Blog:Aliens: Fireteam LITE

( Updated as of 30/08/2021 )

Contact e-mail : freighttrain@email.com

I had originally made a blog post on what ideas would have been good for this game, though this was back when they said that Aliens: Fireteam Elite was going to be more in-depth like Destiny, anyway I am not impressed with what they've turned out, I would recommend instead playing the Payback Time mod for Aliens Versus Predator 2 (2001) with your friends, rather than paying $55 for this piece of half-finished eye candy.

=Good features=
 * All the little tidbits of Alien franchise lore are nice, with the exception of those from Prometheus (fai)lore.
 * The new weapons are a welcome addition to the arsenal.
 * The graphics are good and aesthetics are nice.
 * The sounds and voice acting are nice.
 * The firing-from-cover system is good, though only really useful against enemy combat synthetics.
 * Accuracy when firing from the hip wothout a reticle is easy to develop intuitive skill with.
 * The Xenomorphs look right and move about closely enough to how they should.

=Problems=

Fundamental franchise elements

 * The 'pulse rifle' (M41A2) has no grenade launcher !?
 * The 'pulse rifle' (M41A2) only has a 60 round magazine capacity !?
 * There was plenty of cutting through door security bolts with the hand welder, but no sealing of doors with it, this would be because you only ever need hold an objective or move toward another one, rather than trying to escape something.
 * Ovomorphs and Facehuggers are not encountered until part way through the first mission of for the fourth and final part of the campaign (Katanga orbital refinery), this is strange as the first part of the campaign also takes place on Katanga station.

Loadout

 * The Gunner class if they choose should have the option of carrying a handgun instead of a CQW as their backup weapon.
 * The Demolisher class should carry a handgun and not a rifle as their backup weapon.
 * It should be four person fireteams, and the integer series combat synthetics should have customisable loadouts when hosting private matchmaking.
 * The motion tracker should be a feature exclusive to the Gunner class, which is help up to look at with a key press rather than as a passive minimap.
 * I never felt the need to look at the motion tracker, it might have something to do with the display being to small.
 * There should be a limit of one mini sentry gun consumable per fireteam member (the Technician class may not use that consumable as they already carry a mini sentry gun with their 'Sentry Turret' ability).
 * The Technician and Doc classes having both a slot for a handgun weapon while still carrying a sidearm is a bit weird, soldiers usually don't bother to carry a pistol at all.

Class features

 * Gunner:
 * Abilities
 * The 'Overclock' ability should not increase fire rate, it should just increase reload speed, stability/handling and movement speed.
 * Demolisher:
 * Abilities
 * The 'Micro Rockets' ability which launches mini rockets from a retractable shoulder-mounted launcher is interesting, but seems much more like something that one would find on Exosuit an or Berserker cyborg.
 * The 'Blastwave' ability where a special grenade is thrown at your feet which knocks back enemies surrounding you in a circular wavefront, doesn't really make ane sense, it seems like it should trip up the player as well, since it detonates at a point and not at the outer edges of the players feet.
 * Doc:
 * Abilities
 * The 'Trauma Station' makes no sense, how could a device actively heal people in a radius with that level of technology, this should instead have been a cooldown ability to very heal oneself or team members, like a medpack but only half the healing effect.
 * The Combat Stims are a good idea, but for realism obviously should have no effect on combat synthetic fireteam members.
 * Technician:
 * Abilities
 * The passive ability 'Cross Platform-Synergy' doesn't make any sense, as it somehow allows the Technician to passively repair damage to his mini sentry gun, just by being near it.
 * Recon: ?

Weapons

 * The 'pulse rifle' (M41A2) has no grenade launcher !?
 * The 'pulse rifle' (M41A2) only has a 60 round magazine capacity !?
 * As far as I can tell the difference between the weapon stats of stability and handling is not explained.
 * Reloading a weapon that has at least one round remaining should not top up the magazine, it should just switch through the magazines available with their current ammunition levels as they are, with reload selection priority to magazines with more rounds remaining.
 * Weapons should be able to fire through wire mesh screens.
 * Muzzle brakes should not be shared between rifles and shotguns.
 * Weapon attachments/modifications and class perks often do things that they realistically wouldn't be able to, such as a barrel or muzzle customisation increasing fire rate, or a class perk increasing magazine capacity.
 * The damage balancing is almost all wrong, the grenade launcher should kill or maim any Xenomorph (with the exception of Crushers, Praetorians and Queens) in one hit, even if it just lands near them, though technically this probably has more to do with Xenomorph toughness than weapon damage.
 * The mêlée attack where you strike an enemy with the but of your gun, should be a bit quicker and more forceful, it should also not damage Xenomorphs or combat synthetics, only stagger them.

General

 * It feels more like a game developed for mobile platforms.
 * Should have the option for first-person perspective, third-person perspective in shooters is only necessary when mêlée combat plays a significant role, only being able to hit an enemy with the butt of your gun does not qualify for forced third-person perspective, and even in shooters where mêlée combat plays a significant role, there should still be an option for first-person perspective, where the perspective is instantaneously switched to third-person when the mmêlée attack button is pressed.
 * Needs a pause function for both the public and private matchmaking when the other two fireteam members are synthetics.
 * Needs an option to turn friendly fire on for a more realistic experience, this would be a seperate option from the friendly fire damage scaling from Standard to Insane difficulty.
 * The easy difficulty (Casual) is more like Standard difficulty with assists, as later missions can still be quite difficult at points, at least when playing with two combat synthetic fireteam members.
 * Gameplay really only has two modes, 'sit and shit' and 'run and gun'.
 * Needs drivable APCs as they are something that has waited too long to be included in an Aliens game.

Mobility

 * Needs a sprint function that uses stamina like the rolls do.
 * Needs a crouch function that allows for greater accuracy and recoil stability, this would be in addition to the reactive-height cover function.
 * There are many obstacles blocking hallways etc. as well as and ledges that can easily be climbed over or used as steps, this limits mobility and can make a marine an easy target for agile Xenomorphs.

Superficial

 * When crouching behind cover, moving to face different directions will change the player's marine's grip from right-handed to left-handed when holding their weapon.
 * Consumables should be shown carried on the person of the fireteam member.

Non-gameplay

 * Long loading times.
 * Needs a database on Xenomorph varieties with descriptions, capabilities and weaknesses.
 * Aliens: Fireteam Elite is not a F2P game, the campaign should not need to be completed in order to unlock horde mode.
 * That they would censor printed words such as 'shit' with 'mierda' or 'bosta' is just weak, though in-game the player will sometimes say 'fuck', so maybe they are just don't want to show swear words in print.

Story

 * There are over 700 marines on-board the UAS Endeavour yet only a team of three marines is ever sent out, this is ridiculous as in Aliens they sent many times that amount in when they didn't even know if there was a threat or not.
 * The sheer amount of Xenomorph enemies makes no sense, the only Queen is on the Katanga orbital refinery, so there should not be such a huge amount of Xenomorphs on the surface of LV-895, and even though the Queen in the orbital refinery can lay Ovomorphs to impregnate hosts with more Xenomorphs, only very few are human-spawned Xenomorphs (Drones and Warriors), with the vast majority of them being Runners, which are spawned from quadrupeds, so they would have had to have transferred hundreds or even thousands of animals from LV-895 to be impregnated, as I don't think rats are large enough to be facehugged and impregnated, or that there were even any rats on the Katanga orbital refinery at all.
 * Aliens: Fireteam Elite Should have just ignored Prometheus (fai)lore altogether, also the story feels like a rehash of Aliens vs. Predator (2010) with the focus on ancient alien ruins, as well as Aliens: Colonial Marines (2013) with the missions in the deeper alien installation and spacecraft, they should have just made it about corporate intrigue and Xenomorph experiments.
 * The fourth and final campaign section is basically a combination of the endings of both Alien and its first sequel Aliens, though the problem is that it doesn't make any sense, since if the Condor dropship allegedly has enough firepower to waste a town, then the Tientsin-class Endeavor which is three times as large as a Conestoga-class, should have had more than enough firepower to destroy the orbital refinery, without having to send a team of three (...) marines to board it and set the reactor to detonate.

Characters

 * They should have just used a Bishop model as the battalion synthetic instead of Esther.
 * It seems that the developers were pandering to contemporary North American 'social sensitivities' when they made Aliens: Fireteam Elite, there is literally only one white male NPC that can be interacted with inside the UAS Endeavor; the scientist guy who needed to be rescued like a damsel in distress (and who spends the rest of the game literally breathless, gasping and gushing over the radio at how big, dark and deep the strange alien junk is, then really piped up when they found the alien ship, requesting they do not destroy it, for 'science' (read 'experimentation')...); all the other NPCs are either women, non-white ethnicities or cripples (or all three), the Colonel is a woman, the 1st Lieutenant is an African American, the 2nd Lieutenant dropship pilot is a woman and a crazy Asian (probably Chinese) whose manner makes Vasquez sound like Hyacinth Bouquet (oh and she also has a prosthetic limb for extra social sympathy points), the Staff Sergeant who talks to you in-mission over the radio is a woman, the other Staff Sergeant quartermaster guy is Korean, the nosy CMISRS Corporal guy is a Negro and the android (gynoid) is a woman.

Xenomorphs

 * With the gameplay as bland as it is, they could have at least made Xenomorphs a playable faction.
 * Xenomorph blood is nowhere near as lethal as it should be, the fireteam members should be dead many times over with how much of it they are exposed to from shooting Xenomorphs up close.
 * When a Xenomorph has a marine pinned to the ground it should be impossible to push it off, close combat is where they excell and at that range it should be near instant death for the marine, and when a teammate shoots the Xenomorph to get them off of the other guy, the Xenomorph blood spray should just kill them anyway.
 * Xenomorphs should be able to pounce.
 * Xenomorphs will sometimes enter an area through doors that automatically open to them but do not open for the player, this makes no sense and the Xenomorphs should instead just use other access points.
 * Xenomorph caste toughness scaling is one of the biggest problems with gameplay and difficuly settings, all they did was make Runners cannon fodder and buffed everything else far more than necessary, this is just lazy oversimplification and is not how Xenomorphs work, to begin with they should just increase the number of the advanced castes spawned while making them less resilient.
 * Bursters are too tough.
 * Spitters are too tough.
 * Drones are much too tough.
 * Warriors are far too tough, they should have just made them less resilient but greater in number by at factor of at least three, as they are about as tough as a Praetorian should be.
 * Spitters should fire a hitscan spray of acid at short-range to short-medium range, rather than a gob at medium ranges.
 * Spitters should also just have a standard banana-shaped cranium, rather than the pointy Deacon-like one.
 * The Bursters and Spitters should not have luminescent features, as this is counterintuitive to stealth.
 * Xenomorph blood puddles are too green like Yautja blood, instead of the dirty yellow colour they should be.

Pathogen mutants (Prometheus bullshit)

 * Mutant kamikaze-crickets do not make any sense, I don't see where in nature a creature will charge at you and self-detonate like that.
 * The human mutants are just hordes of clichéd zombie-type enemies.

=Terminology revision=
 * When changing appearance, 'Archetype' and 'Feminine'/'Masculine' should instead be 'Gender' and 'Male'/'Female', again this just reeks of contemporary North American 'social sensitivites' toward combo-genders.
 * 'Horde mode' sounds too much like barbarians or orcs, it should instead be called 'swarm mode'.
 * The mini sentry gun consumable and the one used by the Technician class with their 'Sentry Turret' ability, should be distinguised from full-sized sentry guns by naming them 'mini sentry guns'.
 * Class names:
 * Gunner --> Rifleman
 * Demolisher --> Automatic Rifleman/Grenadier
 * Doc --> Medic
 * Technician --> Combat Engineer
 * Recon --> ?

=Observations=
 * The nose and canopy of the dropship in the hangar bay look like that of the Tiger from Star Conflict.
 * Male face option 3 looks like Harrison Ford.
 * The battalion synthetic Esther looks like that Elizabeth woman from the BioShock franchise.
 * Colonel Shipp looks almost exactly like Miley Cyrus.