Aliens: Fireteam Elite Review - One is the lonely number

extraterrestrials: Fireteream Elite Review

At a time as a movie and later as a video game franchise, the Alien license has had an uneven history, producing both brilliant and disappointing products. These Russian quality mountains count less than what you will expect with Aliens: Fireteam Elite, which is certainly inspired, creatures and environments of the Alien myth, but at the base is more cousin of LEFT 4 Dead or a Dozen other cooperative survival shooters aspiring to be the next video game version of Ridley Scott science-fiction horror movie.

Let's put it aside at first: while there are teammates of IA to replace missing humans, Aliens: Fireteam Elite is a frustrating and repetitive experience without the addition of homo sapiens to the controls. Part of the repetition is inevitable because of the mechanics of the game (we will come back later), and even if I guess it is technically possible to play solo, I can not think of a less enjoyable job. The characters AI Alpha and Beta are intentionally on white eyes. They are competent to handle some easier, but completely lost swarms in the subsequent missions of each campaign where high-level xenomorphs begin to invade the screen. Certainly, fighting alongside the IA on the simplest setting is a useful tool for checking the design of the levels, the placement of the enemy and the mission structures. Do not expect them to do a lot of heavy work when it's the critical moment.

Aside from this little negativity, Aliens: Fireteam Elite can offer the player many moments of pleasure quite stupid, especially if the team of three people of the player includes a doc and a technician. Balancing the team is particularly important because there are not enough healing objects and the installation of turrets and traps is often the key closest to a winning strategy in the game. Beyond that , play with weapons, consumables and scalable toys of the game is quite entertaining and helps to eliminate endless swarms, casual mini-bosses and end-level waves an interesting creativity exercise.

Taking place in abandoned spacecraft, colonies exceeded by xenomorphs and underground in the extraterrestrial hive, the Aliens campaign: Fireteream Elite consists of four campaigns, each composed of three rather linear missions, built above A series of rather banal goals. Unsurprisingly, each mission of each campaign amplifies the challenge by introducing new types of more powerful enemies. Thus, during the last wave of each campaign, your team is assaulted by a large number of agile xenomorphs as well as slower, more powerful or specialized enemies. both extraterrestrial and hybrid. Obviously, Aliens: Fireteam Elite went far beyond the types of Xenomorphs represented in the films, adding new inventive creatures that - without surprise - are sort of Xenomorphs married to classic video game zombies, resulting no Only in the classic Alien menagerie, but exploding Xenos, extraterrestrial acid sprachers and many others. Balancing the enemy forces against weapons and toys of a well-equipped team is part of what the game does better, while creating this almost constant feeling of being overwhelmed by the monsters. No different, uh, tous shooter, you can improve your equipment at the base using the credits earned during missions, as well as equipping a selection of benefits. Optional challenge maps add special conditions, increase the difficulty and offer specific rewards for each mission, adding at least a small degree of variety.

The addition of a roguelike mechanics to a game is certainly popular right now, but in the case of Aliens: Fireteam Elite, I am not sure of the value that it brings to experience. I understand that the developers have probably supposed that it would add tension to already difficult fights, but since there are no mid-mission or reappearance backups, die in the last seconds of the mission in Reason for Companions of IA incompetent, Matchmaking Buggy or even a legitimate mediocre game leads to frustration and try the missions, listens to the same jokes and voiceover soon obsolete, and uses rather expensive consumables and / or rare objects. Of course, part of this pain can be mitigated by playing in casual difficulty instead of the standard difficulty, which is really the only option if you play with IA robots. Since all members of your human team must be at the same level or above to play a specific mission, the game put on the fact that there are many random humans to fill the positions or have Friends all ready to go to the upper level together. . Once beat, all levels are replaimable, I guess they make duplication for some kind of skirmish mode. Shredding for XP or coin, I can not imagine why someone would like to revisit missions, though. For those who have finished the campaign, there is also a horde mode.

As a general rule, Aliens: Fireteam Elite does a remarkable job by recreating the look - although less dark - and the tone of films and traditions without being employed again. All - environments and xenomorphs - are net and polished, with mood vapor (and extraterrestrial) spitting from each orifice, scary jumps and trembling sounds that may or may not have an attack. The dubbing is good, but the NPCs are written in a fade way. The script and history try to distinguish between irony and tension or authentic drama, so the tone is inconsistent, the drama is never built and the humor falls flat. A dramatic arc in constant climbing is probably too much asking given the roguelike multiplayer structure. Animatronic appearance NPCs who speak without moving the lips give the original base the impression of being a queue Before departure at Disneyland.

Austin Wintory is perhaps the most inventive composer of video games, and it has been able to create music with an incredible emotional range. Apart from some calm moments at the base, the WinTory partition is mainly (according to its words) Gross carnage and muscle, composed of percussive elements, dissonant accents, severe ropes and some Number of exotic instruments that give violence a quality of another world.

In addition to a camera that despises the view of a corner, jammaking and inconsistent teammaking mechanisms, and the curious decision to add punitive roguelike elements, Aliens: Fireteam Elite is a game polite and potentially fun and filled with Action in a corner of the universe and extraterrestrial traditions. Played without human teammates and dependent on the replacements of the AI ​​to anything but the easiest difficulty, the most repetitive aspects of the game are starting to grit, because failure will be inevitable. Played with a trio of living beings with some awareness of the situation, reflexes and the ability to communicate, the use of a cool arsenal and toys against emblematic xenomorphic swarms is a good senseless moment, even breathtaking.

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