Aliens: Fireteam Elite

Aliens: Fireteam Elite is a cooperative third-person survival game set in the iconic Alien Universe. Battle through hordes of different types of Xenomorph, customize your character and gear, and level-up as you try to contain this ever-growing threat.

Aliens: Fireteam Elite is a co-op, shooter and aliens game developed by Cold Iron Studios and published by Cold Iron Studios and Focus Entertainment.
Released on August 23rd 2021 is available only on Windows in 12 languages: English, French, Italian, German, Portuguese - Brazil, Russian, Czech, Polish, Simplified Chinese, Traditional Chinese, Spanish - Latin America and Korean.

It has received 23,437 reviews of which 18,705 were positive and 4,732 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 7.49€ on Steam and has a 75% discount.


The Steam community has classified Aliens: Fireteam Elite into these genres:

Media & Screenshots

Get an in-depth look at Aliens: Fireteam Elite through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: AMD Athlon X4 950 / Intel i5-2500K
  • Memory: 8 GB RAM
  • Graphics: AMD R9 285 4GB / Nvidia GTX 760 4GB
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 30 GB available space
  • Sound Card: Integrated or dedicated Direct X 11 compatible soundcard
  • Additional Notes: Minimum graphics settings, 1920x1080 screen resolution, 30FPS average

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
Personally, I love this game, but I am an enormous fan of the Aliens IP. Unfortunately, like most other games set in the Aliens universe, this title fails to deliver an experience that could stand on its own without the heavy lifting the brand does to elevate it. There are a lot of good ideas here, but ultimately the game feels like it was conceived as a live-service model co-op horde survival game similar to the likes of Fatshark's Vermintide 2, but whoever was backing it got cold feet and decided they didn't have enough faith in the product to allocate the kind of time and money needed to maintain a game like that. The moment I started this game, the first thing I noticed is the kind of awkward, boxy movement that's very common in a lot of low-budget or indie games. Maybe not everyone will notice this, but for those of us who know exactly what I'm talking about, once you've made this observation it's usually pretty easy to tell what kind of game you're about to be playing. Animations are passable but nothing special, shooting is decent and satisfying, but dear God the movement and camera are just downright awful. Whoever decided that a game set mostly in claustrophobic space station corridors should use an over-the-shoulder player camera needs to go back to game design basics. Not only is it already inconvenient to constantly have the camera zooming in and out on the back of your head as you turn around in these spaces, but where a lot of third person shooters would hide the character model if it would obstruct the player's view, this game does not. There's a dodge system with an associated stamina bar that seems to have invincibility frames, but it's incredibly unreliable. Sometimes it feels like there's no way you should have dodged an attack and the enemy will fly past you, and other times you'll be mid-dodge and just snap into the enemy's grip and have to suffer through the QTE (yes, QTE) "break hold" mechanic that seems to only exist to make you feel like you have something to do while you're unable to do anything else but wait for your AI allies or other players to shoot the enemy off of you. There's an awful lot of moments in this game where an enemy attack seems to just be predeterminately successful, and if you take the steps to avoid it, the game is just like "nah" and the enemy will teleport straight through a barrier or wall to you because it already made up it's mind that you were going down in that moment. There are 7 classes in the game: Gunner, Demolisher, Technician, Doc, Phalanx, Lancer, and Recon. Recon is only available after completing all of the base campaign missions, but it's really not clear to me why, since it's not any stronger than any of the other classes in the game, nor would using it have made the campaign missions any easier. All of these classes are fun and distinct enough from one another to warrant each's existence, and leveling up and crafting a build for each is easily the game's biggest strength. Each class has a unique set of abilities (two active and one passive), aside from which there is a sort of "skill tree" that functions sort of like a Tetris puzzle, where there are a set amount of slots with different modifiers that take up a certain number of slots, and it's up to you to customize and fit them together to get the most out of your class. Each class has it's own unique modifiers, but there are universal and shared modifiers, so you can mix and match a lot of different specializations from different classes to really make each your own. There are plenty of weapons in the game to choose from, and like with classes, they are (for the most part), distinct enough from one another to keep things fresh when you decide you want to switch things up. Like any game, there are obvious standouts, and there are obvious "do not use" options. Unfortunately, the classic Pulse Rifle we all know and love is one of the standard issue weapons, and as such isn't really the best option in a lot of cases, but you can make it work with the right attachments and class build. For whatever reason the developers of this game decided to remove the underbarrel launcher from the Pulse Rifle and put it in as a separate weapon in the handguns category, stating in the description that apparently the underbarrel application was "problematic" in the game-universe without elaborating on how. Fortunately, the Smartgun is pretty much best-in-class for heavy weapons despite being standard issue. There are 12 campaign missions (15 counting DLC), each of which takes about 15 minutes to complete. The missions are split into chapters, 4 of which being the base game, and the fifth being the DLC. Beyond that, there are 5 holdout style wave-based maps seemingly intended to be the endgame grind content since they are not playable until all campaign missions have been completed. Nearly half of the base game campaign missions have a heavy focus on non-xenomorph enemies, and this is where it becomes painfully obvious how mediocre the core of this game really is. The sixth campaign mission is nearly all cover-based shooting against bullet-spongy humanoid synthetics firing hitscan weapons at the player, and it was almost the point at which I gave up on the game altogether. The entire third chapter of the game focuses on creatures formed from the pathogen contained aboard an Engineer ship. 90% of these missions involve standing in one spot unable to progress while an excessive number of headcrab-like skittering critters that die in 1-2 shots run toward you while you wait for a door to open or something. The rest of the enemies in these levels are just humanoid zombies with a small health pool that run in a straight line at you and test your patience while you wonder why the Aliens game you bought is making you play a bad version of Left 4 Dead for a quarter of its runtime. AI is just terrible on both ends. Your AI companions while playing solo will constantly shoot you in the ass, causing you to stumble and throw off your aim, go down in the most ridiculous ways, or lag behind causing you to be unable to advance until you run back and remind them of your existence so they resume following you and you can continue the mission. Xenomorphs and other melee-based enemy types sometimes become stuck in corners, leading to moments where nothing is happening because the game wants you to kill all enemies before the objective advances, and you have to run around looking for the last enemy. Synth enemies run around in circles, hop in and out of cover, and throw themselves into explosions like their entire AI routine is simply to perform random actions and hope they kind of resemble sentience. I could say it's at least not as bad as Colonial Marines, but it's been a decade and comparing anything to that dumpster fire is really just pointless since anything looks like a masterpiece held to those standards. One of the more appealing aspects of this game is the challenge card system, which I'm sure is not at all unique to this game, but works well enough with everything else going on to mix everything up enough to keep the replay value at an adequate level. I have no idea what challenge cards were like when the game launched, but as of writing this, they are available for free from the Armory, so you can just grab as many as you like and apply them at your leisure. Some give you benefits like double ammo, more damage, or weaken powerful enemies and grant no bonus, while others add obstacles such as the inability to fire while moving, disabling radar, or making your guns jam in exchange for a boost to your postgame rewards. While playing solo, you can only apply one challenge card, but with all three slots filled each player can throw their own challenge to the mix which can really do a lot for making things feel different. No conclusion because of the character limit. Buy at your discretion.
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Sept. 2024
This game is dead! It deserves a positive review for what it was, but if you don't have two friends who want to play it at the same time, don't buy it. Gameplay: The gameplay is very good, and the Alien universe is well respected and staged. The gunfighting is very good, with weapons emblematic of the first Aliens movies, and in some areas of the map, the massive shootout is very pleasant, with aliens coming in droves and sending some heavy blows. The story is basic, easy but realistic, and true to the movies. Today, this game is dead because there aren't players left "exept sometime in the weekend." The AIs are totally useless. The devs were warned that the game would be pitiful with AIs, but they would rather let the game die than offer a game that could be played solo. Graphic design: The game is beautiful, the Alien universe is respected, but the maps are very repetitive. Playtime: Today this game offers no more playtime because there are no more players on the game. I repeat, make sure you have two friends to play with before you buy. Price: Much too expensive for a co-op-only game. This game had great potential, but the devs opted to let it die rather than exploit its potential. If you like Sci-Fi games, come and discover what's available on steam. https://store.steampowered.com/curator/45217343-SeniGamingSciFi/
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Sept. 2024
I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid flamer it stops a xenomorph in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha xenoid scum sucking runners, I’m there to 1) Survive the fucking round. 2) Guard the HVT. So you can absolutely get fucked. If I get out of the colonial marines, which I won’t, you can guarantee I will continue to use the shotgun to obliterate xenomorphs. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the M39, which takes half a clip just to bring some xeno down, or with the handcannon bullets which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior xeno removal weapon. Because it stops hives. And it stops hives by reducing the number of xenomorphs roaming the fucking halls.
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July 2024
Your 3-man Fireteam of SPACE MARINES takes the fight to the ALIENS in this canonical "tactical" wave shooter. The narrative successfully marries the franchise with its somewhat disparate entries from the 20-teens -- and puts you in the middle of the interstellar shenanigans which befall Weyland-Yutani & fellow Corpos, after the USCM gets wind of their illegal experimentation on unsuspecting colonial faces. . . The game plays in third person perspective -- with multiple classes & cosmetic head, body, and weapon color/decal options. The campaign is four Acts long -- with 3 "Campaign" stages in each. The levels are chosen from a central hub aboard the USS ENDEAVOR spacecraft. As you progress you will encounter various 'Intel' drops, that give access to new NPC interactions which flesh out the setting in extraordinary ways. It has been a long time since I gushed about a game to friends -- but the writing here is top-tier, and elevates a slightly mid-budget experience to new heights. Once you've completed the campaign with your default character, you will unlock a new 'Recon' Class -- as well as the ability to create and play unlimited single-life, rogue-like, 'Hardcore' characters. One big con is that the game has no chat functions, outside a single limited "emote" wheel. While it's a blast, events & encounters are essentially scripted throughout the game -- which eventually impacts replayability. When the same waves spawn from the same locations after running the same gauntlet of corridors, ad nauseum, for 60 hours, things tend to get long-in-the-tooth. . . Sadly, no procedurally-generated campaign levels or the like exist, here. To spice it up, the game offers some additional modes -- as well as a 'Challenge Card' system, which are chosen at random at the start of a match, and can vastly alter gameplay/visuals/enemy behaviors. Something I found worthy of complaint is the way in which switching your weapon-firing shoulder was seemingly added as an afterthought. . . Instead of organically modifying your model's position, the character instantly returns to the default right-shoulder for all animations, etc. . . Further, sprinting should be a function which the player can choose to toggle/hold -- because once you begin sprinting, you cannot interrupt the action without halting completely! . . .This is lazy. Otherwise, the menus and controls are more-or-less intuitive, and you'll get the hang of how lobbies cycle, fairly easily. (Some PRO-TIPS): - Don't move if being healed or resurrected. It interrupts the action & could spell life or death. - Maps have points where the players must essentially trigger the next spawns -- and in public lobbies, this would be where a knowledgeable player may go AFK for a bio break -- keep that in mind before launching your next phase prematurely. - Hidden Caches make a distinct humming noise that you can use to identify their presence, and locate them. - Apply yourself & be a good sport, and people will respond in kind. - Take off and nuke the site from orbit -- it's the only way to be sure.
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May 2024
It is actually fucking epic, I am pleasantly surprised after seeing all the negative reviews all around. With friends it is so much fun. If you like shooters and Aliens, you will want to move in there. I love it. Ten thousand times recommend. Negative reviews are crap. It runs like butter, it is visually stunning, simple, but doesnt offend in any way, the simplicity makes it great way to just turn off your brain, have fun and play pest control. LOVE IT.
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Last Updates

Steam data 16 November 2024 11:07
SteamSpy data 21 December 2024 13:23
Steam price 23 December 2024 12:34
Steam reviews 22 December 2024 07:53
Aliens: Fireteam Elite
7.8
18,705
4,732
Online players
351
Developer
Cold Iron Studios
Publisher
Cold Iron Studios, Focus Entertainment
Release 23 Aug 2021
Platforms
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