Aliens: Dark Descent is a strange but enjoyable blend of strategic XCOM-like tactics with real time squad management. Set in Alien’s sprawling universe, we find ourselves facing Weyland-Yutani Corporation. Aside from some controller awkwardness (solved with a mouse and keyboard plugged into Xbox), the experience has been quite similar. The game will start off with you as the sole Administrator Hayes, then you’ll control a small squad of colonial marines (not the ones with game-breaking bugs). In this game, you’ll investigate a twisting plot while clearing thirteen locations of Lethe of xenomorphs.
Each location has several objectives, as well as a lot of datapads, equipment, and additional personnel you can collect. Each mission area is a fairly open and expansive sprawl, with plenty of spaces to explore. This helps to expand the background story. Your base of operations on Lethe is the USS Ortago (where you will manage and heal your marines). Each marine has their own perks and flaws, and you’ll also promote and upgrade them. XCOM 2 players will feel comfortable managing bases and marines, but this isn’t a bad thing.
Unlike its tactical siblings, Aliens: Dark Descent has real time combat. Your squad needs to move carefully to avoid xeno threats, which slow alien activity over time. If you’re discovered and hunted, you’ll need to plan very carefully to survive. As long as you don’t sprint, Marines will fire at enemies automatically. However, you need to use tactical options as well. By opening the menu, you get a little time to think through things, but not too much. During this time, you’ll be able to command shotguns, flamethrowers, grenades and flares (and more), all items that will help you defeat the xeno threat.
In the event you are discovered, the alien threat meter increases, increasing hostility and unleashing various specialist enemies on you. It is possible to avoid this by not being discovered, but over a whole mission, that’s pretty impossible. It is nice to have the option of when you strike, since missions aren’t designed to be completed all at once. In addition to managing marines’ stress levels, you must also take medication, or order the squad to rest if stress levels rise above 100. As stress level rises, marines will suffer debuffs which will affect their performance. To do this, you’ll look for sealable rooms, and weld doors shut, allowing your marines to take the weight off.
Having been a huge fan of XCOM and Command and Conquer, this RTS and slow-motion combination of gameplay has really tickled my tactical taste buds, providing me with a unique experience. I like how the missions are not designed to be finished all at once, and you have to find safe zones for your marines or risk them to go for extraction. In terms of base-settling and marine upgrades, XCOM’s gameplay is definitely an influence, and that’s not a bad thing. I think fans of tactical real time combat will be very pleased with the overall experience, despite some minor niggles with the graphics. You won’t want to miss this if you love the franchise and real-time strategy.