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Today, in this article we will show you how to Remove Traumas in Aliens: Dark Descent. In many ways, Aliens: Dark Descent is a tough game. It’s easy to see why it’s hard to be in charge of a group of Colonial Marines sent to kill Xenomorph forces. When you’re up against a scary threat that’s hiding around every corner on the empty Planet Lethe, the odds aren’t good at all. So it shouldn’t be a surprise that these deep dives into strange worlds of wild often end badly. Trauma is one of the many problems that a player’s teammates can have, and it can show up in different ways.
Like its real-world equivalent, it hurts the success of the unit on the battlefield. This makes them less useful in battle, which hurts the whole team. With this new view, games can be more fun and interesting. The single-player strategy game has a chance to be something great. This is because the game’s features add a level of depth that can make it a lot of fun to play. One feature that stands out is how characters in your squad can get hurt. They make it harder to kill the bad Xenomorphs, which could slow things down. We mentioned below are the steps how to Remove Traumas in Aliens: Dark Descent.
What Are Traumas in Aliens: Dark Descent?
Like the different levels of stress in Aliens: Dark Descent, Colonial Marines go through different amounts of trauma over time. Most of the time, these negative stat debuffs happen when a Marine’s stress level hits “Terrified,” which is the third and last level on the stress meter. When a Marine’s stress level reaches 3, They will have 3 Trauma Points, which leads to a debuff for Trauma.
If they get three more Trauma Points, the first effect gets worse and more powerful if they get three more. There are a lot of Traumas all over the game, and it’s a bet which ones the player’s team members will get while fighting. Depressive and Claustrophobia are the two most well-known Traumas that are very bad for any task. If you know more details about this, than you can check on Aliens: Dark Descent official website.
- Depressive will make stress levels go up because a Marine with this trait starts each task with 30 points of stress.
- On the other hand, claustrophobia means that sleeping in a shelter no longer helps that Marine feel less stressed. It makes things a lot harder.
Signs and Reasons of Traumas in Aliens: Dark Descent
Sign of Trauma | Possible Reason |
---|---|
Excessive fear | Encountering powerful and terrifying aliens |
Panic attacks | Being overwhelmed in intense combat situations |
Avoidance behaviors | Previous traumatic encounters with aliens |
Flashbacks | Reminders triggering memories of past horrors |
Hypervigilance | Constantly on guard for alien threats |
Emotional numbing | Desensitization to violence and danger |
Sleep disturbances | Nightmares and insomnia due to traumatic events |
Difficulty concentrating | Inability to focus due to persistent fear |
Irritability and anger | Frustration from constant life-or-death situations |
Social withdrawal | Isolation as a coping mechanism |
How to Remove Traumas in Aliens: Dark Descent
- Traumas occur when the player cannot quickly and satisfactorily reduce stress levels.
- Bringing a Colonial Marine into a combat mission when they have a Trauma can prove detrimental to the entire squad and the overall objective’s success.
- Players must first unlock the Psychiatric Care Unit aboard the Otago to successfully cure Traumas.
- This secondary medical clinic will become available upon completing Mission 2: Berkeley’s Docks.
- Completing the mission may take most players between 2 and 6 hours to finish, depending on play style and pacing.
- Another way to eliminate Traumas from Marines is by leveling up the affected Marine and randomly rolling the Mind of Steel attribute.
- If successful, it’s entirely possible to remove Traumas altogether from that specific Marine.
- It takes three days for full removal, but that’s worth the wait for a combat veteran on Lethe.
The Importance of Addressing Traumas in Aliens: Dark Descent
- Well-Being of Players: Traumas can have a big effect on the mental and emotional health of players. By talking about traumas, the game shows that it cares about its players’ mental health and offers help to those who may be affected by intense or upsetting gaming.
- Realistic Character Development: Traumas give the characters in the game more depth and make them seem more real. By talking about and exploring how trauma affects the characters, the game makes it possible for the story and character growth to be more nuanced. This makes the game world more immersive and interesting.
- Traumas can change how the game works and how well the player does: By dealing with experiences, players may be able to get over bad effects like less accuracy, trouble making decisions, or being more vulnerable. This motivates players to get involved with how the game works and try to do their best.
- Narrative Consequences: Traumas can have effects on the story and how it ends, which are called “narrative consequences.” When issues are dealt with, new story elements, character arcs, or alternate paths may become available. This adds to the overall story experience and gives players a sense of control over how the game’s events unfold.
- Empathy and Understanding: When players talk about traumas in a game, it makes them more empathetic and understanding. It makes people more aware of the effects of traumatic events and gets players to think about the mental health of the figures they control. This can get people talking about mental health and make the game community more welcoming and helpful for everyone.
Conclusion
Alien: Dark Descent is a game that has horror, suspense, and science fiction themes. As players move through the game, they often find themselves in stressful or traumatic situations. In this blog post, we’ll talk about how to deal with stress and get rid of bad memories in Alien: Dark Descent. There are times when work is very hard. You might have to work long, hard hours with only a short break before starting all over again. But at least you don’t have to go to another world to get rid of dangerous life.