Here's what I figure.
    Xenomorphs are telepathic, so a Hive is like a meta-mind controlled by a Queen (and other higher levels of matriarch, depending on what is canon). Marlow is a guy from decades back (before even the '77 rebellion they reference) who got involved in the xeno stuff in the ruins and, for some reason (because he was probably crazy), just got completely obsessed with the xenos. He made a ton of synth duplicates of himself to carry on his work, then "sacrificed" himself to get a version of the xenos that could infect humans (the original eggs were the huge ones meant to infect the giant Prometheans, the smaller eggs are from a Queen that came from a human host, probably the one that came from Marlow). Marlow's insane view of the xenos is that they don't kill you, but rather that getting infected means you "ascend" into a stronger, better xenomorph form, and the whole thing is some holy process. For whatever reason, there are humans from the planet with psychic abilities and his research makes him realize they could be used to direct the Hive. Maybe because humans do have self-awareness and the Hives are pretty instinct-driven?

    Which is the whole thing with Cassandra. She and her father both have psychic abilities that can "understand" the hive. Marlow couldn't use her father because of his Marine background, so he alters Cassandra in some way. Now, presumably, Cassandra could direct a Hive if she chose to and, presumably, neither the xenos or the strain would kill her. Her father, being unaltered and weakened, dies from the stress of holding back the Titan xeno so his daughter can escape.

    Marlow's whole thing is integrating humanity and xenos into something like one organism, but without the likes of Cassandra (or massive amounts of alteration and an in-stasis xeno embryo) the xenos just kill humans. And obviously WY is absolutely just drooling over the idea of psychically-controlled xenomorphs as a weapon, which is why the director does all the backstabbing.

    As for the Titan? Fuck if I know. I assume it's supposed to be a survivor from infecting the Prometheans, which is why it's enormous? But there's no indication as to why it just sort of hung around in stasis forever and didn't turn into a Queen and start a Hive. And why did it have deformed legs? There didn't seem to be any reason for that, since coming from a Promethean should mean arms and legs like a Promethean. And why is the inner jaw like thirty feet long and prehensile? Again, no idea. Was Cassandra put there to control the Titan? Be protected by it? The xenos can tell who is a synth and ignore them so a Marlow duplicate could moved Cassandra there undisturbed. But it seemed real weird that the Titan was so intent on killing Cassandra, but was waiting maybe 30-40 feet away when she was put in the room.

    Ninja Snarl P on
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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    edited July 2023
    I'm not sure if I like the idea of controlling the game without the Marines. I could see a DLC setup where all the levels are from the start of the infestation, where the colonists and Marshalls are tasked with slowing down or perhaps stopping the takeover of an area, such as Dead Hills. And then, depending on how well you played as the Colony defense, The Marines would have less Aliens, more recruits and resources.

    Noneoftheabove on
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    AretèAretè infiltrating neo zeed compoundRegistered User regular
    HamHamJ wrote: »
    Tekkers are great but not because of any of the upgrades which are pointless or too expensive to be useful. But aliens completely ignore drones and that makes them absolutely the most useful class for scouting. Especially on maps without a sector map you can buy. The difference between tracking blips off somewhere in an empty void and blips on a map so you can predict their exact sight lines and patrol paths is night and day. In lots of missions you can camp out by the APC or a safe room and use the drone to map out everything before risking any actual troops. Knowing how things connect, what doors are locked, and all that makes getting past without engaging anything much easier.

    Also out of the box the drone comes with a noise maker which you can abuse the fuck out of. It's got a shorter range than the motion sentries but doesn't cost any command points.

    The most useless class imho is the Medic because as always the goal should be to not take any damage in the first place. One of each class is I think the optimal team comp because most classes have squad wide buffs that don't stack afaik.

    I made one marine a medic at the outset just when I was trying all classes, but as soon as I deployed a Sniper and a Tekker together that was a wrap, my team comp was immediately decided.

    I have the tekkers drone zoom around uncovering the map for the squad, with main objective being to spot any eggs or snoozing xenos, I park the drone in front of any I find giving the sniper easy LOS for a free headshot.


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    KruiteKruite Registered User regular
    Medics are handy for keeping marines alive and conscious

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    HamHamJHamHamJ Registered User regular
    The campaign itself is, I feel, a solid skeleton off of which to hang a more procedural game. Have seeds to spawn the kind of planet, number of settlements, settlement density, etc. Local xeno varieties are determined by native critters and livestock brought by settlers. Difficulty determines intensity of the xenomorph infection. And the whole thing is kicked off by a Marine vessel tracking an SOS back to its source and getting shot down by the WY ship trying to take advantage of the situation. The Marine ship destroys the WY one, but has to crash land.

    A strategic layer would be nice, too. Instead of all the settlements already having fallen to Hives, you could have some fallen, some almost untouched, some at different levels of infection, and you could run sorties to help push back and root out Hive infections. Setting up defenses for the ship and scrounging up parts for repairs and research would obviously be a part of it. Ultimate goal is to clear the planet with whatever surviving settlers you can and then blow the rest.

    The problem is that the tactical gameplay focused on stealth and exploration doesn't lend itself to generated maps very well I think. In XCOM you start to recognize all of the tiles, but different pack compositions and locations can still keep every mission reasonably fresh. Going through the same set of rooms to gather resources over and over again isn't going to be that interesting.

    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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    Albino BunnyAlbino Bunny Jackie Registered User regular
    A sequel/dlc having more civilian interactions and mechanics that could more support larger deployments/battles would rule.

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    NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    A console patch just dropped yesterday. About 1.4GB worth, with a lengthy fix and tweak list and a few gameplay enhancements.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    They just pushed an update that lets you disable the doomsday clock.

    This just went back on the list to play.

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    firewaterwordfirewaterword Satchitananda Pais Vasco to San FranciscoRegistered User regular
    Really, really enjoying this game. Have limited playtime these days so it's great to just jump in, do a deployment, accomplish some stuff and call it good.

    Absolutely gives me the vibes from the movie in a really cool way. Only at what I think is the halfway point of the second location, and while the game is buggy as heck right now (though it's mostly minor weird UI stuff, and it just patched bigtime today), it's a blast.

    Lokah Samastah Sukhino Bhavantu
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    firewaterwordfirewaterword Satchitananda Pais Vasco to San FranciscoRegistered User regular
    Bumping this old boy because it's spooky season and the game just got a new game plus update.

    Got really into it last, uh, August I guess, but never progressed very far. Hopefully some of the jank is diminished. It's a hell of a lot of fun and I think it's really flying under the radar for a lot of folks.

    Lokah Samastah Sukhino Bhavantu
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