Directive 8020 is using an episodic structure straight out of a limited TV series 'to be mindful of people's time'

Supermassive Games has a unique talent for delivering cinematic horror experiences that feel unlike anything else in the genre. With Directive 8020, they are leaning into this strength by utilizing an episodic structure straight out of a limited TV series "to be mindful of people's time." This approach promises a controlled, high-impact narrative experience.

A Cinematic Space Horror Experience

The premise of a Supermassive title often feels like asking, "What would you do if you were in a horror movie?" Directive 80lar 20 follows this tradition, dropping players into a setting reminiscent of John Carpenter's The Thing, but set deep in space.

Aboard the Cassiopeia, you follow a crew consisting of scientists, explorers, and a single billionaire on their maiden voyage toward a potential new home for humanity. However, the mission is violently interrupted by an extraterrestrial lifeform capable of stealing identities and hunting the crew.

The "Lean Forward" and "Lean Back" Gameplay

The story is heightened by its eight-episode format, with each installment designed to end on a dramatic cliffhanger. Creative director Will Doyle explains that this structure was the logical next step in creating the feeling of watching a prestige television show.

According to Doyle, the game features a specific balance of gameplay styles:

  • Lean back gameplay: Cinematic narrative scenes where players can sit back and enjoy the story like a movie.
  • Lean forward gameplay: High-intensity moments that require active participation, such as searching the ship for clues or evading aliens.

This mix ensures that the game avoids feeling "too gamey," maintaining a sense of realism and tension. During recent previews, these "lean forward" moments proved incredibly effective; at one point, a failed Quick Time Event (QTE) during a monster encounter resulted in my character losing an eye.

Scheduling Your Scares

Beyond the narrative benefits, the episodic structure is designed for player convenience. Doyle noted that he wanted to ensure players could sit down for an evening and play a single episode knowing it will last a fixed amount of time.

Finding a natural stopping point in gaming can be difficult—I often find myself playing Pokopia late into the night because of the "one more task" loop. Having a definitive end to each episode of Directive 8020 allows for much better scheduling around real life.

Two Ways to Play

The beauty of the game lies in its flexibility, as players can progress at their own pace. I have already planned two distinct ways to experience this journey:

  1. The Instinct Run: Playing through driven solely by gut feeling, without using the turning point mechanic to redo choices.
  2. The Completionist Run: Using the turning point mechanic continuously to explore every possible outcome and map out the full "spider web" of events.

While my first run might lead to a complete lack of survivors, the second will allow me to see exactly where things went wrong.