Review

Aliens: Fireteam Elite -- Suicide Squad

  • First Released Aug 24, 2021
    released
  • PC
  • PS4
  • PS5
  • XBSX
  • XONE

Aliens: Fireteam Elite is a surprisingly deep third-person shooter with tight, enjoyable multiplayer action that has enough variety to tease multiple return visits.

In the first real skirmish in Aliens: Fireteam Elite, you encounter more of the series' iconic Xenomorphs than in all of the films combined. This third-person shooter trades the slow tension of escaping one extraterrestrial predator for the chaos of trying to survive waves of hundreds at a time, instilling a different type of dread that the franchise has rarely balanced successfully. While not without its issues, Aliens: Fireteam Elite is a strong step towards realizing the potential in that approach, with a surprisingly deep progression system, consistently entertaining firefights, and engrossing presentation that keeps the action gripping throughout.

Akin to squad-based shooters such as Left 4 Dead, Aliens: Fireteam Elite plays out over a series of acts which are part of larger chapters, and each one features new enemies and set pieces for your team of three colonial marines to tackle headfirst. The story leans heavily into iconography and tropes from classic Alien films, but its narrative is also influenced by modern entries such as Prometheus, directly referencing events from the divisive project. It doesn't add much to the overall lore of the series in its trajectory, nor does it potentially set up anything meaningful, but it is a nice touch for each chapter to feel like it has a significant place within the universe.

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The third-person action is the foundation on which everything is built, though, and it's a strong one at that. Aliens: Fireteam Elite pulls generously from the pool of weapons available to Colonial Marines, with the recognizable pulse rifle just being the tip of the iceberg in terms of enjoyable weaponry you'll be able to wield. There are notable inclusions in every tier of weapon type, with powerful flamethrowers and enemy-seeking smart guns being desirable heavy weapons and a burst-shot hand cannon or sawn-off shotgun being notable in the sidearm category.

Each weapon can be customized with three attachments, too, letting you enhance their effectiveness against stronger enemies while also imbuing them with unique abilities. One of my favorites would restore ammo straight into my magazine on successful precision kills, not only giving me some relief from the often-strict ammunition limits, but also letting me go on absolute rampages when my aim was on point. Attachments also contribute to your overall combat rating--a numerical value used to determine your offensive ability like those used in games such as Destiny--incentivizing you to routinely consult the merchant in the game's hub world and seek out hidden caches in each act to unlock more.

Aliens: Fireteam Elite features five classes for you to choose from (four initially, with the final one unlocking once you've finished the game once), each of whom has their own active and passive abilities as well as loadout options. The standard Gunner class, for example, has access to one rifle slot and one CQC slot, letting you take a pulse rifle and shotgun into battle. The Tactician, on the other hand, can only use a smaller sidearm and CQC weapon, but has access to a deployable turret and shock grenade that is extremely effective at crowd control.

Aliens: Fireteam Elite adds a variety of different Xenomorphs variants, such as the Burster-type that explodes when it gets close enough to your squad.
Aliens: Fireteam Elite adds a variety of different Xenomorphs variants, such as the Burster-type that explodes when it gets close enough to your squad.


You customize each class further using a perk system, with numerous modifiers unlocked as you level up its respective class. Unlike other conventional systems like this, Fireteam Elite seems to take inspiration from the inventory system from Resident Evil 4. You have a grid with a limited number of spaces where you can place new modifiers and perks, each of which has a distinct shape and size. Some modifiers need to be placed on particular sides of the grid in order to affect one of your active abilities, leading to further complexity when attempting to maximize the space you have effectively. It's a little strange at first, and compounded by the absence of a tutorial that breaks down some of the system's nuances. But once you've unlocked a reasonable amount of space, it is a crucial component of your overall progression, unlocking abilities and combinations that will be vital to success on higher difficulties.

The sheer number of perks available helps this too, letting you completely redefine how a particular class works in between runs. This becomes crucial with higher difficulties, where your class benefits from a perk loadout that suits the types of enemies you're going to face. For example, Xenomorphs are weakest against fire, which makes the Tactician's turret more effective when equipped with its short-range flamethrower variation. On the other hand, the slower-firing but higher calibre rounds of its other variation make it more effective against slower-moving synthetics, forcing you to think carefully about your loadout choices on every run. Each of the classes can be altered in similar ways, redefining their active abilities with appropriate pros and cons to give them more depth than their standard archetypes suggest initially. This makes spending time with each individual class rewarding as you start tinkering them to be both fun to play and effective as part of your team.

The ways in which your chosen weapons, selected classes, and equipped attachments affect gameplay is directly influenced by which enemies you're matched up with, and Aliens: Fireteam Elite has a deep pool of aliens and androids that it pulls from. Some are immediately familiar in terms of the archetypes they populate--the Prowler hides on ceilings and pins you down, while the Burster explodes into a puddle of acid blood when killed--but there are numerous others that all introduce new combat wrinkles to consider. The Drone (the same type of Xenomorph from both the original film and Alien: Isolation) emerges from vents and crawl spaces to do some quick damage before disappearing again, making it a consistent threat unless you manage to kill it before it retreats and gets ready for another surprise attack. Heavily-armored synthetics will force you to engage with cover mechanics and chest-high walls in a way that fast-rushing Xenomorphs don't, challenging you to break from your established muscle memory. Aliens: Fireteam Elite uses enemy sizes and skill sets to constantly keep you adapting to their respective threats, never letting you get comfortable by ensuring you can be attacked from the ceilings, small crawl spaces, or directly ahead in equal measure.

Aliens: Fireteam Elite features many deep cuts to films and novels from the Alien franchise, including references to the events in the 2012 film Prometheus.
Aliens: Fireteam Elite features many deep cuts to films and novels from the Alien franchise, including references to the events in the 2012 film Prometheus.

Also available for purchase are consumables that can be used once during any run, which include sentries with limited ammunition, an assortment of elemental mines, and useful recon drones that buff damage inflicted on enemies they mark. Perhaps one of the most useful consumables are challenge cards, which can be activated before a run to change up how it plays out. These can make things easier, like giving you double the health or more ammunition, but the most interesting ones are those that change the ruleset and increase the probability of failure in return for drastic money and experience boosts. Some memorable ones included a card that constantly introduced a Drone into the mix, meaning my team was always hunted by a strong and deadly foe at the worst possible times. Another turned all regular enemies into exploding variants, while another reduced regular damage by a third but tripled weak point damage. Each of these changes the way you approach a particular act and shakes up the gameplay in fun and tangible ways, making otherwise routine motions through a level feel fresh again.

This is particularly welcome in the face of the objectives in each level boiling down to the same structure, which does become stale rather quickly. Each stage is a linear path from one big ambush section to the next, peppering the route with some exciting engagements against pockets of enemies. But the indicators of your progression through a stage never really change; once you reach an area with an ammo box and some spare health packs you know you're about to dig in deep and defend your position for a bit, with each level usually containing two or three of these sections throughout. This further dilutes the Horde mode that is only unlocked once you've finished the story campaign, given that it's just a distillation of the same objective you've already been repeating to get there. There are sparse exceptions to this rule, especially the final climatic escape, which dials up the Alien horror as far as it goes in-game, but if you aren't playing around with challenge cards or plunging into harder difficulties, the level design of each stage doesn't do enough to keep things that exciting.

While it may lack in mission design, each act does deliver in terms of its outstanding visual presentation. Each takes place in a new area, which slowly evolves over time as you make your way through it. The game is steeped in familiar iconography and eye-catching details, from the grossly wet hallways of a Xenomorph hive to the dirty but opulent control rooms of an Engineer station. Lighting does a great job of highlighting the attention to authenticity in these areas, while also creating numerous pockets of darkness for threats to hide in, making tracking incoming Xenomorphs suitably tense. Weapons also stand out in terms of how they brighten up each scene with their deadly ordinance, with the searing flames of the flamethrower being a particularly good example of this. The blinding heat of the devastating weapon is a sight to behold, accompanied by the satisfying screeches of the enemies burning to a crisp in its wake. It's all so faithful to some of the franchise's most memorable film setpieces, grounding the action within the franchise even if its pace couldn't be further from it.

To spice up missions, you can select special challenge cards that adds interesting modifiers and bonuses, some of which make the Xenomorphs an even greater threat.
To spice up missions, you can select special challenge cards that adds interesting modifiers and bonuses, some of which make the Xenomorphs an even greater threat.


Playing alone sadly does a disservice to the entire experience, while also diminishing many of the strategic and dynamic elements of Fireteam Elite. With other players, you're consistently making calls and pinging dangerous enemies, while also composing your team carefully for the challenge ahead. Alone, you're just playing with two AI bots, who are competent at best when it comes to aiding you. They're generally good at reviving you should you go down or drawing some attention from the hordes of Xenomorphs, but they don't have the ability to intelligently synergize with your chosen class's abilities when it matters, which makes higher difficulties almost impossible. Aliens: Fireteam Elite acknowledges this when choosing anything above its regularly difficult, recommending player-controlled teammates over the bots, which severely limits replayability if you're wanting to go at it solo.

Despite what its reduced price might suggest, there's a lot here to keep you entertained for numerous hours, especially once you've managed your first run through all four acts and start tackling them again with higher difficulty settings in the pursuit of consistently better gear. There's so much satisfaction in customizing and managing a handful of classes with enough depth to transform them into the Colonial Marine you need at a given time, along with a plethora of great weapons to make the moment-to-moment action engaging from the first time you pull the trigger. What it lacks in dread it makes up for in pure white-knuckle action, making Aliens: Fireteam Elite a great place to engage with this iconic sci-fi franchise again.

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The Good

  • Varied roster of enemies complements an equally deep pool of weapons and abilities to keep combat engrossing
  • Challenge cards keep return visits to levels exciting by changing up the rules in deadly and engaging ways
  • Perk system lets you fully transform each of the five classes according to your play style and in tune with you team dynamics, offering lots of depth to each one
  • Impressive visual presentation with a variety of eye-catching effects and striking levels that represent the Alien franchise faithfully

The Bad

  • Level objectives are mostly all the same, with the pattern making itself evident very early on into the game
  • Your mileage playing solo is severely limited, with more challenging difficulties and many challenge cards being almost impossible with just bots

About the Author

Over the course of 10 hours, Alessandro blasted away thousands of aliens and androids alike with some friends. His best weapon was the friends he made along the way (and sometimes a flamethrower). Code was provided by the publisher for this review.
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Tyso83

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Man, haven't been to GS in years. Actually wondered why I went away then got an instant reminder in that the site, which looked unusually generic in 1999, hasn't changed a bit! Then looked at the list of recent reviews... WOW, you've even worse ideas regarding taste than IGN somehow.

This tickled me in a way that I don't want to be tickled, too often.

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Goldenageplayer

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@tyso83: Yeah... This place sucks largely. Corporate influence CLEARLY making the site show us things a certain way and review games a certain way. Not all of the time of course but you still see unfinished, online only, same game every year, micro transaction cod type titles always getting 8s or 9s from this site... Typical...

But also there are many salt right creepy men who crap on any game that they deem "woke" or whatever so the people that come here, also suck largely.

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StickEmUp

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Edited By StickEmUp

This game is a 5, for me. It’s super unpolished and pretty damn empty, as far as doing any exploring goes. The combat is ok. It just feels and looks like a late generation PS3 game. The lack of HDR is disappointing, since even some less polished games than this (Greedfall) have it. It’s more of a $30 game. At least they did 60fps on PS5.

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Goldenageplayer

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@stickemup: Aint it one of those free to play kind of games? Never expect much from that kind of thing... Also never expect a good alien game lololol. They tend to have a track record of bad and mediocre. NEVER GREAT

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Just1MoHr

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Edited By Just1MoHr

I have a lot to say about this game & rate it a 9/10 with all things considered & a personal 10/10 for me and I will tell you why.

All other games rescinded, the Aliens & Terminator FPS shooter franchise is what I most lone for & have been waiting what seems like an eternity for...so my opinions come from extreme fanboyism. Mind you that a lack of offline mode would have hugely affected my opinion & purchase of this game, but since we have offline mode I am ecstatic.

I want to pay respects & thank the hard work and dedication of the dev team. You did an amazing job on capturing the atmosphere, sound & feel of the Aliens lore. A SUPERB job on the Giger inspired environments & paid special homage & you GET IT! The alien diversity, synths, albino spiders add a great cast. The sound of the pulse rifle & aliens screeching in my Dolby Atmos headsets just absorbs me into the universe. Has anyone bothered to see the credits & see just how small the dev team is & with that considered you can come closer to realize just how AMAZING of a feat this really is? Sorry, but even MS with their seemingly unlimited budgets & resources couldn't have been able to produce this in such a short time.

I loved this, but I did not expect my friends to love it as much as they did. They bought it because of me & we have already completed the game and we had a genuinely great time & we will revisit the most difficult level next.

Now for the problems:

1-Hard to find online players many times, and they need to let players drop in & out in order to make this game more successful. HUGE mistake not to consider that....HUGE and this needs to change QUICK for the longer term success of the game. Sometimes the online play just disconnects until they hopefully fix the bugs.

2-Yes, I agree more consideration in gameplay difficulty needed to be considered in single player & local coop mode, lets say with just 2 people. Priority should have been more toward offline single player & local COOP & then multiplayer. Next time have a "taunt" system, where you taunt the xeno's & the more you taunt them the more difficult it gets & have users adjust the difficulty in real time & with experience. This would fix single player complaints & any online difficulty complaints all at once! More on this at the end.

3-Would have been nice to have some larger boss fights, or at least at the very end shooting at the queen & not just running away from her, but I get it with such a small team & cannot take that away from you. Hopefully in update DLC or a future AFE 2?

4-Need Ripley, Predator, Aliens, Terminator, Shwarzzy paid skins ...I will buy all! I will buy any DLC maps to support this. And games that I love I always buy multiple copies on different platforms too to support devs.

Future Aliens/Terminator/Predator FPS games need to make local offline & local coop a PRIORITY, as many are tired of the Anthem/Avengers/Outriders multiplayer problems already & they will not invest top dollar in such games and the game will fall quick! We don't go in the arcade to pump $60-$100 dollars in each machine, as I am not willing to do that in online only games either, as I can just play Fortnite, Apex, or the older COD or Battlefields & be content. You want to earn my hard earned money, you need to give me something for it that makes it feel worth it & not make me feel ripped off!

And why I give it 10/10, because I appreciate the current content & know that we may never get anything like this again for a long time & it will be the only game we have to play. I really hope others support this & we get more! It is overall an amazing & fun game.

If there are 10 versions of this game with different environments, I would buy all 10 of them each gen. Same goes true for Terminator games.

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DEVILTAZ35

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I don't understand why they even bothered with a solo campaign when it is so half ass.

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RSM-HQ

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Edited By RSM-HQ

After an hour of playing this with a friend I think it is an 8/10 only to the most diehard Alien fanboi.

It's a competent cooperative shooter, good music and sound effects, the weapons feel really good too.

It's also just very generic in structure, encounters, and is just too safe a game. It's a more bland Gears of War with an Aliens skin without the substance or set-pieces. Repeats itself so much I think is the biggest offender. And every mission I beat ends the exact same way, holding off a horde till a timer expires.

A mission can be done in 15 minutes and 12 missions total not including its Horde Mode. My friend played the whole game and confirmed it is more or less the same throughout.

For anyone unbias this game is a 6.5/10 tops! Good, deserving of no less. Still a solid multiplayer shooter I would play some more of. And suppose Alien fans will take what they can get, that score though seems a few ticks too high though.

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Goldenageplayer

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@RSM-HQ: So try it one day cheap for a lil while if you're bored I guess... Gotchya lol.

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HOMIESFORLIFE

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COD GO HARD OR GO HOME IN THE https://cpm.link/nLz3X

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jazzycmk

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Looking forward to this, especially at the reduced price. A little disappointing that single player experience might be lacking. If people give this a try but quickly jump ship, that could really damage replay value. Maybe developers will patch some tweaks into it over time.

Just recently played Alien : Isolation as it was a free Epic download. Certainly captured the mood and intensity of original Alien movie. The cramped quarters, the outdated looking tech, and even the way the vents opened and closed. Game could get frustrating at certain points, but definitely got me in an Alien mood.

Game over man.

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itchyflop

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Edited By itchyflop

IF an offline co op experience were to be added later, this wold only make this better than it is already , IF you like online MP games of this nature, then i think the devs have captured the "aliens" genre feel of the films etc nicely.

However the price could be steep or what you're ultimately getting, some ongoing free dlc could ease this.

it looks great short term, definitely a step in the right direction for future alien games (if any).

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HBM

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An 8? Really? Reviews here are getting worse...

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StickEmUp

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@HBM: Yeah. This game is a 5.

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Crazy_sahara

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UI system is gears tactics, game play stuck between a rock with no face.

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advocacy

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This game urgently needs quick play functionality and the ability to join a game in progress.

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Theguyskt

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Kinda meh so far to me. Alien isolation still the best Alien game

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StickEmUp

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@theguyskt: I own Isolation, but I’ve been too big of a bitch to actually play it more than a couple hours. Lol.

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Abdulrahman1981

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@theguyskt: Alien Isolation is a masterpiece

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Goldenageplayer

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@Abdulrahman1981: I saw the aliens tail go through just about everything in the game, other than that it's good lol.

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Byshop

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@Abdulrahman1981: A maddeningly frustrating masterpiece, but yes.

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SkyPunk

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This games of the L4D genre are great but the same problem still remains: you need to have a bunch of friends to play with, single player experience is horrendous.

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deactivated-64efdf49333c4

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@skypunk: L4D didn't have any RPG mechanics though, so it was pretty much multiplayer or nothing. You might get a kick out of just collecting gear in this game. I have more than enough fun in EDF without ever playing with anyone else.

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ZombieVirolina

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@skypunk: I’ve had no problems with PUGs via public matchmaking so far.

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camverge

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Has anyone heard how this performs on console? Every review I’ve seen has been done on PC.

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Just1MoHr

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@camverge: Runs great overall on XBsX, but from time to time it stutters when playing online with friends. Just a quick stutter & then back to normal & not continuous.

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deactivated-64a3ced8b46b8

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@camverge: Runs great on PS5.

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camverge

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@thecupidstunts: Nice! Might look into grabbing this then.

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ZombieVirolina

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@camverge:

I have the PS5 version. Haven't really noticed anything that pulls you out of the experience like slowdown or server issues, so really nothing bad to say.

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camverge

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@ZombieVirolina: awesome, I appreciate the info.

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Pyrosa

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So much like all the games in this genre since L4D, this assumes you have a squad.

Good! I do. Two, in fact.

I tried to play some of these games SP, and it's just... off. L4D2 and Vermintide spring to mind.

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el_swanno

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@Pyrosa:

Did you try the Back 4 Blood beta?

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jhcho2

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So.....the Colonial Marines we've been waiting for?

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Byshop

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@jhcho2: I'd say no. It's L4D with an Aliens coat of paint.

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santinegrete

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@jhcho2: close. But good enoug.

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ironhorse89

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@jhcho2: From all accounts pretty much so. Hopefully positive word of mouth spreads and more people pick this up who were unfortunately burned by A:CM years back and realize that this is what A:CM should have been instead.

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ZombieVirolina

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Edited By ZombieVirolina

The game does what it sets out to do and doesn't try to push the envelope. It's a fun game, but it's a safe game. Games that get 9s or 10s aren't safe.

I do think it's novel that the game assumes you are a shooter enthusiast as it drops you right in with no tutorial and for the most part, it assumes correctly.

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