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* CompanyTown: Lethe, originally an independent frontier colony, was forcefully annexed by Weyland-Yutani and other megacorps when [[{{Unobtanium}} trimonium]] was discovered on the moon, which among other bad things resulted in a worker rebellion that was brutally quelled by the USCM and corporate security forces. When the trimonium deposits ran dry, only Wey-Yu remained to lord over a dwindling population of ex-miners and cattle farmers that were too poor to afford passage off-world.
* CrapsackWorld: With the entire ''Aliens'' setting being a Crapsack Universe through and through, this was to be expected. The moon of Lethe is an inhospitable rock at the ass-end of nowhere that humans couldn't even survive on without massive atmosphere processors, which are in the process of breaking down after decades of neglected maintenance. Its main economic asset - its trimonium mines - ran dry long ago, leading all the corporations involved except for Wey-Yu to pull out, and we all know how Wey-Yu tends to treat its employees. [[FromBadToWorse And then xenomorphs showed up.]] By the time the plot kicks off, most of Lethe's remaining population is already dead or dying, and it only goes downhill from there.
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* ArtisticLicensePhysics: The game states in the item descriptions that its plasma weapons have an output in the low milliwatt range. In other words, even the [=APCs=] twin-linked PlasmaCannon hits with the awe-inspiring destructive power of a lit candle. Given how useless this weapon is, this value might just be accurate. The plasma rifle available to level 10+ marines is far more powerful than that, though.

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* ArtisticLicensePhysics: The game states in the item descriptions that its plasma weapons have an output in the low milliwatt range. In other words, even the [=APCs=] twin-linked PlasmaCannon hits with about 0.1% of the awe-inspiring destructive power of a lit candle. Given how useless this weapon is, this value might just be accurate. The plasma rifle available to level 10+ marines is far more powerful than that, though.
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* ArtisticLicensePhysics: The game states in the item descriptions that its plasma weapons have an output in the low milliwatt range. In other words, even the [=APCs=] twin-linked PlasmaCannon hits with the awe-inspiring destructive power of a lit candle. Given how useless this weapon is, this value might just be accurate. The plasma rifle available to level 10+ marines is far more powerful than that, though.
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* AnArmAndALeg: Both your marines and the xenomorphs can be dismembered in combat. Xenomorphs usually lose a leg, which slows them down significantly but makes them no less deadly if they get into close combat. Marines can lose any of their limbs but can receive ArtificialLimbs as replacements in the medbay, provided you get them stabilized and evacuated quickly enough.


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* ArtificialLimbs: Marines that lost an arm or a leg in combat may return to active duty with a prosthetic replacement in place. Getting two of these on a single marine unlocks an achievement.
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* NoticeThis: In a more interactive example than is typical, players can make the squad sweep their flashlights around in player-directed orientations and anything interactable in line of sight that the flashlight catches will be highlighted.

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* NoticeThis: In a more interactive example than is typical, players can make the squad sweep their flashlights around in player-directed orientations and anything interactable in line of sight that the flashlight catches will be highlighted. The game's main collectible, the datapads, are also quite visible thanks to their brightly glowing screens.
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* WrongGenreSavvy: The Darwin Era cultists aren't completely stupid[=/=]insane in wanting to feed themselves to the xenomorphs. The rank-and-file grunts believe (wrongly) that the xenomorphs are transformed humans, and that they too can become "Ascended" by being selected by the xenos. The cult's leader, of course, knows that this is complete bullshit, but sees it as a useful way to control the cultists and obtain willing test subjects for his alien-hatching experiments.
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* AntiFrustrationFeatures: About 1/4th of the way through the game, the Otago is attacked by a swarm of Xenomorphs, preventing you from going on other missions and forcing you into a base defense mission. Immediately before this happens, you receive 4 new marine recruits, so if all your marines are wounded or in therapy[=/=]training, you'll still have 4 marines to do the mission with.


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* VocalDissonance: The Darwin Era Guardians are creepy cyborg-human-alien hybrids, and the one Guardian you speak with in a cutscene has an appropriately creepy voice, but in-game they use the same "space redneck" voice set as the normal Darwin Era cultists, which can be unintentionally humorous.

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* RaceAgainstTheClock: About halfway through the game [[spoiler: Weyland-Yutani will start a countdown to sterilizing Lethe with a nuclear bombardment. At that point you need to complete the main quest before the countdown reaches zero, or else the ''Otago'' will still be on the planet when the surface gets vaporized.]]

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* RaceAgainstTheClock: RaceAgainstTheClock:
** The planet's infestation level steadily increases the more time passes, increasing the difficulty of each location.
**
About halfway through the game [[spoiler: Weyland-Yutani will start a countdown to sterilizing Lethe with a nuclear bombardment. At that point you need to complete the main quest before the countdown reaches zero, or else the ''Otago'' will still be on the planet when the surface gets vaporized.]]
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* ScavengerWorld: Lethe wasn't ''always'' this, but since you're living out of a crashed ship, you need to spend as much time raiding the remains of the colony as you do scouting for enemies.
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* TacticalDoorUse: Enemies can normally go through doors, but your marines can weld them shut (or cut them open again). If you seal off an entire room with welded doors, your squad can take a break and regroup, lowering their stress levels.
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* AlienAutopsy: The xenos don't always leave remains behind, but the few remains that they do leave that are semi-intact can be collected by marines in the field to analyze back aboard the ship. The substances extracted from these "xeno samples" can be expended to activate buffs for the duration of a given deployment, such as a coating on the marines' armor that makes it more resistant to acid blood or a pheromonal spray that makes them harder for the aliens to detect.
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* BodyHorror: Aside from the usual [[FaceFullOfAlienWingWong Xenomorph]] [[ChestBurster lifecycle]], there's the Guardians, cultist who have been implanted with a device known as Embryostasis which replaced most of their torso, neck and mouth, and holds the Chestburster inside them on stasis, slowing its gestation process while allowing them to walk among the Aliens without being attacked by them. The end result makes the Guardian look at home in ''VideoGame/{{Scorn}}'' with how severely transformed they are to accommodate the embryo.

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* BodyHorror: Aside from the usual [[FaceFullOfAlienWingWong Xenomorph]] [[ChestBurster lifecycle]], there's the Guardians, cultist cultists who have been implanted with a device known as Embryostasis which replaced most of their torso, neck and mouth, and holds the Chestburster inside them on in stasis, slowing its gestation process while allowing them to walk among the Aliens without being attacked by them. The end result makes the Guardian look at home in ''VideoGame/{{Scorn}}'' with how severely transformed they are to accommodate the embryo.

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Mes A Crowd is for when the duplicates don't get along with eachother. If a character can duplicate themselves and don't argue, it's Self Duplication. My next few edits will be moving things over there.


* GiantMook: [[spoiler:{{Subverted|Trope}}. In the final level, there is an entire field of giant-sized alien eggs. [[MesACrowd One of the Marlos]] encourages the heroes to walk through the eggs to reach him, [[FalseReassurance reassuring them that they're perfectly safe since the eggs aren't meant for someone with their proportions]]. He then asks them to hurry, claiming the eggs are opening, when they're halfway through, [[{{Troll}} despite the eggs remaining firmly shut]].]]

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* GiantMook: [[spoiler:{{Subverted|Trope}}. In the final level, there is an entire field of giant-sized alien eggs. [[MesACrowd [[SelfDuplication One of the Marlos]] encourages the heroes to walk through the eggs to reach him, [[FalseReassurance reassuring them that they're perfectly safe since the eggs aren't meant for someone with their proportions]]. He then asks them to hurry, claiming the eggs are opening, when they're halfway through, [[{{Troll}} despite the eggs remaining firmly shut]].]]



* MesACrowd: The BigBad and leader of the cult, [[spoiler: Dr. Marlow, sick of Wey-Yu office politics, ultimately decided the only person he could trust was himself, and thus created a few dozen Synth clones of himself to serve as his assistants. At the end of the game, you learn the real Marlow [[DeadAllAlong died from chest-bursting long ago]], and his Synth copies have been continuing his work since then.]]


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* SelfDuplication: The BigBad and leader of the cult, [[spoiler: Dr. Marlow, sick of Wey-Yu office politics, ultimately decided the only person he could trust was himself, and thus created a few dozen Synth clones of himself to serve as his assistants. At the end of the game, you learn the real Marlow [[DeadAllAlong died from chest-bursting long ago]], and his Synth copies have been continuing his work since then.]]
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* AmbiguouslyHuman: [[spoiler: Director Pryce]] of all people. Hayes speculates that they may be actually synthetic as an explanation for their behavior throughout the game but it is never proven one way or the other.

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* AmbiguouslyHuman: AmbiguousRobots: [[spoiler: Director Pryce]] of all people. Hayes speculates that they may be actually synthetic as an explanation for their behavior throughout the game but it is never proven one way or the other.
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* BoringButPractical: As opposed to more flashy equipment and abilities, the placeable Motion Trackers simply keep you more informed of enemy movement, but they also have the ability to overheat themselves to draw attention and self-destruct. Since players have unlimited amounts to deploy if they wait for their CP to regenerate, they have essentially unlimited bait to draw enemies away or into trip mines or the APC’s cannons, and any kill by those means neither alerts the Hive nor raises the threat level.
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* BaitAndSwitch: [[spoiler:A portion of the final level requires your soldiers to run through a cluster of abnormally large eggs. But despite the setup and some {{troll}}ing by an android, you never have to face [[GiantMook giant facehuggers]], because [[CripplingOverspecialization they would be too big to infest a human]]]].

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* BaitAndSwitch: [[spoiler:A portion of the final level requires your soldiers marines to run through a cluster of abnormally large eggs. But despite the setup and some {{troll}}ing by an android, you never have to face [[GiantMook giant facehuggers]], because [[CripplingOverspecialization they would be too big to infest a human]]]].



* MoraleMechanic: Marines have a stress mechanic representing how badly the carnage and horror they witness is affecting them. Fight enemies, taking injuries, and watching comrades get injured/killed all causes this to rise, and if it hits one hundred percent, they'll start developing traumas that impair them in missions. Stress can be reduced by having soldiers rest (either between missions at the ''Otago'' or in Havens created by welding all doors to a room shut in-mission), while Trauma is managed by using the Psychiatric Care Unit in the ''Otago'''s medbay. Treatment for trauma takes days, encouraging you to manage stress carefully.

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* MoraleMechanic: Marines have a stress mechanic representing how badly the carnage and horror they witness is affecting them. Fight enemies, taking injuries, and watching comrades get injured/killed all causes this to rise, and if it hits one hundred percent, they'll start developing traumas that impair them in missions. Stress can be reduced by having soldiers marines rest (either between missions at the ''Otago'' or in Havens created by welding all doors to a room shut in-mission), while Trauma is managed by using the Psychiatric Care Unit in the ''Otago'''s medbay. Treatment for trauma takes days, encouraging you to manage stress carefully.
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* ReligiousAndMythologicalThemeNaming: To Greek mythology in particular.
** The moon Lethe is named after one of the rivers in the underworld, said to make those who drink from it forget.
** The Cerberus Protocol is named after the three-headed hound of Hades, who guards the gates to the underworld and makes sure none get out.
** Cassandra is named after a seer who had the ability to peer into the future, but she was cursed such that no one who heard her would listen to what she said.

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