Aliens: Dark Descent review

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Aliens: Dark Descent review
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Dodgy script aside, this is exactly what we want from an Aliens game.

It was all going well investigating the refinery, until I descended into the basement. The maze of mineshafts and storage rooms is a perfect hideout for Aliens: Dark Descent's xenomorphs, and my squad of Colonial Marines has been harassed relentlessly by H.R. Giger's phallic nightmare since entering. Now they're trapped.

Many games have tried to replicate the slow burning tension and chaotic action of Aliens, but Dark Descent is the first game since Monolith's AvP 2 to really nail it. Developer Tindalos Interactive has thought intensely about how to get the best out of James Cameron's film in a virtual context, and their solution is a scintillating real-time tactics game that blends stealth, strategy, and nail-biting gunfights.

Unlike most tactics games, you control the entire squad simultaneously, moving them around with the right-mouse button and interacting with environments using the left. It seems odd at first, but makes sense once you realise just how vulnerable your marines are when isolated. As you skulk around the mission, exploring buildings and highlighting interactable items with your shoulder-lamp, your motion-tracker in the bottom-right of the screen tracks any movement in a 60-metre radius.

Hence, Dark Descent's tactical fundamentals involve deploying these abilities effectively, knowing when to stick and when to twist. Yet no matter how well you fend off the xenomorphs, there will be lingering consequences to the fight. Every attack increases alien aggressiveness, represented by a creeping ticker in the top right of the screen. When this shifts up a gear, not only will more aliens prowl the mission area, they'll also send a massive horde in your direction.

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