Managing your resources is key, and the choices you make at one point in a level can help or hinder you later. Soon, your marines’ stress will start to rise again. Welding doors costs tools you might need to fix something spending a health kit to reduce stress means you can’t use it later to heal and a reprimand is a Band-Aid, a quick fix. You can use health kits to bring it down, reprimand your squad to temporarily stop it from rising, or, if you have enough tools, weld the doors of certain rooms shut to create a sanctuary so your squad can rest. You can handle stress in a variety of ways. Few Aliens games have so fully embodied the style of films the way Dark Descent does. The sound effects were so good that I wondered if they’d been lifted straight from the films. Everything, from the sound of the pulse rifles and smartguns, to the look of the computers populating the rooms, to the way the xenomorphs moved and their acidic blood sprayed when my team took them out, nails the look, sound, and feel of the film. Tindalos Interactive has taken great care in capturing Aliens’ aesthetic. The demo I played dropped my squad of four in a facility reminiscent of the industrial Weyland-Yutani vibe that marked Hadley’s Hope in Aliens. When it hits 100, the marine gets one of several debuffs. It builds over time in each individual marine, on a scale of 1-100. Stress is something your squad deals with, too. You’ll control the whole squad at once, with commands automatically carried out by the marine best equipped to execute it at the time based on their equipment, attributes, or positioning. Gorman, sitting in the APC and issuing orders, then watching your squad carry them out. If you’ve seen Aliens, imagine that you’re Lt. Instead of controlling a single Colonial Marine, you’ll find yourself commanding a whole squad. Aliens: Dark Descent is a real-time, squad-based tactical action game.
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