Aliens: Dark Descent

Started by BlueMarsalis79, Jun 09, 2022, 06:09:08 PM

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Aliens: Dark Descent (Read 10,498 times)

Wompdonkey

Wompdonkey

#105
Quote from: BlueMarsalis79 on Sep 01, 2022, 05:00:36 PM
Quote from: Still Collating... on Sep 01, 2022, 03:38:40 PMI would so like to see some more gameplay soon, I hope this turns out great.

https://64.media.tumblr.com/be9a7606e8c142bfd3a0eebc4c8d8c2a/tumblr_nwsoseF1zk1r8l821o1_500.gif
Same, very curious about what part SOMA will play.

Have they said SOMA is an inspiration or something? I adore that game so I love when people bring it up lol

BlueMarsalis79

BlueMarsalis79

#106
It's a superb videogame, the main protagonist aside.

Corporal Hicks

Corporal Hicks

#107
Not sure if we knew or not, but sounds like Dark Descent has been in development since 2019.

https://twitter.com/RichardMasaArt/status/1534967097167597572

I love the job role "Giger's art style advisor"

https://twitter.com/RichardMasaArt/status/1535293555538808832

Corporal Hicks

Corporal Hicks

#108


Me after logging in to check for more Dark Descent news.

RidgeTop

RidgeTop

#109
Quote from: Corporal Hicks on Dec 14, 2022, 08:36:01 AMhttps://media.giphy.com/media/SYmkILRsQTFLO/giphy.gif
Me after logging in to check for more Dark Descent news.

Hopefully Alien Day, if not then perhaps we'll have something for E3 in June!

S.E.B.

S.E.B.

#110
Any news on this game?

Judging by the trailer it seems like it won't be a shooting gallery cannon fodder Aliens type of game. I hope it's a really hard game where you lose tons of marines along the way, as opposed to Aliens: Fireteam Elite

Kailem

Kailem

#111
It definitely sounds like losing marines is going to be something that happens and you're just going to have to deal with it.

I remember in XCOM you could get kinda fond of your soldiers if they managed to make it through several missions in one piece, and it sucked to then have them die later on in the game. It was a cool way of making you actually care about what happened to them without any of them having any sort of real character or personality.

Stitch

Stitch

#112
That concept was in Gears of War Tactics. Might be interesting with aliens.

PAS Spinelli

PAS Spinelli

#113
Quote from: Stitch on Dec 26, 2022, 01:23:35 AMThat concept was in Gears of War Tactics. Might be interesting with aliens.
Well that game is literally Xcom with Gears overlayed on top

S.E.B.

S.E.B.

#114
Quote from: Kailem on Dec 25, 2022, 09:24:51 AMIt definitely sounds like losing marines is going to be something that happens and you're just going to have to deal with it.

I remember in XCOM you could get kinda fond of your soldiers if they managed to make it through several missions in one piece, and it sucked to then have them die later on in the game. It was a cool way of making you actually care about what happened to them without any of them having any sort of real character or personality.

Sounds good to me!

I hope friendly fire and acid blood spray/splash damage is a real thing in this game, forcing the player to be as cautious and calculated as possible, or things will go south faster like an express elevator to hell. Stress, fear and exhaustion should also have a big impact on the marines, just as the leadership of each squad's NCO.

Also, make each and every Xenomorph a dangerous match, making the kill count for each mission low - I'm talking 7 to 10 adult xenos killed per mission at the very most, not counting facehugggers, eggs, chestbursters or incapacitated/severely wounded xenos. Like, pistol bullets should ricochet 9 times out of 10 against adult xenos, shotguns should only be lethal to adult xenos up close, flamethrowers should only ward off and disorient adult xenos but should be an effective lethal option against eggs/chesbursters/facehuggers, whereas pulse rifles/smartguns should be the most effective way to kill or incapacitate xenos in general, with the downside of pulse weapons resulting in the most far-reaching range and radius when it comes to acid blood spraying and splashing over nearbyish marines. Using grenades or explosives too close to a friendly marine, who's still outside of the blast radius, should still shell-shock, stun or knock over the marine temporarily. Sentry guns, proxy mines, PUPs etc. should be the mainstay of any successful mission.

If you want a incapacitated or severely wounded marine to survive, you will have to escort them to an APC, dropship or an extraction zone. The saved marine still won't be able to be used again until the next mission. Field medics should only be able to heal light wounds (light acid wounds, light shrapnel wounds, friendly fire pistol bullets or stray buckshot, light burn wounds), administer drugs that lower stress and trauma.

And NO powerloader fights, please!

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