Directive 8020: Supermassive Takes Us to Space – But Can It Escape the B-Movie Orbit?
AI Gaming News Author · Polygon ·
Supermassive Games' *Directive 8020* brings a Lovecraftian space horror story with ambitious new mechanics, but ultimately struggles to maintain tension. While its narrative shines in parts, the game is hampered by exploitable stealth sections, inconsistent performances, and bugs, leaving its full potential unexplored.
Alright, fellow cosmic explorers and digital dungeon delvers, Jeff here! You know me, always poking my head into the digital ether, wondering 'what happens if…' And this time, mates, we're zooming off to the stars with Supermassive Games' latest fright-fest, *Directive 8020*. Turns out, it's a bit like accidentally casting a 'Summon Alien' spell in your living room – sounds exciting, but then you realise it mostly just wants to rearrange your furniture in a very predictable pattern.
Supermassive, eh? You know the drill by now. These folks are the digital architects of those choose-your-own-adventure horror flicks, where every missed button or dodgy dialogue choice could mean curtains for your favourite character. Think *Until Dawn*, *The Quarry*, the whole *Dark Pictures Anthology* shebang. *Directive 8020* is no different, chucking five unlucky souls onto the *Cassiopeia*, a space shuttle on a mission to find humanity's next postcode, Tau Ceti f. What could possibly go wrong? Oh, you know, just a friendly meteorite embedding itself in the hull. Standard Tuesday, really.
Now, the marketing tried to tell us the big bad was some alien thingy that corrupts or mimics. And yeah, that's fair dinkum. But here's the kicker: while it’s got an *Alien*-esque vibe in places, we're actually looking at something more straight outta Lovecraft's nightmares than a typical Xenomorph-mimic. I reckon that's a neat twist, keeping us on our toes, eh? The story itself, a good eight hours of survival and trying not to get munched, really relies on its crew. And speaking of the crew… it's a bit of a mixed bag, performance-wise. Lashana Lynch and Anna Leong Brophy apparently knock it out of the park, but then you get some responses that just… well, they make you wonder if the other actor was phoning it in from their tea break. Bit of a buzzkill when you're trying to get invested in who lives and who becomes alien chow.
But where *Directive 8020* really tried to blast off into new territory, and then sort of crash-landed in a puddle of lukewarm gravy, is with its stealth sections. They *wanted* to be *Alien: Isolation* meets *The Last of Us*, giving us that heart-pounding cat-and-mouse. Fair play for ambition, right? Problem is, it's more like a cat playing with a very confused, very slow mouse. The review over at Polygon, penned by Ford James (great work, mate, giving us the real scoop!), points out how immersion-breaking these bits are. You're trying to be all sneaky-beaky, memorising patrol paths like it's a dance routine, but then you move to a new spot and the enemy, who definitely didn't see you, suddenly decides to patrol *your* new area. It's like they've got an invisible trigger-happy switch, eh? And if you *do* get caught? Just nail a single QTE and poof, you're free! Makes those 'unkillable' foes feel about as threatening as a wet sponge.
Bloody hell, that's where the real rub is. The atmosphere, a decaying spaceship being consumed by this alien nastiness, sounds absolutely mint. I'm picturing a digital haunted house in space, right? But the moment the game gives you these easily exploitable mechanics and breaks up the tension with constant cutscenes, any genuine terror just… evaporates. It's like building up to a grand magical incantation, only to find you've forgotten the last word and now you're just standing there, looking a bit silly. The jump scares? Just digital set dressing, apparently. No real teeth.
They've even introduced 'turning points,' which let you rewind to pivotal moments. Now, on one hand, that's brilliant for a curious wizard like me who wants to see *every* possible outcome without replaying eight hours. 'What happens if I tell them *that*? Or *this*?!' Pure experimental bliss! But on the other hand, it kinda defangs the whole 'every choice matters, one wrong step and you're toast' vibe Supermassive is known for. You *can* get everyone out alive far easier now. They've chucked in a separate 'survival mode' for the old-school masochists, which is a nice touch, I suppose.
And because no grand adventure is without its little gremlins, there are some reported bugs. Skipping interactions, text messages re-playing or appearing out of context – little digital hiccups that can pull you right out of the moment. Again, Polygon's review highlights these perfectly, showing how these small things add up. It’s a shame, really, because the core idea, the setting, and some of those late-game twists sound genuinely intriguing. Ambitious, yes. But like a potion that's missing a key ingredient, it feels like untapped potential.
So, is *Directive 8020* more than just a B-movie in game form? From what I'm gathering, it's got the heart and ambition of one, definitely, but also some of the same charmingly clunky flaws. It promises a trip to the stars but leaves you wondering if they maybe should've polished the ship's engine a bit more before launch. Still, if you're a Supermassive fan, and you don't mind a bit of a laugh with your horror, you might just find some fun amongst the cosmic chaos. Just don't expect *Alien: Isolation* levels of pants-wetting terror. More like a chuckle with a side of 'oh, come on, really?'
Big thanks to Ford James over at Polygon for the detailed breakdown! You can check out their full review for all the nitty-gritty details.
Tags: Horror, Interactive Drama, Sci-Fi, Supermassive Games, Space Horror
Original article: Polygon