For some reason, even though I prefer the Alien movies and really like the squad-based tactics that XCOM best embodies, Alien: The Dark Descent didn’t really catch my eye. However, after the game’s hands-off demo, it quickly made its way to my most-anticipated list.
I don’t know why I wasn’t on the boat before. Probably because the Alien series has quite a tortuous history in games and more recently in movies – of course, it also gave us Alien Isolation, so I shouldn’t have written the series without due diligence down. However, maybe it’s because XCOM is so good that every time I see something like XCOM I wonder why I’d play it instead of the perfect type of strategy that Firaxis introduced in the form of XCOM 2.
But like I said, seeing this demo of Alien: Dark Descent immediately made me understand why I should put that attitude aside and give this game some love. There are two key reasons – the first is that it looks really good. However, the second point is equally important: this game is not just an XCOM clone with a movie license.
Clearly, the link to Firaxis’ strategic reboot is undeniable. Looking at the structure of the game, it’s especially clear when you go back to the hub to manage soldiers with light RPG progression elements, or the pre-mission splash screen. It looks very similar. But, beyond that, especially the flow of combat and exploration in strategic scenarios – you’ll suddenly see how the Dark Descent takes a markedly different turn from the idea of a squad-based tactical game where you can fend off powerful aliens biology.
The most different is motion, which is both real-time and free-form, meaning you don’t have time to think about decisions in the same way, and the motion happens in full 3D, not on a mesh. This adds to the stress as your marines move through narrow hallways, utilizing motion trackers (this is the alien universe, after all) to keep track of where the aliens are. You can jump up at any time, with no turns or pauses to save you.
For this, motion trackers play an important role. There are two kinds of motion trackers – the iconic alien classic, which always sits in the corner of the screen as a UI element that instantly tracks the area around your marines, and an expandable item that can be anywhere on the map throw out. Between the two, you’re constantly learning about what’s around you, near and far – which is convenient, but only for a long time. Xenomorphs will find and destroy your deployable motion trackers – and once they do, you’ll be paranoid that one is lurking around every corner.
It’s important to keep track of the map because you’re not just on a makeshift “battle box” map just for firefights. You are exploring a wider area, a base that you will gradually discover. It’s almost a bit like how a planet works in a Metroid game, although it’s a completely different game – you can even discover shortcuts to entire planets. Perspective-wise, the map, live movement and camera perspective almost make it look like a space Diablo, at least for a moment.
The first moment the map opens is a big moment for me in this demo: it really shows how different this title is from its inspiration.
By placing plenty of motion trackers, you can see dots representing deadly aliens zipping up and down hallways, patrolling rooms, and actively looking for your squad. There is full alert status – so when the enemy knows where you are, reinforcements will try to chase you until you lose them. Your marines will have to do things like weld closed airlocks to keep out aliens – but that will also change your own path through the base.
The coolest element of this map is that it has a timeless feel. Even if you return to the hub, things you put on, like a motion tracker, stay. Aliens are still on patrol. And, yes, the poor marines you lost in perma death are still there, their corpses proving your tactics failed.
There are still many strategies to manage. You have a squad of four, which can be any of six different classes, each with abilities, weapons, and skills to consider. Two key stats to manage are health and stress – the former is familiar, the latter is a proxy for your Marines’ sanity. The more stressed they are, the worse they will perform – peaking in outright panic, the Marines become practically useless.
Combat is real-time, but you can slow down and allow commands to be issued. This also has the benefit of looking really cool. If you’ve set up an ambush at the door, watching a barrage of bullets crash into the alien in slow motion can be very satisfying.
The hands-off demo is obviously not as useful as playing it, but it’s blushing at first glance during half an hour of gameplay. Alien: The Dark Descent looks great. It’s also a different kind of alien-based experience — less of the creepy horror of the first film and more of the intense action of the second. Xenomorphs are tough, but you’ll still knock them out in relatively large numbers – in fact, arguably you’re most worried about being overtaken.
XCOM 3 may be a while away, and there’s an open market for these kinds of games – but I’m glad Dark Descent is clearly something else entirely. Subtle tweaks to the structure that work brilliantly. I look forward to actually playing it soon.