![]() There are four difficulty modes in Extraction and certainly the challenge gets amped up at every level, but in a very crude sort of way – more enemies doing more damage. ![]() You can absolutely clown enemies with these grenades as the explosion sends them sprawling following up with a quick series of headshots as they lay stunned makes for easy work. Aliens: Fireteam does this well enough with a solid upgrade system and weapon unlocks to tackle higher difficulties. Roughly following the same structure as Left 4 Dead (or Back 4 Blood) it put operators on a roller coaster ride of highs and lows, giving them sets of objectives – rescue someone, plant a bomb, defend a building – and it worked so well you don’t mind playing the same scenarios over and over again. This is a real head-scratcher because Outbreak was great by comparison. It could all have been translated, quite easily, but for whatever reason it wasn’t. There’s never the tension of breaching a door, rappelling down a wall, or surviving an intense gunfight. You can see so much of Siege here, but you can’t feel it. Heck, you can even board up windows and barricade doors (though you will literally never need to). The engine, assets, artwork, weapons, gadgets, all that stuff is there. Which is a shame because this really could have been something more than an asset-flipped game – the tragedy of Extraction is that almost no thought went into the execution.Įxtraction’s problems are all about gameplay. While it borrows some of the elements that have made Siege iconic, it doesn’t go nearly far enough. What could have been a refreshing take on the zombie genre – basically a SWAT team versus the undead – mostly falls flat.
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