Chaotic Era and the Futility of Survival

Bobby Technology’s Chaotic Era, as I’ve written before, is an aesthetically and thematically dark sci-fi RTS game set hundreds of years in the future, where humanity is forced to the stars after destroying our home world and must struggle to survive, spreading through and exhausting our solar system. The game’s aesthetics and action capture the fear of the unknown, the futility of conquest, and how the desperation of violence can transform people for the worst—all staples of the genre, though not every game seems to be so purposeful in messaging through mechanics. Chaotic Era is a challenging game that can sometimes feel unfair because of the way procedural generation reshapes the map for each scenario of conquest-borne conflict, bringing demise to a Human (or Alien) base before it’s been properly set up. Although this computated griefing can be frustrating (how many times in a row can one reasonably be expected to keep playing after dying within 130 seconds?), it does lend an air of grit and authenticity to the game. The hellishness helps drive home the points that space is an uncaring vacuum, and that colonization begets violent resistance, themes already imbued in the gameplay.
Chaotic Era starts with tutorial-style missions that acclimate players to life as a project manager-military strategist for the human refugee faction and conveys the desperation of survival. You learn quickly how to build a base, how to fill the codex by discovering the surrounding area, how to use the tech tree, how to improve your units’ abilities with the codex’s own leveling system, and how to find and eliminate enemies. It isn’t a game that spells out the irony of invading somewhere to make a home and calling the local fauna aggressive (and are they local or have they torn across time and space too?); it’s just there for you to see and experience. After playing through those start-up missions for the Human settlers, you eventually unlock similar missions for their Alien counterparts, the bane of Human existence in this world. The Alien physiology is strange, though the mindset as expressed to the player is simple and understandable enough. It boils down to “Why are the humans here? What are they doing? How do we get rid of them?” It is a mutual understanding of infestation and of limited space and resources. There is no room for diplomacy here; peace was never an option.
The missions in the two starting chapters of the campaign (five Human missions and five for Aliens) have very different win conditions because of the different circumstances of their existence. The humans are colonizing; what is alien to that faction is not alien to the system—you can just run out the clock; in the grand scheme they will always outlive the humans in this space. As long as a few survive, there will always be more; this is, apparently, the Aliens’ home.
The story is fleshed out through the tone of the mission objectives—humanity is trying to find a new home, has to put down mutiny, has to exterminate a native population. The humans take the aliens as aggressive and the campaign seems geared, like many games, to train you for multiplayer. The aliens don’t get substantially less exposition than the Humans, but we all know what Humans are and we know that Alien is a broader category.