Hive got a feeling.

As the timeline advances, it increases the number and aggressiveness of the Aliens roaming each environment.

Above all, you’ll want to watch out for exclamation marks.

Article image

  • it’ll power you out of a corner like Ripley hijacking the APC.

prompt whenever you meddle with something especially plot-sensitive).

The trick is not to take too much punishment before you have to.

Cover image for YouTube video

I’ve plunged right into the steaming guts of this one.

Let’s back up a little to avoid the acid.

Unlike in XCOM, the game asks you to reload a save when you lose a whole squad.

A cutscene introducing the mighty Alien Queen in Tindalos Interactive’s movie adaptation Aliens: Dark Descent.

The strategy aspect is a touch underwhelming.

It’s as spare and utilitarian as the boxy grey architecture of the Otago itself.

On standard difficulty, at least, it’s harder to paint yourself into a corner than in XCOM.

A squad of marines at the briefing screen in Tindalos Interactive’s movie adaptation Aliens: Dark Descent, armed with flamethrowers, sniper rifels and the legendary self-aiming Smart Gun.

The golden rule of any horror movie is don’t split up, right?

Sadly, a few things hold Dark Descent back.

One is that it could really do with a wider variety of dialogue lines for your marines.

A cutscene from Tindalos Interactive’s movie adaptation Aliens: Dark Descent, showing dual  protagonists Maeko Hayes and Jonas Harper in conversation with a scientist aboard the crashed spaceship Otago.

After 20 hours with the game, I fear the phrase “come on squad!”

has become a permanent feature of my internal soundscape.

Aliens: Dark Descent accessibility options

Invertible camera.

A fierce battle in Tindalos Interactive’s licensed real-time tactics game Aliens: Dark Descent, showing a marine squad holding off rampaging Aliens with a curtain of fire and automated turrets.

Optional dynamic tutorials for skills and mechanics.

Subtitles with choice of text sizes.

Color vision prefs: deuteranopia, protanopia, tritanopia.

A map screen from Tindalos Interactive’s Aliens: Dark Descent, showing CCTV cameras, Alien spawn points and mission objectives grouped around the green dots indicating the player’s squad.

Adjustable dialogue and music volume.

Choice of continuous or step-based camera rotation.

Adjustable camera rotation and movement speed.

A screenshot of the player’s marine squad advancing down a space station corridor in Tindalos Interactive’s real-time tactics game Aliens: Dark Descent, with no aliens to worry about for the moment.

Choice of slow-mo or complete time pause when using Skill menu.

Certain character states reduce accuracy, for example, or slow the regeneration of command points.

But it’s not what I was hoping for.

A scene from the planet Lethe’s surface in Tindalos Interactive’s Aliens: Dark Descent, showing the  player’s marine squad accompanying an orange robot powerloader through a barren landscape.

They’re enforcers before they are bughunters, operating hand-in-glove with one of sci-fi’s best-known villainous corporations.

I’d much rather Tindalos had spent the associated dev resources fleshing out the xenomorphs even further.

Some critic I can’t remember once described Hamlet as a text made up entirely of quotations.

State of the badass art?

Near as damn it.