Recent discourse about games being interactive movies has placed spotlight on Mixtape, Life is Strange and the Dark Pictures Anthology, arguing for and against their classification as a video game. Directive 8020 is the latest in the latter, created by Supermassive Games (Little Nightmares 3, Until Dawn) set in space as a raft of characters deal with a supernatural threat in space. Despite being a choice based, narrative focused title where the most important aspect is the decisions made at crunch moments, it is clear that more gameplay has been added to ensure that this very much feels like the player has control over more than just a text option. Well, control is an interesting choice of word as the focus here is on tense, atmospheric and claustrophobic scenarios that harken back to films such as The Thing and Alien. When leaning on setting, this is when the game is at its best. The issues come through some inconsistent voice acting and repetitive sequences – though in pushing towards greater gamification, this can be expected in some of the bigger set pieces. Directive 8020 is a 7-8 hour ride through space and an unfortunate destination, which may just keep you up at night.
The game begins with space scenes and credits like the latest all-star film. I almost expected to see Sigourney Weaver leading the investigation. We meet two characters that find an issue with the ship and must seek a solution to avoid catastrophe. Your first hour will be spent walking through the halls of the vessel, making light decisions and then quickly realising that button-mashing is the difference between life and death. Now, before delving further, the modes must be discussed. You can select difficulty, but you can also select if turning points are enabled. With turning points, players can rewind a core decision and then try another decision to see how that plays out. The other option is to lock yourself into every decision or fatal move made – if a character dies, they stay dead. You’ll hit the first big scenario in this hour, and for review purposes I left turning points on to assess how it works. Essentially, the options branch into other options like a skill tree. I stuck the course until the end (8 chapters) but did peek at where this broke off and then spent time seeing how it played out in a replay that felt more detached emotionally. Curiosity tickles us all, therefore I imagine most will want turning points on even if they don’t use them. Losing a character due to a poor decision or lack of action can be frustrating, but that’s the point here. In life, there is no rewind.
Gameplay comes down to walking, stealth and navigation – with lots of button mashing added in. The destiny system allows choices to be remembered to build towards certain outcomes, which both increases replayability but can also make you wonder why a certain choice moves towards such a destiny (and the almost 50 different character deaths). Stealth is the big hit or miss here. The first few times it is very tense and disturbing, though the function does become slightly overused. I’m not expecting Dead Space here, but a few additional gameplay options would allow for Supermassive Games to extend length and variation slightly. There is no shooting or gunplay (there is a baton to stun some enemies if they find you) with the focus here on avoiding and feeling helpless. It works as intended and the enemies are genuinely terrifying – especially when you don’t have an unlimited ammo gun on hand.
Technically, the game looks great. I had a few issues on my PS5 with a pop-up stating that saves were not working and then lost 2 hours that caused me to start again. This may not be the game’s fault, though the specific fault code has never popped up before. The graphics have a range of options and really deliver for the interactive movie style. For some reason, I just didn’t connect with the voices of some of the actors when aligning to their character models. Personal choice, as delivery is usually full of believable effort in the horror setting.
The setting is common in certain types of horror now. Directive 8020 is at its best when it tries to be original. When locations are littered with crates and other conveniently placed items to allow for stealth, it can pull you out of the action slightly – though while there is a controller in your hands and not left to a screen actor, the heart rate jacks up. The messaging system is fairly unique and adds that layer of originality needed (basically a chat app where you can communicate with your crew) – this ensures that you always know those mates are facing their own issues away from those in your view. Do you trust them? Do you want to find them, help them? Do you prefer ignoring certain crew members? Such features are relevant to the investment needed for the narrative to succeed.
Directive 8020 is the latest entry into both the interactive movie style of game and also Supermassive Games’ Dark Anthology. The space setting aligns to film more so than game, especially in the stealth and decision-making focus. The highs are very high, and the lows can be impactful, but overall this title will keep your attention across its length – allowing for a rewind if the story doesn’t pan out as planned. With a heap of different settings and 50ish character deaths, the 7-8 hour playthrough has solid replayability. In recommending this game, it simply comes down to your stance on releases with a narrative focus over gameplay. The stealth and systems are secondary to your decisions, and in such an unnerving setting it allows the characters and choices to shine.
Pros
- Turning points and the messaging system are good additions
- Characters can die when least expected, adding stakes
- Interesting plot and setting, despite the tropes
Cons
- Lost my save 2 hours in
- Some voice to actor work is not ideal
- Stealth can be repetitive






