Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But marine customization I think is fine
(wish had a bit more for the people, but 1 game shows they only had so much effort+capability, 2 they are meant too be tossed out classic alien marines so there enough there for that, and 3 as you pointed out they meant to be minimal equipped and even those you rescue would of course prefer too use the military gear over their clothes or whatever they maybe salvaged from planets)
Gear is about same, though played enough alien things to say they could have maybe added a couple more gun changes but with the above was good enough, had game had major replay value or been like 10 hours longer then I would have had some issue with it.
It also runs the issue of fitting it in to the game, as we don't get to personally use the weapon we miss many of the elements FPS get with the sights and such. Atm most of the weapons have a set pros and cons and specific uses.
And ya ... that how guns work, maybe first gun game in general ?
You should try any the "modern" Xcoms without mods at first then mods and by what you said suggest playing on easy at first also.
Also be warned it will blow your mind not only in fact it has massive customization of guns "you don't get too personally use" but the sheer amount of weapons in general. (Will take some getting used too for you I guess)
Then add mods and have some seizures from the amount of attachments and weapons both lore friendly and not.
Even in strategy games they tend to add guns that perform different roles. What roles are missing and exist in the Aliens world and work with the A:DD mechanics? For example a double barrel shotgun is going to work identical to the pump-action in game as they are an ability rather than a weapon.
And nope not my first gun game, which is why I said as we don't get to use the guns we miss out on most of the gun elements that give them a difference on the small scale. The AK in the Aliens world is equivalent to the Pulse rifle.
We've already got the weapons mods via marine upgrades. It's limited but then so are most weapon mods in the Aliens universe.
True, QoL improvements, bug fixes etc should be priority, but doesn't mean we can't hope for additional content down the line. The game has a lot of potential, i hope it sold well enough that they'll make more content and/or be willing to develop a sequel.
This is the best game that I've played this year. So, I agree about wanting more of the game, and some sequels. I'd just prefer it though if the extra stuff is made as part of an ongoing narrative by mixing it into the stories of any expansion sets, not just weapon and cosmetic packs.
Two examples of the top of my head:
Expansion 1: The Otago is resupplied, and ordered to investigate a Three World Empire colony that's gone dark. In the resupply the marines get some armoured CBRN gear, or Maeko pulls some strings to get some the APE suits that W-Y's Dog Catcher units use.
Expansion 2: A derelict UPP ship that's adrift is getting dangerously close to a station, so the marines are supplied with Compression Suits, and told to board it. Once aboard they find that the UPP's MSS division has been carrying out experiments (could tie this to Project Darkstar from the RPG) and as as a result as well as the UPP's soldiers the marines also have to deal with Anathema and Neomorphs.
Side note: FTE is probably the same tier of canon as every other game, novel, RPG material; and comic. Some of the armoury in FTE gets used in the comics as an example. FTE's also about 10 to 20 years after this. As you play UACM rather than USCM, that marks it as after the Frontier War between the UPP and United Americas.
A few side-skills/side-traits for the classes.
Way more banter variety, and especially more context triggered banter. (Think banter when the marine gets healed up on Pioneer station, but actually random instead of pre-scripted)
A more fleshed out shelter animation, I would LOVE to see the marines sit down, check their gear, maybe have some VERY RARE banter (since otherwise it'll wear out it's welcome) just something to improve how immersive sheltering feels (with an option to turn it back to the fade in for those in rush through the game)
And if I could use my wish upon a star... I would love some more maps in the style of Dead Hills, but with less forced hand-holding, and more ''you don't know which building has the map, better be careful checking them all!''. And maybe even some fun proper sentries holding a hallway sections <3
And please, some way to block paths on the map that are either permanent or can only be undone by marines OR human enemies (or a Praetorian if you want to really freak players out)
Ok, so I want a LOT of things... don't judge me! This game, despite all it's bugs, and obviously rushed development... is to me what Alien Isolation were to all the original movie lovers. It just OOZES Aliens awesomeness!
Would also say cosmetics could be added as collectables, we keep scavenging materials why not loot some kit from the W-Y forces we keep finding?
Anything of this is a go for me. Expanded lore and more (quality) content.
Nope. Game takes place after "Aliens".
WY would want the Otago hidden and the corp would allow it, either discharging or um...tactfully reassigning the survivors (my bet is on the latter, probably forming a do-nothing task force that's cut off from anyone else and sent to die). A spinoff game that uses your save files from Dark Descent where an alien hunting task force? Yeah, I'd throw money at that.
The official wiki does state that Dark Descent occurs in 2198, however, Harper has hinted multiple times that he was active military during the '77 Uprising which, even if he was fresh from basic, would make him 39 years old. If we assume the current USMC promotion schedule holds, and there is no reason why we shouldn't, Harper would've been a Master Guns or Sergeant Major (E-9) at the very least or a Warrant Officer (W-1 to W-5) if we assume Harper joined prior to the uprising (possibly an O-1) and this is even with the probability of NJPs (Non-Judicial Punishments), Non-Recs, Article 15 equivalents or 45/45's and 60/60's (loss of pay and rank), not a Sergeant (E-5). FURTHERMORE, we know Cassandra's relative age and Harper not having been there for her childhood. Statistically, we can assume that Harper was roughly 26-29 years of age when Cassandra was born (using current data available from US census bureau)
So if Harper enlisted at 18, experienced the '77 Uprising (as hinted at in game), and had Cassandra at the approximated age range listed, is still in the USCM and not the UACM in addition to being a Sergeant (E-5), we can quite firmly figure that the game in actuality takes place prior to 2187 by several years, not just the 8 needed to coincide with Aliens.
The coup de grace? The weapons. At the time of Alien, the M41A had been adopted, replacing the M41, the rifle you start out with in game, which can be further verified by the M41's burst fire, with the newer models being capable of full-auto without jamming (an issue with the original M41).