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Article header image for Directive 8020 Traded Its Identity for Stealth Horror
Gaming News2 min read

Directive 8020 Traded Its Identity for Stealth Horror

Multiple hands-on previews of Supermassive's next Dark Pictures game paint a picture of a studio chasing survival horror mechanics it hasn't earned, at the cost of the cinematic identity that made its games worth playing.

Nathan Lees
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Five separate hands-on previews of Supermassive Games' Directive 8020 dropped today, and they're telling a remarkably consistent story: the new stealth mechanics don't work, the enemy isn't scary, and the game feels less like a Supermassive title because of it.

The previews, covering a chunk of the game's fourth chapter, describe stealth-action sequences where players crouch-walk through corridors, study patrol routes, and use a scanner tool to track enemies through walls. It's standard survival horror fare, the kind of thing Resident Evil and Alien: Isolation nailed years ago. The problem is that Supermassive has never made this kind of game before, and multiple previews suggest the studio hasn't figured out how to make it feel good. One preview described the stealth as "simple and dull," with an enemy that "looks like a youth in a hoodie" and lacks any real menace. Another noted the scanner tool actively undercuts tension by removing the mystery of what's around the corner. A third worried that the added gameplay pulls the experience away from the cinematic moments that defined previous entries.

This is what concerns me most. Supermassive's games were never great because of their mechanics. They were great because they nailed the feeling of being inside a horror movie with friends, shouting at the screen during quick-time events and agonising over split-second choices. House of Ashes worked because it leaned into that formula with confidence, not because it reinvented it. Directive 8020 seems to be chasing a different audience entirely, bolting on stealth systems that invite direct comparison to games with decades more experience in that space. When your alien antagonist is being unfavourably compared to the Girl from Resident Evil Requiem, you've picked a fight you can't win.

Creative director Will Doyle told one outlet that the team constantly asks "would this happen in a movie or a TV show" when designing gameplay, and that anything feeling "too gamey" pulls players out of the experience. I agree with that philosophy completely, which is why it's baffling that the studio's answer was to add patrol-route stealth and wall-scanning mechanics. Those are about as gamey as it gets. The eight-episode structure and Turning Points rewind system sound like smart additions that serve the cinematic identity. The stealth sections sound like they belong in a different game.

Directive 8020 launches next month on PS5, Xbox Series X|S, and PC.

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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