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0:00
Good evening, you're listening to three moves
0:02
ahead, which is not
0:04
only a podcast about strategy and tactics
0:07
games, it's also the future of golf,
0:11
boating, online shopping
0:13
for sunglasses, liquefaction.
0:17
We're the everything podcast. You
0:20
know, it's you can't just be
0:22
good at one thing anymore. You've got to be everything
0:24
to everybody or you're not keeping up with the
0:26
times. We're also the new Instant
0:28
Pot. Of course. Yeah, that
0:31
too. I am joined
0:33
this week by our friend, Rowan Kaiser.
0:37
Hello. You are listening to Total Massacre,
0:40
the action movie video game podcast,
0:43
sometimes hosted by yours truly.
0:45
Today, we welcome very special guest
0:48
Rob Zachney. OK, so
0:50
we are talking about Mission Impossible. That
0:53
was the plan. Oh
0:56
yeah, no, we are actually talking about
0:59
aliens. Dark Descent, which is
1:01
a.
1:03
I described it as like a survival
1:05
horror squad tactics game.
1:09
In my review,
1:10
horror might not be the right
1:12
word. It's it's it's I guess maybe
1:15
more of a thriller, but.
1:18
Based
1:18
on the alien,
1:20
the film aliens, hence
1:23
the the total massacre crossover
1:25
event of the summer. Yeah,
1:30
and what do we start
1:32
off? Rowan, what what is Alien Stark to
1:34
set?
1:35
I at initial
1:38
glance, this is like an
1:40
XCOM like strategic layer with tactical
1:43
layer that, you know, you have you
1:45
have a squad of colonial Marines that you
1:47
send on missions and they get better
1:50
and they discover more of the plot and then
1:52
you like send them to be healed or
1:54
get training or to get their legs
1:56
chopped off and get
1:59
new feet.
2:00
attached to them. Hang on. The
2:04
leg chopping happens in mission. It's not
2:06
like you're just doing prosthetic stuff for
2:08
fun. In the
2:10
game. People think there's sort
2:13
of a foot prosthesis
2:15
fetish thing happening here. I'm here to tell you no.
2:19
Yes, this is not quite RimWorld.
2:21
Which is a good thing in
2:24
many ways.
2:27
But it's actually like the tactics
2:29
or the sort of action or...
2:33
It's hard to describe because I don't want to call it tactics.
2:36
Like this is not a tactical
2:38
game in as much as you are
2:40
moving your individual units. Your units
2:43
are all combined into one little blob
2:46
and you can send the individual Marines to go
2:48
do some things. But they will all come
2:50
back to the one little squad.
2:53
So they call it like a tactics action
2:56
game or something like that. It's
2:58
a really fascinating hybrid
3:01
of
3:02
squad tactics with
3:04
sort of action RPG
3:08
kind of skills. With
3:11
just stuff that's entirely not
3:14
the kind of thing that I have seen before. And
3:17
it's very interesting how they get this conceit
3:19
of like you're actually only managing
3:22
one individual thing. But
3:24
that thing is made up of four people.
3:26
And how does that work? And
3:29
I think that that makes this an especially
3:31
interesting game for us to discuss. As you
3:33
know,
3:34
we love our traditional tactics
3:36
games. But this is definitely something
3:39
that's trying to do new stuff in order
3:41
to adapt to the
3:45
movie and the universe that it's
3:47
trying to be in. Did
3:49
you all play a few
3:50
years ago? This was an indie game. I think we talked
3:52
a little bit about it on three at the time. Infested planet was sort
3:55
of a.
3:59
top-down squad
4:02
shooter thing, but the entire thing was like you
4:04
were controlling a little squad
4:07
of Space Marines effectively and you
4:09
were just dealing with these tidal waves of alien
4:13
bugs effectively and the the
4:15
strategy of it was basically Positioning
4:18
your troops in such a way that you can make progress through
4:21
this on rushing tide Without
4:24
being overwhelmed from a different direction
4:26
and I think there's little elements of that
4:29
in here
4:29
where where you know when
4:32
when combat breaks out, it's a lot about how
4:34
can you manage the Manage
4:36
and set up the little death ball you're controlling
4:39
so that they can sort of
4:41
brace themselves and deal with the deal
4:43
with the waves of aliens the
4:46
other game that occurred to me as I was playing
4:48
it a little bit was a
4:50
long ago game That
4:52
I think is on GOG these days Gorky 17.
4:55
It's a very weird game. It used
4:57
like chess rules In
5:00
places so it was like some characters can only
5:02
shoot on diagonal But the thing it also
5:04
had going for it was just you know Incredibly
5:06
good vibes. It was sort of a post-soviet
5:10
You know horror thriller in a big part
5:12
of the game's appeal was just leading
5:14
a squad of troops through this
5:17
effectively like a haunted house of the haunted
5:19
maze and
5:20
You know these were these are games that sort of occurred
5:23
to me as a as I was playing it I think maybe
5:25
most recently what we've seen this scene
5:27
Play
5:28
around in the idea similar to this though
5:30
in a much more traditional RTS fashion was
5:33
the starship troopers game Which I kind
5:35
of liked it wasn't bad But
5:37
also I didn't love it. I think
5:39
it was not as fun as it initially is It
5:42
felt like it should have been whereas here
5:44
it
5:45
didn't take long, you know the starship
5:47
troopers game I don't know where you all came down on it,
5:50
but you know, I was like, I Think
5:52
I like it more than having fun Whereas
5:54
here it's having fun very very fast and I've actually
5:57
you know liked it more as time has gone on
6:00
Yeah, it's it's similar because they both have
6:02
sort of this conceit that like if the
6:04
enemy Gets into melee
6:07
range you're kind of fucked So
6:09
you have to like figure out how to combine
6:11
your abilities to make sure that doesn't happen There
6:15
were actually some levels in that Starship
6:17
Troopers game that Reminded me a lot
6:19
of dark descent like the ones where you had to go down
6:22
Yeah into the mining tunnels and
6:24
you know like a limited number of guys And
6:26
like, you know, you'd get reinforcements every once
6:29
in a while But you didn't have a base and you couldn't you
6:31
know build more guys We just talk about
6:33
because because here's the thing here's why I think
6:35
this is this
6:35
works better Uh-huh, like
6:38
Starship Troopers is functioning by RTS
6:40
roles by and large where units have stats
6:42
They do the thing you position them and
6:45
then they take damage and if they
6:47
get you know hit enough They die very very
6:49
simple straightforward stuff not terribly
6:52
interesting And it did make it feel kind
6:54
of grindy like if guys took too much damage You'd
6:57
sort of have to Replenish and have
6:59
troops run in from the base etc All
7:01
this all this stuffs to sort of keep your composition
7:03
correct and and keep sort of slogging
7:06
Slogging forward and a
7:07
lot of times you're just trying to identify what is the right
7:09
composition But I think the thing they've hit
7:12
on with with aliens dark descent
7:14
is that There's
7:16
actually all kinds of ways people
7:18
can get damaged by the alien. Yeah,
7:20
there's the claws. That's not good Getting
7:23
clawed by the alien. That's pretty bad But
7:26
spending time around the alien spending
7:28
time shooting at it seeing it
7:30
Contemplating your impending death at
7:32
its hands that also
7:36
Just just constant shit talking from
7:38
the alien like it's it's never heard
7:40
of how to be positive That's
7:43
just such an emotional dream it
7:45
really is it really is yeah And
7:49
you know we've talked
7:51
many times on this show about about both
7:54
of the darkest dungeons And that was definitely
7:57
something I thought was an inspiration
7:59
for how the stress system works in Dark Descent
8:02
where it's.
8:03
I guess it's not as much of a discrete game
8:06
mechanic because
8:08
you don't have. You
8:10
do you gain stress throughout a mission, even just
8:13
from like seeing lots of blips on the little
8:15
radar thing, like it'll cause
8:17
your marine stress to go up and they'll get like,
8:20
I don't know, they'll get like a like
8:22
a clumsy trade or something or like
8:24
their accuracy goes down or they start
8:26
panicking
8:28
and like making a fuss, which makes everyone else
8:30
around them are stressed out.
8:33
You don't have a lot of ways to reduce
8:36
that. There is like a
8:38
sergeant class you come in lock eventually
8:40
that has like you
8:42
can order somebody to like get their shit
8:44
together and then they won't take stress damage
8:46
for a short period of time.
8:49
Or you can weld yourself into a room
8:51
and take a nap. That that
8:53
reduces everybody's stress by one level.
8:56
They might also get in a fight, though, if one
8:59
of them is a jerk, which is kind of a funny little.
9:01
Oh, I haven't seen
9:03
that yet.
9:04
Well, they can take and they can take drugs. They can
9:06
take happy pills. Like, yes,
9:08
which is a clever thing. This game this game does has
9:10
only a few resources you manage, but the resources
9:13
like play along with the other system.
9:15
So the little the little wrench tool that
9:18
you get is important for repairing
9:20
your sentry guns. It is the way that you hack
9:22
through certain certain doors. They're
9:25
they're kind of optional. But
9:27
also, yeah, the I
9:29
think the wrench is also how you weld yourself in. Right.
9:33
So you usually need to
9:34
use more than one because you have to close every
9:36
available exit. Right.
9:39
So so like that is how
9:41
you
9:41
buy yourself. And also that's how you buy yourself
9:44
a guaranteed save because
9:46
the the auto save system in this game is
9:48
not kind, I would say. But, you know,
9:50
you're playing around with, you know,
9:53
the this is how the wrench can reduce stress is yes,
9:55
you weld yourself into a stronghold, you
9:57
take a break, everyone goes down to.
9:59
their stress baseline.
10:02
The alternative is, you know, your
10:04
other resource is you got the med kits
10:06
and the med kits can be used to
10:09
heal soldiers, but also they can be used
10:11
to administer nap relief,
10:13
which is essentially the colonial
10:15
marine anti
10:18
anxiety medication. Later
10:20
you get you know, the medic class can
10:22
have an ability where
10:24
when they perform first aid, you get some
10:27
bonus stress removal on
10:29
the healing action, which is which is
10:31
really useful. But I think
10:34
the stress system is really ingenious
10:36
because it's the simple like 100 point scale
10:39
that does just start
10:40
irreversibly climbing once
10:43
your squad comes in contact with
10:45
with the alien.
10:48
Once it goes up to 100
10:51
it you get a stress step. There's
10:54
sort of nine points of stress so like
10:56
the hundreds the meter to your next your next step.
10:59
And each time they go up a step of stress, they
11:02
get dealt from that short from that small
11:04
hand of possible debuffs
11:07
when they suffer stress and the thing I love
11:09
about it is it's a good example
11:12
of
11:14
it can be really useful to
11:16
have things be a little bit obscure
11:19
to make the effect a little
11:21
bit hard to appreciate. And I think one
11:23
of the things that dark descent does is your
11:26
squad will
11:29
look and sound effectively
11:31
the same, you know, whether they're
11:34
under great deal stress or not. You'll
11:36
see the alien you hear the the pulse
11:38
rifles open up you hear the the smart
11:40
gun start chattering away.
11:42
It'll all seem like, all
11:44
right, we're still good to go take firing positions
11:47
like you know, just like we've handled all these these
11:49
other encounters.
11:51
But a lot of times,
11:52
you know, what is happening under
11:54
the hood is that yeah, your troops are panicking
11:57
and they're less accurate.
11:58
And so suddenly your instincts
12:00
for what is a safe distance from the alien? How
12:03
can you keep moving while
12:05
engaged with the enemy? Your instincts are guiding
12:07
you in the wrong direction because your
12:09
guys just aren't putting down the damage
12:12
they need. They're whiffing shots. And by
12:14
the way, there's one debuff
12:17
going berserk.
12:18
Accuracy goes down 25.
12:20
And also the berserk soldier is firing ammo
12:22
two times the rate of
12:25
baseline. And so if you're
12:27
not paying attention to how this stuff is stacking,
12:30
you'll be like, all right, yeah, the marine squad is doing fine. Like
12:32
keep moving around. But actually,
12:34
the aliens are getting closer and closer. And by the way,
12:36
that's happening. That's freaking out your troops
12:38
more and more. And so you will end up
12:40
with a situation where your troops
12:43
may not have taken any damage.
12:46
That squad is cooked. It's time to get
12:48
them out of there.
12:49
Yeah. And then you realize that it
12:51
might be a little late to exercise.
12:54
What I think is one of the really cool options in Dark Descent,
12:56
which is hit
12:58
the bricks. Just leave. Runners,
13:03
if you're fast. Yeah. Um, it is.
13:07
Yeah. Because ammunition is your third
13:09
resource aside from engineering and meds
13:11
too, which like, yeah, there are some
13:14
like soldier architect. They have like
13:16
a flaw that they start with. And some of them
13:18
are just that they waste ammo.
13:21
And that can be a pretty huge deal. Especially
13:24
there are some maps where you have to go a
13:26
long way into the bowels
13:29
of
13:29
whatever without
13:32
actually finding additional ammo.
13:35
And walk all the way back out of there. If
13:38
you want to go back to the ship and it's
13:40
a funny choice they've made. Where
13:43
you can,
13:44
you can load up in advance on
13:47
the tech tool and the
13:49
med kits and you bring your sentry guns.
13:52
They don't let you bring more than
13:55
your issue compliment of
13:57
ammo. And so if you want more ammo in the middle.
13:59
you're going out to when
14:02
you level your soldiers, spend the
14:03
sort of the meta resource,
14:06
the supply points that you're using to unlock
14:09
new weapons and buy these
14:11
pieces of kit. You're gonna have to buy upgrades
14:13
for your soldiers so they carry extra ammo
14:16
pouches.
14:17
And so this is the other thing I think that
14:20
it's very contrived. There's no getting around
14:22
the fact that like, how can my squad
14:24
just like effortlessly carry 20 ammo around
14:27
midway through a mission, but then when they roll
14:29
out again the next day, it's like,
14:31
sorry, chief, can only manage four extra
14:34
clips here. That's all we can do. But
14:37
I do think it's smart because it encourages the
14:40
flip side of this, which is that this is a really effective push-your-luck
14:42
game.
14:43
Once you're deployed and once
14:45
you're sitting there, even if your squad's freaked out,
14:47
if they have a ton of ammunition
14:50
that they've hoovered up on this mission,
14:52
that's not going to be there the next time a squad shows
14:55
up on this map to continue the mission. Those
14:57
ammo chests are used up. And
15:00
so if you have a squad that's like maybe
15:03
not at 100%,
15:04
but they're still kitted out really well,
15:07
you will have an incentive to keep pushing because
15:10
one who wants to cover
15:12
over all this ground again, just
15:15
to make your way toward the objective.
15:17
But the other thing is the
15:19
next squad that comes in may struggle
15:21
to be as well-equipped as
15:23
this combat fatigue squad
15:26
you're commanding right now. And so the game does
15:28
kind of push you to push
15:31
your Marines in turn and say, I
15:33
think we can do the next objective. I
15:35
know you're scared, but
15:38
we've got lots of ammo and drugs.
15:40
So we're just gonna open this
15:42
big blast door and see what happens.
15:45
And fully half the time, that's a horrible mistake.
15:48
Well, and there's also the infestation time or
15:50
two, which the game
15:52
gets more dangerous the more deployments you
15:54
do. So it really does in the back
15:56
of your mind. It's like, I wanna get as much done
15:58
every time.
15:59
we land as i possibly
16:02
can in the mission is getting hard as and each time your
16:04
detected the
16:06
crit that the duel track escalation
16:08
in the game
16:09
i love it to pieces site ron i'm cutting you off
16:12
a half or so
16:14
to take a step back and and kind
16:16
of incorporate all this a don't like what this game
16:18
is darkest dungeon as an important touchstone
16:20
here but also just the movie
16:23
aliens i
16:25
this game understands in essential
16:28
component of that film that a
16:30
lot of other aliens adaptations
16:32
have not understood which is
16:34
that the colonial marines fucking suck
16:36
these guys are losers that's not
16:38
what he's kept it's
16:41
like if you watch the movie
16:44
they do nothing but fuck up the only one
16:46
who's not a fuck up at the end is hex
16:49
everyone else has completely fucked
16:51
up in some way most of them
16:53
at the very beginning in a way that kills
16:55
three quarters of that squad basque
16:57
as is the one handing out live ammunition
17:00
once they even after they discovered
17:02
the right next the nuclear power plant that's going
17:04
to blow and fuck everything up so even
17:06
like the super cool watch dyke is
17:09
also kind of an asshole
17:12
i
17:14
there are extremely cocky they
17:16
think they could do anything and then as soon as
17:18
the alien start showing up in
17:20
any way whatsoever they start
17:22
breaking into pieces and this
17:25
game has these colonial
17:27
marines who are
17:28
you know effective at running around
17:31
and shooting things like this is not a big
17:33
air bad out there just bad at
17:35
like
17:37
existing as humans in
17:39
a world where she is really bad
17:41
at she is really bad be aliens world
17:44
and
17:45
so yeah all these things that rob is talking
17:47
about the like way that the stress adds
17:49
up slightly the way that the aliens
17:51
are getting more and more
17:53
i
17:55
more and more just out
17:58
there as time goes on both strategic
18:01
layer and tactical layer time continues.
18:06
And you have reasons to try
18:08
to push forward. Sometimes you're stuck
18:10
in the middle of a dungeon. And it's like there's
18:12
no real easy retreat button.
18:16
You have to actually maneuver your way
18:18
back the way you came, which might be reinvested
18:21
with aliens, because the aliens are just coming out
18:23
of their hives every so often. There
18:25
are like various points where the aliens
18:27
are set by triggers or they're
18:30
they're always going to be in one room or whatever.
18:33
But there's also like the bulk
18:36
of the aliens that you will fight. And
18:38
some of the human enemies you'll fight are
18:41
just kind of spawning. And
18:45
this sounds like it could be very annoying. And
18:47
in some ways it is. But this is a game about
18:49
managing that those annoying things.
18:52
This is
18:53
this is built on the Darkest Dungeon model
18:55
of.
18:59
What you are trying to do is get as far as you can before you're
19:01
grounded to meet and. In
19:05
Darkest
19:06
Dungeon, this is really effective because if you retreat,
19:08
you're getting maybe like a third to a half of the
19:10
rewards you might get. And
19:12
your guys are probably going to be somewhat upset in
19:15
this game. You know, you
19:17
might have brought your very best squad
19:18
and now they're wounded. And now they're
19:21
exhausted and you won't be able to use them again
19:23
for fun. And so the next that you try to come back and finish
19:25
the mission with a bunch of rookies
19:28
that has its own problems. And
19:30
like Rob said, the ammunition that that
19:32
creates its own problems. So.
19:36
Well, you have
19:37
this combination.
19:40
Yeah, I just want to I just want to finish to go back to all the
19:42
total massacre business
19:45
like I know that one of the inspirations
19:47
for Darkest Dungeon was they watched
19:49
the first one of the first one
19:51
of the first one of the
19:53
Saving Private Ryan. And
19:56
there's a guy in that a justified
19:58
actor who like.
20:00
sees some people dying and it's just like
20:02
no I'm done and walks off and
20:06
This is a game that watched aliens and
20:08
saw Bill Paxton saying game over man
20:10
game over. Yeah, that's our game
20:13
That's what we're doing. We're making
20:15
these shitty people like go
20:18
through Darkest Dungeon I don't know that
20:20
the the dark dark descent name is
20:22
a coincidence in that respect
20:24
And you are kind of going through dungeons
20:27
like some of it is you're kind of going into a town Going
20:29
in and out of buildings that you can retreat at any
20:32
point But some of the times you're going way down into
20:34
the mine or way down in the basement or way onto
20:36
the second floor And you'd have to go back
20:39
Anyway, go ahead Rob. Yeah. No,
20:41
I was just going to say I think
20:44
you know something I appreciate is that that
20:46
that decision about pushing
20:49
on versus Retreating is
20:51
is not entirely
20:54
Is entirely straightforward because the thing is,
20:56
you know, it you know Like in XCOM
20:58
certainly and like Darkest Dungeon if that matters
21:00
sort of a staple to genre
21:03
The worst people are banged up the longer they're
21:05
on the bench recovery
21:06
And so, you know you
21:09
calling it a day and retreating to
21:11
the transport
21:12
When your squads only lightly bruised and
21:15
basically need a day or two in the med
21:17
bay to get back to fighting
21:19
trim Versus like pushing on
21:21
and having them get really wrecked and suddenly
21:24
everyone needs like nine days of medical
21:26
care That's an eternity. That
21:28
is that is a campaign killer if you
21:31
if you did that and so even
21:33
there you're Given a more
21:36
complicated risk-reward Assessment
21:39
with with decisions like that to your
21:41
point about aliens I think
21:42
you know, I wasn't sure where this game was
21:44
going to come down because It's
21:47
definitely And I
21:49
like it's definitely towing the line
21:52
a little bit with where it stands
21:54
on the colonial Marines By
21:57
and large a lot of the Marines are also
21:59
talking about you We're here to help the colonists. We're
22:01
here to we're here to help people
22:04
out. That's what we're here to save lives, which
22:06
is not really the way the colonial Marines sound
22:08
in aliens, where it's very clear that they've been
22:10
used to sort of spacefaring Pinkertons, occasionally
22:14
killing, you know, wild animals and
22:17
then mostly shooting, you
22:19
know, striking workers or, you know,
22:22
mutinous colonists. But
22:24
here, I think they they they're pretty
22:26
smart in how they handle this stuff, because
22:29
for one thing, the Marine you're on the mission with, oh,
22:32
hell, the voice in your ear, Jonas
22:35
Jonas. Yeah.
22:37
He's he's from this world, Lefey.
22:40
He's he grew up here. He
22:42
had a family here. And so
22:44
when the game sort of talks
22:47
about the fact that,
22:48
you know, a few years prior, the
22:51
Marines came to this planet
22:53
and brutally suppressed a mining revolt.
22:56
The Marine who's leading this
22:59
expedition.
23:01
Was on the other side of that, or at least his people
23:03
were. And so he's sort
23:05
of not positioned entirely as
23:07
a Ura. You know, Marine,
23:09
he is he is trying to not be
23:13
that kind of not be that kind of
23:15
soldier. And I think
23:17
it's probably a smart move because I think it would
23:19
be a bit exhausting
23:22
to command these
23:24
guys if they all sucked as much as they do in in
23:26
aliens.
23:27
But,
23:29
you know, it's trying to get the sense of
23:31
it does highlight the fact
23:34
that
23:35
what what Cameron implies in the film is that the
23:37
colonial Marines
23:39
mostly go around
23:41
being really violent rent a cop's
23:44
on behalf of, you know, companies
23:46
like Weyland Yutani. And,
23:49
you know, the flip side here is the other
23:51
major character we're dealing with
23:53
here is Michael Hayes. And
23:56
she is a
23:58
ambitious Weyland Yutani exact. But
24:00
she's not like a Paul Reiser type. She's
24:02
a Patsy. Her thinking
24:05
is she's
24:06
effectively a liberal, right?
24:08
That the company brings progress,
24:11
that the company has standards, that
24:14
if things are going wrong here, it's the Czar's wicked advisors.
24:17
Everywhere
24:20
she goes, she's seeing sort of debased Weyland-Yutani
24:23
execs. She sees all sorts of problems.
24:25
But she thinks the
24:28
company's ideals, when it's managed
24:30
to the highest
24:33
standard, the company is fundamentally
24:35
a force for good. She
24:38
clings to that belief pretty far into
24:40
the campaign as you begin sort of
24:42
unearthing the story of what's
24:44
been happening here. But I do think that
24:47
the useful thing there is, everyone
24:49
playing this game knows all the beats. You're
24:51
not going to be surprised the first time or the third
24:54
time you see a chestburster. And you're
24:56
not going to be surprised when Weyland-Yutani
24:58
turns out to be evil.
25:00
But it's useful to have a character who's got a few
25:02
scales on their eyes, so that you at least
25:04
get to see them sort of marching
25:06
headlong toward what we understand
25:09
are the rules of this universe.
25:11
I feel like this
25:13
game is really good at like
25:15
having interesting player
25:18
perspectives. Like you're sort of
25:20
playing as Hayes throughout the game. She's
25:22
your tutorial character. When
25:26
the other people are talking in the game and
25:28
telling you to do something, she's the person
25:30
who does it when you click to go into
25:33
a different room on the spaceship. That's your
25:36
base here. So Hayes
25:38
is kind of the player character,
25:41
but not fully the player character. And she
25:43
also exists outside of what you do. Like
25:47
this
25:48
is
25:49
in terms of the narrative itself. It's a fairly linear
25:52
game.
25:54
You're also kind of in command
25:57
of that you're the squad leader of
25:59
your squad. on
26:01
the missions and Hayes is another voice
26:03
in your Hayes and Harper
26:05
are the two voices in your ears telling you to do
26:07
things and they're both interesting characters
26:10
I think like it's not it's not surprising.
26:12
They're not super deep But the idea
26:14
that you have an actual true believer
26:16
in Weyland Yutani, which is not
26:19
Something that you see in the first two
26:21
canonical movies
26:24
And like
26:25
it takes her four or five missions to start
26:28
Stop defending Weyland Yutani and everything
26:31
they do like the first or the second mission
26:33
you go on you walk into like this
26:36
Like
26:38
reception building that Weyland Yutani has built
26:40
for this colonial planet and
26:44
Harper starts muttering some shit talking
26:46
about what the kind of bad shape it's in and
26:49
Hayes is immediately there to defend the company
26:51
like oh We provide the buildings.
26:54
We can't tell how people are going to
26:56
use them and
26:59
Like
27:00
that's gone three or four
27:02
Three or four missions into it her
27:04
relationship with Harper is fairly well done.
27:06
They're antagonistic
27:08
but kind of respectful initially
27:10
and then by the end like or Not
27:13
even by the end by the middle. I haven't gotten to the end
27:16
He's basically saying
27:19
if I ever you know collapse and die
27:21
then give Hayes full command and
27:23
everyone's like yeah Hayes has earned this and You
27:26
know, there's this progression through the game
27:29
through the person who's supposed to be your POV character
27:31
that works
27:34
almost exactly like with what you
27:36
expect from The aliens universe
27:39
with what you expect from just learning about a game
27:41
that is about the shit going down in some
27:43
place And yeah,
27:45
there's there's a lot of little little
27:48
big design decisions like that that end
27:50
up working Surprisingly well in this
27:53
game it all kind of adds up
27:55
in
27:55
A way that I was certainly not expecting
27:58
and I was pretty in favor of the
27:59
of what I saw from this game a
28:02
few months before it released. But
28:04
the net effect, I think, is even better than that.
28:07
Yeah. Well, the other thing that I think is
28:09
is another way that it it just does a really good
28:11
job of replicating kind
28:14
of the structure of the film or
28:16
of similar films.
28:18
Why I think it's probably the best aliens
28:21
with an S game that I have played
28:23
probably in terms of
28:25
being fun and also true to what
28:27
was cool about that movie is what we alluded to
28:29
earlier with the
28:31
the in-mission escalation track,
28:33
which is basically that
28:35
every time a xenomorph even sees
28:38
you, it starts this this
28:40
ticker that basically it
28:43
alerts the hive
28:45
and there's like two big
28:47
break points on there. That's like the danger
28:49
level. It's like low, medium, high. And
28:52
then there's some
28:53
other like non-fixed break
28:56
points that can vary from mission to mission
28:58
that will like summon a like
29:01
a special, bigger alien.
29:03
Yeah, like a Praetorian or something. And
29:06
what this leads to,
29:08
like organically and like
29:10
with your agency taken into
29:13
account, whereas there are lots of
29:15
horror games that could do this just by being completely
29:17
scripted.
29:18
But it does
29:20
it dynamically on every mission. Is it
29:23
it basically simulates
29:26
the the structure of a horror movie.
29:28
And, you know, I love my storytelling
29:31
games in the tabletop realm. And I think
29:33
the big difference that separates
29:35
a storytelling game are more
29:37
of a like a tabletop
29:40
war game miniature lineage traditional
29:42
role playing game is that they're
29:45
trying to simulate dramatic structure
29:47
alongside with or even above and
29:49
beyond simulating
29:51
like a world that just has a
29:54
logical rules. So I
29:56
love it that like you land and you go into.
29:59
mission and it's like, oh, we saw
30:02
a drone and like we shot it, we killed it, it was
30:04
no big deal. And then it's back to like, you
30:06
know, the beep beep on the motion
30:08
tracker. And as you get
30:11
deeper and deeper into the mission,
30:13
the stakes get higher, you're gaining stress,
30:16
the hive becomes aware of your presence,
30:18
they're sending more patrols out. To
30:21
the point that eventually
30:23
you realize kind of the optimal
30:25
way to play is to just never
30:27
really try to get spotted. That's
30:30
not going to happen in practice, but
30:32
that is kind of what you end up aiming for,
30:34
especially in the harder levels. Oh yeah,
30:36
I mean, so this was like, this is where
30:39
I like, once I realized that this was what
30:41
the game was, this is where I texted y'all
30:43
and was like, hey, like, if
30:45
you haven't recorded this, I think I
30:47
probably do have stuff to say about this, which was that
30:50
for the first like, half of the game,
30:52
I was like, I'm not sure all these pieces
30:54
fit together entirely well, like the
30:59
alert timers, the escalation
31:01
in mission to at the outset
31:03
is so generous because
31:05
you have the planetary infestation level is low.
31:08
And so you will have a lot of those
31:10
early missions, it
31:12
doesn't matter if the alien spots
31:14
you a bunch, like you'll gun them down,
31:17
they'll send a few at you, you gun those down,
31:20
and then you walk away, maybe you'll get caught by,
31:22
you know, caught with a big wave and
31:24
it gets, it gets a little more hairy,
31:26
it gets a little more hectic.
31:28
But it's not really like, I didn't
31:31
really feel the need to
31:34
leverage all those stealth mechanics
31:36
that the game introduces you to in the
31:38
tutorial. I was like, I don't really
31:40
know if I care enough to futz around
31:43
with the alien
31:46
spotting meter for when
31:48
it like, sort of sees your guys like, I'm
31:50
like, we just we just shoot them
31:52
in a lot of cases, except
31:55
for some, you know, very specific places
31:57
where you just don't want to be, you know,
31:59
things are too confined because the
32:02
nature of the Marines is that.
32:04
If they can engage from a distance
32:07
and create a firing line.
32:09
Aliens really can't get in on them unless
32:11
they've got like, you know, the big bruiser
32:14
type units. But in those places where
32:16
it's like really tight, narrow
32:18
confines, the corridors aren't very long and make
32:20
lots of turns. That's OK. Those are places
32:22
where I really don't want to be spotted because
32:24
I just won't be able to to shoot the
32:27
aliens before they before they get in on
32:29
me. But for the first half of the game, I started sitting
32:31
there being like.
32:32
These aliens ain't shit. I
32:35
mean, this is not this is not that
32:37
big a problem for me. They just sort of post up,
32:39
put out the sentry guns, take positions
32:42
and wreck house. And then once
32:44
the aliens get tired of of
32:47
getting mulched, we pick up our shit
32:49
and we move on. And then
32:51
it
32:52
ticked over into. Planetary
32:58
infestation level four. And
33:01
it'd be getting harder before that. Pioneer
33:03
station, you know, you return to the space station,
33:05
you're at the start. Mission bugged
33:08
and consumed a lot of resources for me that I didn't
33:10
really. Happened to me, too. Did
33:12
you have the thing that it wouldn't let you rest, even
33:14
though you sealed off? Yeah.
33:16
Yeah, it's all over the steam. Yeah,
33:19
everyone did.
33:20
The mission that mission is horribly broken
33:22
and I think
33:25
destroyed the difficulty curve of the
33:27
game a little bit. But by
33:29
the time I finished Pioneer Station, we'd
33:31
gone up an entire tech effectively
33:34
to to infestation level four. And
33:36
the very next mission is this
33:38
mission where you go to this atmospheric
33:40
processing center
33:42
and that,
33:44
in so many words, is
33:46
my Vietnam. So
33:50
it's this. It's
33:52
like it's cool. The mission areas are
33:54
actually really distinct from each other, despite
33:57
all having sort of a aliens
33:59
aesthetic.
33:59
But this one kind of puts together
34:02
a lot of the characteristics of the other maps you've
34:04
seen. So there's really like
34:06
there's a ton of buildings with, you
34:08
know, tight, complicated interiors
34:10
that you have to navigate. But also the
34:13
map is it has all these outbuildings,
34:15
which in some ways favors your Marines, because
34:19
again, like your Marines, like open field
34:21
combat.
34:23
And so that's how I hit that mission where
34:25
I was like, yeah, staying to these these large,
34:27
clear boulevards between the outbuildings. This
34:30
is this is this has served me well so
34:32
far. So I'm going to keep doing that.
34:35
But the problem is that. The
34:37
minute you're spotted and there's nowhere to hide, you
34:40
know, on those, you know, on that open
34:42
ground.
34:44
Suddenly, it's not like, oh, you get spotted,
34:46
you break contact. And the meter
34:48
is still at easy three or four times before,
34:51
before things escalate. It's like you get spotted
34:53
once and it's like, OK, now the alien
34:55
activity is at medium.
34:57
We're not doing easy. You you had
34:59
your you had one shot at that. And
35:01
now there's twice as many aliens running around the map. And
35:03
they see you again. The mission is going to get hard and
35:06
it's going to start flinging like
35:08
special enemies and bosses at you right
35:10
and left. And.
35:14
Really quickly, I was like,
35:16
I had a couple of runs where I was like.
35:19
My squad managed to do like two things
35:21
before I was like, we are too banged up to continue.
35:24
We need to get out of ocean.
35:27
I still got a ton of people abducted on that map. Anyway,
35:32
I forgot, I forgot about the
35:34
sorry. So also when troops are incapacitated
35:37
and the aliens sort of have you on the ropes,
35:40
they'll just grab one of
35:42
your little Marines and drag
35:44
them off to the alien hive. And
35:46
maybe you can rescue them if you find where they've
35:48
been taken. You
35:50
know, but maybe not.
35:52
And so I lost a bunch of I lost
35:54
a lot of good Marines. They
35:57
were fine, but I lost a lot
35:59
of useful Marines.
35:59
You know, in this mission. And...
36:04
something I was like, okay, the rules
36:06
of the game have effectively changed. Now
36:09
I need to play the way Len was just sort of describing.
36:12
I need to play it as if...
36:15
these things are like the Eye of Sauron, or like
36:17
the Gorgon Stare, right? Where like, if I am seen... that's
36:21
as bad as somebody just being like, killed by a lightning
36:23
bolt in this squad. Like,
36:26
we need to be really careful. And it changed how I
36:28
was playing. Like suddenly I'm like putting
36:30
those landmines out. Because if the aliens... just
36:35
randomly die, that doesn't trigger an alert. So
36:38
suddenly I'm like, okay, where do the aliens like to... rove
36:41
around? I'll put a mine here, that'll thin the
36:43
herd a little bit. Doing all these things
36:45
now to try to evade making contact
36:47
with them.
36:49
Because suddenly it was a stealth game. And
36:51
it hadn't needed to be prior to that. The systems
36:53
were there. But it wasn't
36:55
necessary to interact with them. And
36:58
now suddenly, this back... you know, third
37:00
of the game, back half of the game...
37:02
stealth is the slender
37:04
tether to which I'm clinging.
37:08
Yeah, the other thing is that you're getting
37:10
tools to actually use this. So
37:12
like, when I have a
37:15
pumped up recon guy, who's the class
37:17
that can use the sniper rifle, the silenced
37:20
sniper rifle, as soon as I see
37:22
that line on the screen, I slam the spacebar
37:24
so that it goes into like super slow-mo mode. And
37:27
I click the precision shot
37:29
button and hope that my sniper can hit the
37:31
alien before that big fills up. And
37:34
like you said, the mines. But the mines also
37:36
have a buff where you could do some research and
37:38
attach
37:39
pheromones to the mines so that the aliens
37:41
go directly to them once they see them. That's
37:45
a fun thing to do. So you're getting these tools that
37:47
can help you stay in stealth.
37:50
But these are taking your command points, which
37:52
are like your mana in this game, that...
37:57
you know, once that starts
37:59
getting... stretched a little
38:01
bit, oh, I only have two command points. Oh,
38:03
my Marines are now panicked,
38:06
I think, is the one that lowers the amount of command
38:08
points that you have. It is. You
38:11
have to have a certain number of Marines
38:13
that have it, too. So you
38:15
might get lucky and not ever
38:18
get two Marines that have panicked,
38:20
but you might get it the first time and stress
38:22
meter fills up. So yeah. Yes. So
38:25
I'm going from four command
38:27
points that I can drop a mine and
38:30
like, oh, that's cool. Oh, one of my
38:32
Marines is injured. Now I'm trying to carry them home
38:34
back through this building that's functionally
38:37
a dungeon. And one of my Marines
38:39
is panicked, so now I only have two command points
38:42
and I can't run.
38:45
And this makes things interesting,
38:47
but I am also deploying
38:50
these mines as quickly as I can.
38:52
I've got a sergeant who's regenerating
38:54
those command points faster than I would have
38:57
beforehand. So
39:00
it does a shockingly good job
39:02
of feeling like these curves
39:05
of like, this is too easy, this is too
39:07
hard are largely
39:09
intertwined. The problem is that
39:12
there is some randomness, both that
39:14
the game has on its
39:16
own and that the game's
39:18
bugs have, which you
39:20
found that pioneer station rest bug, which I guess
39:22
I also can't,
39:24
but I didn't realize
39:26
it. I thought I'd just done something wrong, so I managed
39:28
to finish the mission. I think I lost one Marine,
39:31
but I was like, OK, I guess we're not resting.
39:34
So I guess that's a skill issue. But
39:37
I also had one where I was
39:40
close to the end of, I think, the second
39:42
major mission where you're going through the docks
39:44
to find out where the containers that are delivering
39:46
the alien eggs come from.
39:49
And like, as a scripted event
39:51
in this game,
39:52
a train leaves from
39:54
the docks that is theoretically
39:57
going to be delivering containers all over
39:59
the planet. so that's real bad. And
40:01
so there's actually a cutscene where your Marines walk
40:03
out of the building and see the train taking off and
40:06
something in that
40:08
train the second time I played I've restarted
40:10
the game something
40:12
in that dropped by frame rate down to like two
40:16
And so I was like, okay I'm gonna get in the ARC
40:19
that your little your armored personnel
40:21
carrier that the thing from aliens the movie
40:23
and Drive off reload
40:26
the mission and come back and finish
40:28
it. It's fine. It's early in the game I don't have the
40:30
strategic death timer yet This
40:33
will be okay. I come back and
40:35
it's
40:37
still there something in that mission
40:39
when that train went off like
40:41
Didn't fully work and
40:44
now I had a frame rate of two
40:47
in a real-time tactics or whatever
40:49
game
40:51
And like it's just glitching
40:53
all over the place The Marines would be like moving
40:55
forward two steps then jerking back because
40:57
of the frame rate said that the sound and where
41:00
they were Wasn't supposed to be but then it would just get stuck
41:02
that way
41:04
So that's how my marine lost a foot on the
41:07
second mission But I didn't
41:09
manage to get through with only a missing foot Which
41:12
was fortunate because yeah,
41:15
these things can go to shit real real
41:17
fast But
41:19
yeah, like this is This
41:22
is the main thing of Lynn you reviewed this for
41:24
a major site So you you
41:27
talked about this But this is the major
41:29
thing that seems to be holding this game back is that there's
41:31
just a few too many glitches
41:33
for a game that is like really
41:36
built around making sure that all
41:38
of the All of its ideas are
41:40
converging to a single point of how you're
41:42
playing it And then there's a glitch in that single
41:45
point is suddenly all over the place
41:47
Yeah, well like Rob said I did
41:50
feel like that glitch on Pioneer
41:52
Station Through of the
41:54
difficulty curve of the entire campaign
41:57
because it is so tightly integrated
41:59
Well, you don't know what's happening. I'm I'm
42:02
sure you did the same thing I did, which was
42:04
like, OK, so we're in
42:06
a bit of an odd spot. You got to walk a long
42:09
way through this dungeon and you have a lot of
42:11
encounters along the way. But like
42:13
I know there's a room there that I can sort
42:15
of see myself into. And you stick
42:17
your entire plan around going
42:19
into that room, sealing it up and being
42:21
like, all right, now the squad is going to be ready to rock.
42:24
And they don't. And now you're
42:26
like, well, if I'd known I couldn't rest, I
42:28
would have played this entire thing more stealthy. So
42:30
I ended up like, yes, I ended up having to sort of.
42:34
I wasted a couple of runs because I was
42:36
like too casual about like stress.
42:38
And then I had to like completely
42:41
like. Change
42:44
my approach to the level. Yeah.
42:46
Well, and I think Pioneer Station really
42:48
is like the
42:50
that is the put on your big kid pants
42:52
moment of the campaign like that. That
42:55
is where the difficulty pivot. I think I was on
42:57
infestation three when I got there. I
42:59
was a little bit.
43:01
Ahead of of where you were in terms
43:04
of the campaign progression, but.
43:07
Yeah, like that was the first time I lost a Marine
43:09
was in that that boss room with
43:13
so much stuff going on that it's like
43:15
and you have these command points that they do recharge
43:18
over time. But it's kind of like
43:20
when you hit a do or die moment where there's
43:22
like
43:23
there's lots of stuff going on and you just
43:25
have to survive. You're
43:28
thinking about all
43:29
of these abilities you have that cost command points
43:32
and like, how can I construct?
43:34
It's almost thinking thinking like, how can I
43:36
construct a turn in a in
43:39
in like a like
43:41
a deck building game almost or
43:44
or like a combo in a fighting game? Yeah.
43:47
Yeah, because there
43:48
probably is a way. There's probably
43:50
a way if you have enough command points
43:53
and you have a pretty balanced squad
43:56
that you can use those command points to
43:58
get out of a really, really.
43:59
I see situation at least
44:02
long enough to, you know, recharge some
44:04
more command points and take another go
44:07
at it. But
44:09
yeah, I had I tried that
44:11
room so many different ways and like I
44:14
could not get out of there with less
44:16
than one casualty and up to that point
44:18
I had not had anyone die. So I was I
44:21
was I was very
44:23
pressed by that. It
44:27
doesn't help to make you put set up turrets
44:29
in the in bad positions. Yes, they
44:32
don't let you put them in the place where it
44:35
would actually make the most sense to put them.
44:37
Which that's another
44:40
way that just like the way the level geometry
44:42
changes later on really
44:44
increases the difficulty because a lot of
44:46
the earlier missions once you find
44:48
four turrets, it's like I'm just going to set up
44:50
four turrets at the end of this hall and
44:53
here they come and they're walking
44:57
around like picking up turrets, putting
44:59
down turrets like sorry. All right. Everybody
45:02
time to open this door. Everyone like
45:04
laying out fields of fire. All right. The
45:06
door pick them all up and all takes time.
45:09
Yeah, like later in the game, you don't really
45:12
have an option and you do the game does or
45:14
teach you. You don't have
45:16
time to be setting up turrets like
45:19
you want that. Well you end
45:21
up or at least I in the later missions
45:24
ended up using them sort
45:26
of the same way that you two were
45:28
using snipers and mines where it's like I'm
45:30
going to set this up where I know aliens are going
45:33
to be
45:34
when I'm not there so
45:36
that they will just help keep the level
45:39
population under control a little
45:41
bit. I should. Yeah.
45:43
Yeah. Well,
45:44
the other thing we haven't even talked about yet is
45:46
that there is also a Darkest Dungeon
45:49
style like long term psychological
45:52
harm system
45:54
where in
45:55
mission when your stress fills
45:58
up, you know, you'll get those.
46:00
Disobedient or you
46:02
know clumsy or like, you know
46:05
Home sweaty knees weak arms are heavy
46:07
stuff going on but
46:10
when that fills up enough times
46:12
it actually increases your
46:15
Like campaign level stress for
46:17
that marine. I forget what the term they use for
46:19
it is trauma. Oh This
46:22
is a game about trauma. I couldn't remember
46:25
that because of my trauma. I could
46:27
not remember the word trauma We're
46:29
like that will give them a
46:31
negative trait that carries with them into
46:34
every mission Until you
46:37
send them to the psychiatrist,
46:39
you know on the ship to
46:42
you know do some therapy and Eventually
46:45
get rid of that trait, which is just another thing
46:48
that keeps your best Marines out of
46:51
Rotation for if you want to
46:53
you know
46:55
Keep them Talk about how weird
46:57
and creepy the psychiatry room
47:00
in this is it is Like
47:02
the Colonial Marines doctors like
47:05
talks like a true believer in
47:07
some religion. I've never heard of
47:14
Like so little the little background
47:16
of room and animation is just
47:18
like a A Sunken
47:21
a
47:22
Sunken circle that has like a bitch
47:24
around it and all your Marines that you've put into
47:26
psychiatry are just sitting on the bench With
47:29
it in this sunken circle with
47:31
their heads in their hands It's like this is
47:33
how you're getting better from your trauma. You're
47:35
sitting down with a bunch of other depressed people
47:38
alongside this cult leader and I
47:41
Don't know. It's it's indeed. It's a
47:43
neat game mechanic. It's just the
47:46
animations They put together for like this
47:48
internal
47:50
Internal struggle of how to get better
47:54
Did not like show up externally
47:56
terribly well, I
47:58
mean it's a very gloomy game
47:59
You know, like you always hear the
48:02
rain hammer against the ship when you're
48:04
at HQ. Every time the
48:06
transport takes off, it leaves through
48:08
the pouring rainstorm. And yeah, like the
48:11
Otago, the crashed marine ship where,
48:13
you
48:14
know, you use your HQ, it is
48:16
this really stripped down warship
48:20
that the crash lines at the start of the game. And
48:22
yeah, what they've got for their little
48:25
for their rest and recovery
48:28
suite is the detail
48:31
I love about it is that it's
48:34
got like not stained
48:36
glass, but it's like translucent plastic
48:40
like light panels over
48:42
fluorescent lights. Yeah. And
48:44
it shows a nature scene.
48:46
And so you can immediately you can immediately
48:48
like imagine it of like
48:51
the weird like flicory fluorescent
48:53
light
48:54
backlighting this thing that's meant
48:56
to look like a, you know,
48:58
an image with depth of
49:01
nature and have like, you know, natural
49:03
light coming through it. But it's
49:05
patently not right. It's
49:08
it reminded me a lot of I'm pretty sure
49:11
there are similar rooms like this
49:13
in that FX series Legion
49:16
where it opens in a
49:18
psych ward and
49:20
it's like he's
49:22
being horribly mistreated. It's
49:24
a similar vibe. So the
49:26
game has the sort of like gothic
49:29
gloominess to it that crops
49:31
up in fun ways.
49:32
What it is like, we're just trying
49:34
to get you mentally healthy enough to
49:37
get back out into the tunnels with the aliens.
49:40
That's what the goal of this this therapy
49:43
session is. Like we're we're we're still going
49:45
to need you to go back out there. So
49:47
just if you could get it together. Yeah.
49:50
Yeah, there's also an aspect where like
49:52
you have these turns that are a day long. It's a
49:54
lot like Darkest Dungeon in this respect. And
49:57
between each turn, you're given like
49:59
an event that creates a choice.
50:02
And this is the other thing that I was, I was talking
50:04
about before I got to the glitches, uh,
50:07
that like some of these choices
50:09
are really, really bad. Like some of them were like,
50:12
you can get more resources if you don't send
50:14
your troops on a mission one day. All right. That's,
50:16
that's a perfectly fine choice. Either
50:18
direction. Sure. Whatever works. Um,
50:22
some of them are like
50:24
one of your Marines dies or all
50:27
of your Marines are exhausted and that means that
50:29
those Marines are like out for
50:31
the next multiple day
50:34
days. Uh, and
50:36
I got like, I think immediately
50:39
after the pioneer station and when I was going
50:41
to that atmospheric processor, which as Rob
50:43
mentioned, it was kind of a turning point
50:46
in, Oh,
50:47
now I see where this escalation
50:49
is going. Oh shit. I
50:51
got multiple
50:54
events in a row where like the only
50:56
real choice was to exhaust my Marines.
50:58
So I was not able to like actually
51:02
do
51:03
anything
51:04
for several days in a row.
51:06
And this is as that planetary infestation
51:09
ticker is getting to three and four and five
51:11
and the ones that are really, really nasty. And
51:14
also there's a strategic timer
51:16
that's or a strategic
51:17
game level timer. That's basically like in
51:20
X number of days, the campaign is over.
51:23
Um, so this, this
51:27
finally pushed me over into the, I want
51:29
to restart this game on Iron
51:31
Man, which I have done. Uh,
51:34
but it means that I never got past this part
51:36
of the game, but it's, uh,
51:39
it's definitely got some aspects
51:41
to it where the randomness and that's the intentional
51:44
randomness I was talking about. Can lead
51:46
you into some particularly nasty and
51:48
perhaps overly nasty situations
51:50
that that's not a fun way to have
51:52
your campaign go down. You know, that's not, that's
51:55
not, I fucked up by having my Marines
51:57
go too deep.
51:58
I learned a valuable lesson.
51:59
That's the dice got rolled
52:02
and the dice came up, you lose. Or
52:05
the dice came up, things will
52:07
be more difficult and this is just enough for you
52:09
to make, for you to decide this campaign
52:11
is over, which is partially a neat thing, but.
52:14
Oh, quick thing, by the way, you mentioned
52:16
those events that happen between the days. Yeah.
52:19
Another reason I want to start this thing over.
52:23
I didn't, I didn't understand
52:25
the structure of this campaign when I started
52:27
playing it, did not fully understand what was going on. What
52:30
was going to be happening over the course of aliens,
52:32
dark descent.
52:34
Immediately upon landing, the main part of the
52:36
campaign starts, do the first
52:38
mission, get halfway through it, go back
52:40
to base, whatever. Every
52:42
day hit next day, I get
52:44
an event that's like, do you want to deploy or
52:47
do you want more free goodies? And
52:49
I was like, I love free goodies. I'm just going to
52:51
sit here and take all these free goodies. I
52:54
spent like a week without doing a mission.
52:56
And then I was like, Oh,
52:58
wait. We just went up an infestation level.
53:01
And so I like
53:03
now I think about there's
53:04
no way those goodies were worth it. You know what
53:07
I mean? Like those events would probably
53:09
procs later on when
53:11
rest would have been more useful. Instead, I had
53:13
a ship full of like perfectly healthy,
53:16
psychologically balanced Marines
53:18
who had no no experience levels.
53:20
Yeah.
53:20
What's the use of that? Yeah. Well,
53:23
and so that that's why
53:25
you were at it must have been an infestation for
53:28
by pioneer station because.
53:30
Yeah, they don't really, they don't tell you really
53:32
what going up an infestation
53:34
level means either. It's
53:37
only once. I assumed it meant aliens
53:39
bad. Right. But I guess
53:41
to me, I might be a genius. Right.
53:44
Like they obviously means things are going to get
53:46
worse, but they don't tell you stuff like, okay, once
53:49
you get up to like four or five, it's like
53:52
everywhere you go is going to have at least
53:54
one drone patrolling now. Like you're
53:57
not going to have any more free movement
53:59
without.
54:00
you know, clearing them out and
54:02
then running through. Like that's, that's
54:05
what you have to do now. Once you get up to those levels,
54:08
uh, Rowan, I believe you also posted
54:10
that you got the event where
54:13
there's, there's one of your squad who's
54:15
like, Oh, I don't know. The rebellious colonists kind
54:17
of have a point, bad labor conditions
54:20
and you know, low pay, like
54:22
you basically have to like decide
54:24
if you want to court Marshall him or he gets into
54:26
like a brawl.
54:31
So yeah, this is, this is the
54:33
thing that we have a bitch because we've only been talking about the
54:35
aliens aspect to this, but there is also
54:37
like a human alien worshiping cult
54:40
that you deal with and they, they function
54:42
in a different way. You don't have the like hive
54:44
stuff in the stress. You just kill them, but
54:46
they're also, they've also got guns
54:48
sometimes. So you're actually fighting ranged
54:51
attacks, which is not the case with almost
54:54
all possibly all the other aliens.
54:56
Um,
54:58
so there are these, these cultists
55:00
who are, who are in your way in
55:02
this game. And you get like
55:05
an event overnight where one of your people
55:07
is like, well, obviously capitalist
55:09
depression is making these,
55:12
these cultists rebel. Like this, they're
55:14
not rebelling in the right way, but this is,
55:16
this is the fault of Wayland, utatia.
55:19
No, no, no, they just, they, this
55:21
all started because they're bad people. That's
55:23
the only reason.
55:25
Um, so then
55:27
you get, then you get the option of like,
55:30
do you, do you get rid of them or
55:32
do you let them stick around knowing
55:34
this will lead to a brawl and the brawl will have
55:37
negative effects later on, later on
55:39
down the line? Um, the first time
55:41
I did it, I was like, well, obviously
55:44
this, this commie has a point, um,
55:46
it might not be the right time for their point, but
55:48
they have. Uh,
55:49
the second
55:52
time I did it, uh, I
55:55
was like, this is, this
55:58
character is a rookie. Whatever
56:01
send them out into the waste and they did
56:03
not get sent out into the wastes. It
56:05
said
56:06
Rookie a Latimer has been terminated
56:09
Yeah Yeah
56:13
later on there's a mission where you have to decide whether
56:15
or not you trust people you rescue Depending
56:17
on whether you've gathered more info and
56:20
yeah, you just do like executions
56:22
down there on the planet surface if you've
56:24
got bad vibes So
56:26
here's the thing wrong. I had to
56:28
keep that person around because again
56:31
perhaps because of the wasted week Just
56:34
cooling my heels grabbing goodies from around
56:36
the planet. I
56:37
Sort of had a critical experience shortage
56:40
Pretty deep into the campaign and
56:42
also my snipers were cursed class like
56:45
I would no sooner have a sniper
56:47
Then they get fucking eaten. That's just
56:49
that just kept happening So I
56:51
get this message that like yeah
56:54
my only sniper who had some other bad traits
56:56
too I forget what they were it wasn't it wasn't good I think
56:58
was like kleptomaniac which means he's
57:00
basically skimming the resources you get every
57:03
time He also had the trauma that was like
57:06
I'm taking using a med kit Each
57:09
time we rest. Hope you hope you
57:11
guys didn't need that
57:14
I badly would have wanted to shoot this guy in the space
57:17
But he was the only
57:19
Sniper
57:20
That I had with with
57:22
the with the precision shot at that moment,
57:25
which is basically critical to maintain stealth So
57:28
he's out there saying wild shit
57:30
like yeah you know, it's capitalism's
57:32
fault that the cult is starting to planting alien
57:35
embryos in each other and infesting
57:38
the planet and I'm
57:41
just like
57:43
Yeah, that's an interesting point. We'll have to circle back on
57:45
that Anyway house house
57:47
your shooting arm today because
57:51
we have a little work for you
57:53
Weirdly enough. We didn't I didn't get the brawl
57:56
the brawl event still hasn't triggered
57:58
and I do wonder like
58:00
I did the, um,
58:02
there's the redemption trait you can get,
58:05
which removes
58:06
a negative trait on someone, not a
58:08
trauma, but like sort of a negative baseline trait. And
58:11
his negative baseline trait, I want to say
58:13
it was some sort of like,
58:14
you know, weird malcontent thing. I can't remember what
58:17
it was, but it has like a conspirator one. Yeah.
58:20
There's insubordinate where they start each mission with
58:22
like the disobedient
58:24
moodlet or what I'm calling
58:27
moodlets. Sorry
58:29
moodlets works. I mean, they're
58:31
bad. Like this is so, and this
58:33
is the other reason I want to go back and restart it. Cause
58:35
like, I do feel like a lot of these systems have
58:37
been at their most interesting when I was naive,
58:40
how they worked.
58:41
But as I've sort of like tightened up my
58:43
play,
58:45
I'm not feeling as pressed
58:48
as I was. Like I'm running out of time. The
58:50
campaign clock is, is counting down. I'm
58:53
not sure. I'm curious. I'm going to
58:55
be able to get this thing done under the wire.
58:58
But in terms of like,
59:00
you know, I went from being really banged up
59:03
and back against the wall to now
59:05
I have a really deep bench of really experienced
59:08
troops.
59:09
Nobody's hurt.
59:10
Nobody's got trauma. Cause we had such a
59:13
rotation going that like
59:15
people just were able to chill in
59:17
the therapy center and
59:19
get all those negative traits off them. So like all
59:22
the, all these systems right now are kind of dead. They're
59:24
inert because I'm staying on top of them really,
59:26
really well. And
59:29
like, there's just a little bit of resource tightness.
59:32
I'm running out of like material. So I can't buy the
59:34
weapon upgrades I really want, but
59:36
I'm sitting here and I'm like, I've
59:39
had a lot of moments in this game that were great.
59:41
That sort of arrived like
59:44
a bolt from the blue where it's like,
59:46
Oh, now I see better how this game fits together.
59:48
How it all works. My concern
59:50
is once you know how it all works, it's a little too
59:52
easy to navigate around. Like if I
59:55
started this game over, I'd really make
59:57
a lot of hay, I think in those early stages
59:59
of.
59:59
of the campaign and I don't
1:00:02
know how hard this game would be if I were sort of blazing
1:00:04
through it with foreign knowledge. And
1:00:06
so like
1:00:07
a small example of this is one of the resources
1:00:11
that you get is
1:00:12
persistent between missions
1:00:15
is Xeno
1:00:18
stuff, Alien Goo,
1:00:20
whatever. DNA links,
1:00:23
yeah. Yeah,
1:00:25
it powers very special upgrades
1:00:27
you can give to your squad. Well,
1:00:31
we kill so many aliens. I'm just
1:00:33
sitting on mountains of alien
1:00:36
essence. And so every time we go on
1:00:38
a mission, it's like,
1:00:40
what do I think we'll run into? Doesn't matter.
1:00:42
Everyone gets all the upgrades we've
1:00:44
got because there's just zero point
1:00:46
in why would I skimp on
1:00:49
the face hugger remover if-
1:00:51
Never skimp on the face hugger remover?
1:00:53
No.
1:00:57
Pardon? Now it is 100% mandatory
1:01:00
every mission. I don't even care if they're face huggers.
1:01:02
I wish it weren't in the game, honestly. Because
1:01:05
the thing is
1:01:06
the face hugger should be this
1:01:08
terrifying and once you got through,
1:01:11
well, it's still pretty bad. I will say
1:01:13
that like it's still pretty bad
1:01:15
once a face hugger gets hold of a soldier
1:01:18
because frequently that's not the only thing
1:01:20
happening because killing face huggers triggers
1:01:22
an alien alert.
1:01:24
So it's not great, but it is
1:01:26
one of those things where yeah,
1:01:27
just take everything. There's
1:01:29
no choice to be made here. I'm just gonna max out
1:01:32
the little buffs I can get with the
1:01:34
alien goop
1:01:35
and take care of all this. And
1:01:37
it feels like that system would sing a lot
1:01:39
better
1:01:40
if you were
1:01:42
sitting there thinking,
1:01:44
can I afford the
1:01:46
anti-acid mud guards, I
1:01:48
guess my troops are wearing, or
1:01:51
can I afford the face hugger remover?
1:01:54
And now that I say those two things out loud, maybe
1:01:56
those are both things that shouldn't exist in an aliens
1:01:58
game. The face hugger. It
1:02:00
should be like losing a leg. You should have to
1:02:02
carry them back
1:02:04
to the armored vehicle
1:02:07
and then take them back to the ship for extraction.
1:02:10
That's why this game is almost at its best is when
1:02:12
you're doing that whole like, oh, we're down to three
1:02:14
and one person's carrying dead weight.
1:02:17
And now we have to like
1:02:19
fight our way through at a snail's pace
1:02:22
down two guns. Yeah,
1:02:25
so this
1:02:27
is why I started on Iron Man mode or whatever
1:02:29
it's called on this. I
1:02:33
felt like, you know, the actual difficulty of
1:02:35
the missions was fine. Like my guys
1:02:37
would consistently take damage and I
1:02:39
would be able to heal them. For the most
1:02:41
part, unless something started horribly
1:02:43
going wrong.
1:02:44
And when I was
1:02:47
playing my first run, which had regular
1:02:49
saves, I
1:02:52
would just be like, oh, okay.
1:02:54
I had something go horribly
1:02:57
wrong. This is a full squad wipe. I'm going
1:02:59
to restart this or
1:03:01
reload this mission. I can let like one
1:03:03
guy die every now and then, but a full squad
1:03:05
wipe, nah, that's something I'm going to reload.
1:03:08
And like, that was good for that first play
1:03:11
where
1:03:11
I was reasonably
1:03:14
uncertain how all
1:03:16
these things fit together, how everything worked.
1:03:19
I knew that I was going to start running into problems
1:03:22
as I like got into a second
1:03:24
play. And I was like, all right, we're just getting
1:03:26
rid of that. And then I discovered some
1:03:29
weird quirks to the auto save system
1:03:31
where it's not actually a traditional iron man. You
1:03:33
don't actually save the game when you quit. This
1:03:37
is a, you are doing the whole mission in one sitting
1:03:39
thing.
1:03:43
But yeah, it's led
1:03:45
me to the point where now I have to be extra
1:03:47
careful where it's like, okay, if I push my
1:03:50
guys too hard, now do I go back into
1:03:52
the, if I push my guys too hard, this might
1:03:54
be a full squad wipe.
1:03:55
So I'm just going to take the ARC back
1:03:58
and that's gonna be it for this. this
1:04:00
time and like
1:04:01
maybe three missions down the line, this
1:04:04
is going to lead to problems because I have slightly
1:04:06
too high of a planetary infestation level.
1:04:09
But this tension of knowing
1:04:11
that like,
1:04:13
yeah, this is it. There's not a second
1:04:15
cushion here. I'm
1:04:19
either all in or I'm all out, has
1:04:22
led that aspect of like knowing
1:04:25
what the basic systems of this game
1:04:27
are and how I'm going
1:04:29
to deal with that. And the second part
1:04:31
of this is that those resources, the
1:04:34
Xeno samples or whatever,
1:04:37
if you're going through this game quickly
1:04:40
and not just like getting in giant firefights
1:04:42
with the aliens over and over, you're not collecting
1:04:44
those Xeno samples that much. So you
1:04:47
are
1:04:47
only going in with one or two of those,
1:04:51
one or two of those buffs. And
1:04:53
if one of them is taking
1:04:55
the face hugger thing every single time,
1:04:57
then that's draining it further.
1:05:00
I don't know if this is going to like balance out
1:05:02
the whole game as you continue
1:05:04
your progression, but I think
1:05:07
there might be some push and pull instead
1:05:09
of just push.
1:05:12
So the point of the face huggers does remind
1:05:14
me, I think one reason I'm bummed that they got
1:05:16
a little bit trivialized
1:05:20
through a counter is that
1:05:22
this
1:05:24
game has an enemy variety problem,
1:05:27
which isn't surprising. I think the aliens
1:05:29
universe is not set up to generate
1:05:31
tons of interesting aliens.
1:05:34
Like this game's trying,
1:05:36
man. Like it's
1:05:38
like, all
1:05:38
right, so that alien you saw before that
1:05:41
was a drone,
1:05:42
but here's a different alien and it's worse.
1:05:45
And then there's a big alien
1:05:48
and then it's like,
1:05:50
it all looks like the alien. You know what I mean? It's
1:05:53
just like we put more shit, we put more
1:05:56
Chrome on it effectively. It's
1:05:58
like a Dodge one. One alien looks
1:06:00
like the alien, that looks like a Dodge Charger alien.
1:06:03
That's kind of how they're distinguishing them. Especially
1:06:06
the warriors. Like warriors are really
1:06:08
hard to tell apart from drones until
1:06:11
they attack you because they do the job. These
1:06:13
don't die.
1:06:14
Yeah, and they've come vaulting in over your
1:06:16
field of fire. Yeah. Yeah,
1:06:18
like it's stuff like that. This is not
1:06:21
really what the
1:06:23
aliens verse has really ever
1:06:26
excelled at. And so it
1:06:28
does try to introduce this notion of, okay,
1:06:31
like a big Praetorian will come out and
1:06:34
it'll sort of kite around. But even
1:06:37
there, they're really evasive. They don't just
1:06:39
come charging straight at you. So a lot of times I'm like, come
1:06:41
back out here you little bastard. I know you're in that closet.
1:06:44
And
1:06:46
the other type of enemy they introduce, yeah, these cultists,
1:06:49
the Darwin era.
1:06:50
People who've, you
1:06:52
know, they're so
1:06:55
downtrodden by sort
1:06:57
of the economic collapse of
1:06:59
Lefey because it's basically an exhausted
1:07:01
mining planet that people
1:07:05
catch wind of the aliens.
1:07:08
And a few of them are like, well, you're
1:07:10
kind of, you know, if you think about it, when
1:07:12
they do the chestburster thing, that's kind of like being
1:07:14
reborn. And so wouldn't
1:07:16
it be cool if we joined
1:07:19
with the aliens and sort
1:07:21
of promoted their species
1:07:23
and
1:07:26
in hopes that it flourishes on this planet? Long
1:07:28
story short, there's guys with guns in this
1:07:31
game that you gotta do.
1:07:34
And they also ain't shit.
1:07:36
Because, you know,
1:07:39
you gotta use the cover a little bit more to deal
1:07:41
with them, but they don't hit very
1:07:43
hard. There's
1:07:45
special ones you run into later that are basically
1:07:47
the dudes from the Expanse. The
1:07:50
sort of blue eyed, you
1:07:52
know,
1:07:55
space white walker type characters with
1:07:57
power armor. Those are a little nasty here,
1:07:59
but. But ultimately,
1:08:01
you
1:08:02
know, the two enemy archetypes are alien.
1:08:05
What run at you and
1:08:07
shooty guy who posts
1:08:09
up and shoots at you and sort of waits until
1:08:11
you sort of wear them down with with long range
1:08:13
fire.
1:08:15
Or guy with a wrench who just commits
1:08:17
suicide by. Right. There's
1:08:20
so many dudes who are just charging at you.
1:08:23
Yeah. Uh huh. You know, it's
1:08:26
the game has to overcome
1:08:28
sort of these problems of
1:08:30
this is not a universe that readily supplies
1:08:33
you with
1:08:34
appropriately themed adversaries.
1:08:38
But also I do kind of wonder, given
1:08:40
the nature of how the game controls, which
1:08:43
is very seamless. It feels very good. That also means
1:08:45
it's dependent on feeling good, like Rowan's
1:08:47
description of, oh yeah, my frame rate
1:08:49
tanked because because of a glitch. That's game
1:08:52
ruining. This game is impossible. Run by turns,
1:08:54
impulses. The game needs to be silky smooth
1:08:56
like a shooter.
1:08:58
Yeah. No,
1:09:00
this was, this was a thing where if it had happened
1:09:02
the first time I started playing the game, I probably would
1:09:04
never have gone back. But because for whatever
1:09:07
reason, it worked one time and then didn't
1:09:09
work the next time. And there was only a tiny bit left
1:09:11
of the mission. I was like, okay, I
1:09:13
can, I can push through this. I know it's
1:09:15
not that bad. I beat an alien
1:09:18
queen
1:09:19
with two on a frame
1:09:21
rate of two or three. That was fun.
1:09:24
Yeah. I
1:09:28
think, I think that the
1:09:30
enemy variety thing is. I
1:09:36
completely see where Rob is coming from here,
1:09:39
but also like, I think it also
1:09:41
makes some degree of sense that you're just
1:09:43
fighting the same shitty things over and
1:09:45
over. Like some
1:09:48
variety of shitty things. But like, this
1:09:50
is not a game that's about like, only,
1:09:55
only vaguely is it, but about
1:09:57
like, about like figuring
1:09:59
out. to what something
1:10:02
is doing. Like when you're
1:10:04
fighting the Queens or the Charger aliens, you
1:10:06
have to dodge them
1:10:07
coming directly at you real fast.
1:10:11
That's an aspect of like actually, you
1:10:13
know, learning pattern recognition, et cetera.
1:10:16
That's
1:10:17
generally not what the game is about. The game
1:10:19
is about just slowly grinding
1:10:22
it out and seeing if you can make that
1:10:24
next grind. And obviously some
1:10:26
variety in that is helpful. And
1:10:28
I think the different missions do provide a
1:10:31
pretty decent way of it. But
1:10:34
at another level, like both in terms of
1:10:36
this is an effective adaptation
1:10:39
of the universe
1:10:39
and just,
1:10:42
this
1:10:42
isn't the thing the game is about. The game is about
1:10:44
getting splashed with acid from regular
1:10:46
aliens over and over and over
1:10:49
until you decide you've either had enough or
1:10:51
you go too far. And
1:10:53
I think that it sort of works in
1:10:55
that respect. This is also an issue
1:10:57
I had with the
1:11:00
squad customization stuff, which is not
1:11:02
super powerful. You can like change their faces,
1:11:04
sort of give them helmets or not, that
1:11:06
kind of thing. But y'all know
1:11:08
how much time I put into customizing
1:11:11
my squadies and XCOM. That's not really an option
1:11:13
here, but it's not a thing that I missed. This
1:11:16
is a thing where it's like, once I realized, okay,
1:11:18
this is the aesthetic they have, it
1:11:21
fits with the aesthetic that they have designed for the
1:11:23
entire world, which is based off a movie
1:11:25
I have seen a few times and is
1:11:27
an extremely famous and good movie.
1:11:29
Yeah, well, we can work
1:11:32
with this. I'm not going to go nuts
1:11:34
making the entire X-Men on this roster.
1:11:37
I'm just going to like
1:11:40
play the cards that I've been dealt and I
1:11:43
am cool with that, even though I would not
1:11:45
have been cool with that if it was a different type
1:11:47
of game.
1:11:50
So yeah, this is, it's sort
1:11:52
of a tough thing where it's like,
1:11:56
this is a game that by and large knows
1:11:58
that it has limitations.
1:11:59
It doesn't always get those right, but
1:12:02
it does recognize, okay,
1:12:04
we are just making an alien spin.
1:12:07
One other, or the one way I think
1:12:10
that the enemy variety
1:12:12
actually, I would give
1:12:14
it, I would give it some kudos is I
1:12:17
think this is the first game that's ever made runners
1:12:19
scary.
1:12:20
Because in every other alien game,
1:12:23
it's like, Oh yeah, they're really fast, but they have like
1:12:25
four hit points. So just I'm just gonna whip
1:12:27
my pistol out and
1:12:29
it's dead.
1:12:30
Whereas especially some of the later levels
1:12:32
in, in dark descent,
1:12:35
like if it's a drone or
1:12:37
a warrior and you see them coming,
1:12:39
you can probably just
1:12:41
like
1:12:42
jump into a closet or something and
1:12:44
they'll walk by and you won't get spotted. But
1:12:47
if a runner just comes zooming down the hall,
1:12:49
it's like, ah, shit, it saw us like,
1:12:51
all right, we're on medium now.
1:12:54
Okay, well that sucks.
1:12:57
Like the
1:12:59
role they actually play in the alien
1:13:01
team is significant
1:13:05
in terms of how much it can mess up
1:13:07
your ride. One other thing I had
1:13:09
on my outline was the Marine progression.
1:13:13
I'm curious because I kind of
1:13:15
felt like it was a little stingy. I don't
1:13:17
know if either of you had the same experience,
1:13:21
but I felt like once you unlock your subclass,
1:13:23
like you, you don't
1:13:25
really get a lot better from there. Like
1:13:28
going from not having smart gunners
1:13:31
to having a smart gunner is a big
1:13:33
deal, but
1:13:34
especially like that courage stat that
1:13:36
is supposed to measure how
1:13:38
well they can keep their shit
1:13:40
together through a mission.
1:13:42
I felt like a level like nine Marine
1:13:44
was just not that different from level one
1:13:46
in terms of like how long I could keep
1:13:49
them in a bad situation
1:13:51
before they started to lose it. And
1:13:53
that just felt like it wasn't really
1:13:55
rewarding for the amount of time I had
1:13:57
invested into that character.
1:13:59
I think it suffers a little bit from the problem
1:14:02
of
1:14:03
like by that point in the game, the level one marine
1:14:05
would would just be alien
1:14:08
food at that point. Like they couldn't function
1:14:11
the way these missions are running because like the ramp
1:14:13
up is is so fast. But
1:14:16
the effect of the the things that
1:14:18
sort of let you sort of maintain courage
1:14:20
a little bit better is that effectively,
1:14:23
you've got a marine that builds stress slower
1:14:25
than the other marines that meaningfully slower like
1:14:27
there's times I look down, it's like, wow, these guys are just like,
1:14:30
these are my rocks. We've got one we've
1:14:32
got one low level squad that's on two
1:14:34
levels of stress. They've
1:14:36
got two debuffs and Sarge
1:14:39
over here is just fine. So
1:14:42
Sarge is Sarge is at 50 percent on their
1:14:44
on their first step. And so that
1:14:46
stuff does
1:14:48
like it comes into play. I think I
1:14:50
think the big thing is that the leveling system
1:14:52
is really. Not
1:14:54
there to
1:14:56
make your marine intrinsically better.
1:14:59
It's the siphon away supply resources
1:15:02
into buying them the kit because they get the
1:15:04
slots to get the upgrades
1:15:06
that you really need. And late in the game,
1:15:09
you need huge piles of resources to get
1:15:11
late game weaponry. And that is
1:15:13
really intention
1:15:14
with building your
1:15:16
marines out to the point where they've
1:15:18
got their class abilities, which which you
1:15:20
kind of want their own mandatory for the class.
1:15:23
But after that,
1:15:25
you know,
1:15:26
I certainly found a lot of mileage
1:15:28
with, hey, everybody's taking ammo
1:15:30
pouches now. We are we're going these missions
1:15:33
with like, you know, six, seven
1:15:35
ammo, six, seven health
1:15:38
kits because it's just, you know, it's
1:15:40
not viable otherwise.
1:15:42
Yeah, you you have to keep
1:15:44
investing in in order
1:15:47
to get like the full amount
1:15:49
of potential from their leveling.
1:15:52
And that's that's another interesting
1:15:54
design decision that I think works given
1:15:56
how the themes of the game should go, but
1:15:59
it also means.
1:15:59
that sometimes like, oh shit,
1:16:02
I just bought, you know, the level
1:16:04
six, like heavy pulse rifle. I
1:16:06
can't upgrade any of my guys going on this
1:16:08
next mission. They're not
1:16:11
actually that much better because
1:16:13
I'm
1:16:14
not doing those training
1:16:16
room upgrades that would actually
1:16:18
help them. The other aspect
1:16:21
that Rob was talking about
1:16:23
is that,
1:16:25
and I think this goes back to what he said at the very beginning
1:16:27
about how it's kind of hard to, there are
1:16:30
aspects of this game that are obfuscated
1:16:33
in good ways. Like
1:16:35
your Marines are slightly better at hitting
1:16:37
enemies. That's not a thing that you
1:16:40
really can tell just
1:16:42
by walking around a level shooting enemies.
1:16:45
That's a thing that you tell 20
1:16:47
minutes later after they've been in
1:16:49
six firefights and they've
1:16:52
only gotten a couple scratches where
1:16:54
the rookies would have been, you know, sliced
1:16:56
and diced, losing four or five
1:16:58
hit points.
1:16:59
That you, your hit points, you have
1:17:02
like six or seven hit points. That's
1:17:04
four or five is a lot in this game for those who
1:17:06
haven't played it.
1:17:09
And that's, that's a good thing in that
1:17:11
you get the idea of like a slow progression.
1:17:14
You're not
1:17:15
constantly trying to just min max
1:17:17
everything. You're not turning this
1:17:19
game into like a set of dice rolls
1:17:22
that you've weighted the dice in the ways that you
1:17:24
wanted or
1:17:25
you're not
1:17:27
turning this game into the set of dice rolls
1:17:29
where you've weighted the dice in a way that you know you
1:17:31
have guaranteed it to win. You've
1:17:34
added just a teeny bit of weight in a
1:17:36
way and the enemies have also added
1:17:38
weight in the planetary infestation and stuff.
1:17:41
And you're hoping that yours, your way still
1:17:43
comes out. That's, that's good
1:17:45
in terms of like
1:17:47
immersion or whatever. It's
1:17:49
bad in terms of, oh, I'm really feeling
1:17:51
like this is powerful. You get this in RPGs
1:17:54
sometimes where
1:17:56
if you go up in level at exactly
1:17:59
the same rate, enemies go up
1:18:01
in
1:18:02
strength,
1:18:03
then you don't feel like you're actually progressing.
1:18:05
Why is there even a system that exists like
1:18:08
this in this game? I feel like
1:18:09
the Assassin's Creed games that like went
1:18:12
all out in terms of having
1:18:14
RPG style leveling and whatever were
1:18:16
like massively
1:18:18
fucked that up. It's
1:18:20
just, it's like why does this exist?
1:18:23
The numbers went up, but it doesn't mean anything.
1:18:26
And this game I think
1:18:28
does kind of suffer from that also because
1:18:30
of the lack of enemy variety. This
1:18:32
is an aspect where that will,
1:18:36
that will create some frustration. I still think that
1:18:38
it's overall a good idea or
1:18:40
a functioning idea, but
1:18:44
it does lead, does
1:18:46
lead to those kinds of situations. Rob,
1:18:51
any final thoughts on Alien
1:18:53
Stark descent? I
1:18:57
mean, I think the thing I'd stress is like I'm enjoying
1:18:59
the game tremendously. It's, you
1:19:01
know, it's not the,
1:19:03
the competition has not been thick on the ground certainly,
1:19:05
but this is the best Aliens game since, you
1:19:08
know, Alien Isolation.
1:19:10
You know, no, no shade
1:19:12
to the, you know,
1:19:14
squad shooter that they made, the
1:19:16
co-op shooter, but like this is,
1:19:18
this is very successful at being
1:19:21
Aliens in the way that Alien Isolation
1:19:23
was very successful at channeling Alien. And
1:19:26
it goes about that. I think
1:19:29
really the crucial insight here is that
1:19:31
if you do Aliens and you think, ah,
1:19:33
imagine it from the
1:19:36
first person shooter perspective,
1:19:38
you've whiffed. You're going to miss it because
1:19:41
either it won't feel good
1:19:43
because the Aliens are appropriately
1:19:46
fast and evasive and you just can't hit
1:19:49
them, you'll feel incompetent, or
1:19:51
you turn into the character that is how
1:19:54
the Marines in that, in that movie see themselves,
1:19:56
you know, the, the, the hyper competent
1:19:58
badass.
1:19:59
you with this remove and having you
1:20:02
just watch them and watch them
1:20:04
crack under the strain and
1:20:07
having to sort of tackle the same
1:20:09
challenges that they
1:20:12
tackle in that game, which is actually like
1:20:15
exploring a map is what they're doing
1:20:17
for the majority of that
1:20:19
film. The insight
1:20:22
to move the action to this perspective and center
1:20:24
the game on that action is a
1:20:26
really brilliant one. And so I think,
1:20:29
you
1:20:29
know, I was very
1:20:32
measured in my praise of the game when it first came
1:20:34
out because I wasn't fully
1:20:36
sold on how the pieces fit together. But
1:20:39
as I've gotten into late game, I think it really
1:20:41
is a special
1:20:42
game. It's
1:20:44
a tremendous amount of fun.
1:20:48
I don't have a ton of time, but I'm also thinking about
1:20:51
maybe I want to restart this and, you know,
1:20:54
play it on the harder difficulty and see how
1:20:56
it all comes together, knowing what
1:20:58
I know, but also maybe throwing an even
1:21:01
stiffer challenge my way.
1:21:02
That sounds really good. And I don't feel
1:21:05
that way about most games, but this one
1:21:07
I do. That's
1:21:09
a pretty good compliment, but I'm
1:21:11
going to I'm going to go a little higher
1:21:13
here. This was a game
1:21:15
that got me excited enough that I actually
1:21:18
went and watched Prometheus.
1:21:22
That's yeah,
1:21:24
that's that's a pretty pretty high
1:21:26
recommendation. Yeah, I actually
1:21:29
kind of like Prometheus. It was not it
1:21:31
was not anything. Then I went on to watch
1:21:33
Covenant and that was
1:21:35
that was a mistake. Covenant I've not brought
1:21:37
myself to watch yet. Yeah, I
1:21:39
haven't either. It's
1:21:42
it's fine, but it's. It
1:21:46
doesn't have the good enough. It
1:21:48
doesn't do the things from alien and aliens
1:21:50
well enough to stand on those
1:21:52
two feet, and it doesn't function well as a Prometheus
1:21:55
sequel at all, and it's trying to do both
1:21:57
of those things. So yeah, it's.
1:22:00
It's a mess. It's not
1:22:03
the worst mess I've ever seen, but
1:22:05
I didn't enjoy
1:22:07
that as much as
1:22:11
Prometheus and I didn't adore Prometheus like
1:22:13
some people have managed to do, but
1:22:15
I at least felt it
1:22:17
was getting somewhere. Anyway, yeah,
1:22:21
this is a good game for getting its hooks
1:22:24
in you and it's not as...once
1:22:27
you figure out what this game
1:22:29
is, which happens pretty soon
1:22:32
in the first mission, how it all fits together
1:22:34
is a little less so, but once
1:22:36
you're dropping shotgun blasts
1:22:39
on aliens when they get a little too close and
1:22:41
then hoping that you have those command points regenerate
1:22:43
as they show up, and then later in the game you're
1:22:46
realizing, oh, these command points all add up in different
1:22:48
ways and I can plant mines and I can do these
1:22:50
other things.
1:22:53
Once that stuff starts clicking, it
1:22:55
assumes a game that gets its hooks in you pretty
1:22:58
quickly and it's
1:23:00
really an astonishing adaptation
1:23:02
of an IP
1:23:06
or a
1:23:08
world that
1:23:09
has been pretty resistant
1:23:12
to actually having that done well
1:23:14
and I think going with the kind of Darkest
1:23:16
Dungeon meets XCOM meets at
1:23:18
this
1:23:19
very strange real-time tactics
1:23:22
thing
1:23:24
ended up being a bunch of good choices
1:23:27
that really work
1:23:29
out well for having this
1:23:32
be like, ah, this is the aliens game I was waiting
1:23:34
for. I didn't even know I was waiting for it.
1:23:38
Yeah, not even just the universe more
1:23:40
broadly, but specifically the second
1:23:42
movie like we've said
1:23:45
a couple of times, like this is
1:23:46
probably the best aliens game
1:23:48
I've played since like 2001 or something.
1:23:52
It's about the same things that
1:23:54
movie is about and it's cool
1:23:56
in the same way as that movie was cool
1:23:58
specifically.
1:24:00
Yeah, if you want
1:24:02
to hear more of my thoughts on it, my full
1:24:04
review is over at IGN. Three
1:24:08
moves ahead is hosted on the idle thumbs network.
1:24:11
You can head over to- A seven? A
1:24:15
seven, Fraser. It
1:24:17
was because of the bugs. That's
1:24:20
the reason I want to restart it. I want to play it again
1:24:22
without the bugs. Yeah. I
1:24:24
don't know in a month or so, and see
1:24:28
if
1:24:30
that's a significantly better experience.
1:24:32
Once the Jones the Cat expansion goes on
1:24:35
sale. Yeah.
1:24:37
It's like eight
1:24:41
borderline nine without all the bugs I
1:24:43
ran into, but I couldn't really
1:24:46
ignore that. I had
1:24:48
to bravely stand up for
1:24:50
the consumer and say that
1:24:52
that
1:24:54
might affect your experience negatively. No,
1:24:57
I mean, if I had
1:24:59
gotten that fucking bug the first
1:25:01
time I played it, I would have said, yeah, this game is
1:25:03
neat, but it's unplayable. I'm going to
1:25:06
go back to Final Fantasy XIV, and
1:25:09
that would have been that.
1:25:11
Maybe you might've been able to nag
1:25:13
me into doing it for this
1:25:16
show, but
1:25:18
I would definitely have lost all
1:25:21
my motivation at
1:25:22
suddenly
1:25:24
finding the game functionally unplayable.
1:25:27
Yeah. Yeah. So
1:25:30
there's been a couple patches since then. I haven't
1:25:32
been back to it since. I hope
1:25:34
some of the, I know in
1:25:36
the patch notes, some of the bugs I specifically
1:25:39
run into, they say they've addressed. I haven't
1:25:42
gone back to verify that, but I definitely
1:25:44
will do another playthrough of this at some point. Hold
1:25:46
on. Steam says that I have the Jones
1:25:48
the Cat
1:25:50
thing. Where
1:25:52
is my cat? Wait,
1:25:55
sorry. That's not a joke. That's not a
1:25:57
joke. There is actually a cat DLC?
1:26:00
Yes, their day one add-on it was a $4 thing
1:26:02
with a Black
1:26:05
camo armor and a unique
1:26:07
feline companion for the Otago
1:26:11
It's a Percy Okay,
1:26:14
lethary compact well,
1:26:17
I've got to investigate and see if I have a
1:26:19
cat now, but Three
1:26:22
moves ahead is hosted on the idle thumbs Network
1:26:25
You go check out the forums and
1:26:27
stuff over there idle thumbs net slash
1:26:29
3ma
1:26:30
As social media as a concept
1:26:33
continues to implode under
1:26:35
its own rapacity Forums might
1:26:38
be making a comeback
1:26:39
You know in the near future
1:26:42
We're also over on whatever the website
1:26:44
is called right now. We're at
1:26:47
3ma over on Whatever,
1:26:49
whatever there's whatever they decided to call
1:26:52
it. It used to be called Twitter I'm
1:26:54
not sure at this point
1:26:56
Also, we're supported
1:26:58
by listeners just like you on patreon
1:27:00
you can go to patreon.com Slash
1:27:02
3ma you get discord access.
1:27:05
You can get bonus episodes. You can become
1:27:07
a part of our exclusive multiplayer community
1:27:10
It's a fun place to be we
1:27:13
Experimented with adding more channels
1:27:15
and that has really
1:27:17
been a shot in the arm of the 3ma discord
1:27:19
I think we have like 10 times
1:27:22
as much activity there as we did previously
1:27:24
So maybe that's something we should have
1:27:26
done done earlier
1:27:29
Yeah, we'd love to have you join join
1:27:31
our rowdy crew of various
1:27:35
tactics and strategy fans over
1:27:37
there Be back soon
1:27:39
with another episode. But until then for
1:27:41
Rowan and for Rob, this is Len saying
1:27:44
good night
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