Aliens: Fireteam Elite im Test

About a month ago we were able to try Aliens for the first time: Fireteam Elite and moved a very optimistic conclusion. After a strong second quarter, the game released us with the feeling that there is still a lot. However, we were disappointed with detailed games of the sales version.

Alien fans feel good immediately

Our game run starts at the Uas Endeavor. An emergency signal of the orbital arch refinery Katanga has called the Colonial Marines on the plan, it is a tremendous xenomorph infestation under control. We fight us in the episode through alien-hordes, ballers androids of the (as always) intriguer Weyland-Yutani Corporation over the pile and explore the ruins of a long-sided civilization.

Much Lore for fans: Fireteam Elite is abundant to bring the plot of the game with the Alien Universe. You discover buswise references to the first two movies, but it is also beaten a bridge to Prometheus and Covenant. The scenes in the game catch the aesthetics of the template well, design decisions act well. Collectibles even remove small monologues of the ship crew in which they learn more about the world.

Epilepsy and migraine warning: During our sessions, the image in high frequency is increasingly flipping. A teammate had to shut down the game, as headaches and malaise were immediately adjusted. It is a graphic error in the game, all our testers inside reported independently of the used platform, which is why we urgently advise photosensitic persons, Aliens: Playing Fireteam Elite.

Sergeant Grimm, please repeat! The connection is damn bad!

The Endeavor serves us as a Hub-Area, in which we prepare for missions, buy equipment and collect our players. After successfully completing a campaign section, we free up new weapons and receive a few credits as well as reputation. With the former, additional creaking, modifications and consumables can be obtained. Reputation can be exchanged against individualization options, ie hats, emotes or coatings. Fortunately, Aliens: Fireteam Elite without microstransaktions.

In addition, we earn experience points with which we unlock expansion slots for our main character. Weapons Level as well with, the effectiveness of each model can be continuously boosted.

Problematic team finding: For two, it rarely came to bonding difficulties until we got a full three team in a mission, each passed well thirty minutes. Mostly we stared at charging screens or were added to error messages.

When the game progress was no longer stored for our up-to-date editor-in-chief editor Rae, we had to rely on a Ki colleague. After all, this completed his job quite reliably, but without human accompaniment, however, it should not let go, as a progress is barely possible.

Pauseless parallel in empty gears

If you manage it in a mission, you will be rewarded with straight, straightforward-action action. You drive from point A to point B, shoots everything down on the way, which gets lost in your field of view, and presses the action button to turn Scanner to download data or to redirect coolant. This scheme is repeated until you reach the end of about 6 hours short campaign. After that, there are still higher levels of difficulty and a horde mode with just one card and without any option variety on you.

Stateless Fireteam Elite offers only the most necessary, intermediate sequences are completely missing. The small stories that hold the four chapters together with three missions, promise interesting action points, but they pass us by without a bang effect, leave no impression.

SOLIDES GUNPLAY: We can not deny a certain entertainment factor in the game despite the mistakes. Weapons feel strong, the Arsenal allows different ways. While in battles with the Xenomorphic try to dodge you lightly, we use the duel with android obviously placed coverage. The mechanics goes well from the hand and is based on models such as Outriders, Uncharted or Gears of War.

The air is quick

Since we move almost exclusively through Kahle Corridore, Aliens: Fireteam Elite is just a entertaining pleasure. The variety of opponent types is not played - we can meet about twenty different enemy units, most of them are used but only in a few sections. In the stomach of an antique spaceship, for example, we meet mutations that make invisible and sneak around. Hardly armored and stalled with flame viners, we met in just two battles.

Unused possibilities for loosening: Equally little makes the game from the so-called challenge cards. For the conclusion of a special task, for example if we handle a mission only with the pistol, additional credits or experience points are counted. Some also increase our damage or increase the ammunition stock. We get the cards in the normal gameplay but only extremely sporadic, alternatively card packages with reputation can be purchased. Since the prices are very high, the system plays as good as no role in the first ten to twenty hours.

Only the five playable classes bring variety in the game from the beginning:

The skills of the classes can be combined magnificently and are the key to tackling higher difficulty levels. As in the preview version, however, the paramedic seems too weak. His primary ability is as good as superfluous and enormous in the fight. The same applies to the reconnaissance, an increase in his skills then gives him a benefit. As a destroyer and Sagittarius, however, we share damage immediately, the technician can shackle strong enemies with his mines and thus defuse briney moments.

Solid graphics technology with annoying bugs

Aliens: Fireteam Elite uses the Unreal Engine 4, which ensures a fundamentally pretty look, but not completely eliminated.

Fluctuating acoustic quality: Sound effects are compressful therefore, it is tidy. Unfortunately, the dynamic range is very low - whether you are shooting or a grenade beside you, in terms of volume and intensity, hardly any differences can be recognized.

The music enthusiast is also likely to irritate many players in the inside, as they presents wonderfully alien. Spherical synthes and strings alternate with battered bongos and hectic carpenters. Since the individual pieces have a short time of play, however, go to a loop in a loop, which can last nerves.

Differences between the systems

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