If it's crap ... We'll tell you
Hahahahaha! Your time has come Colonial Marines! You thought you were safe back there in the back, hiding behind your no trailers and little news. But now, you've slipped up my friend. Now you've gone and released something... and that shall be your doom! Man, I'm feeling awfully super villainy this morning, but with good reason. I've been waiting for an opportunity to talk about Colonial Marines for a while now. So watch! watch! my minions and then we shall show this game the TRUE meaning of pain.
Insert obligatory 'Game Over Man' joke here.
OK. Before we start I'd like to say a few things, because I know this is going to be one of those posts. I haven't played Colonial Marines. The closest I got was a hands-off demo at E3 and all the trailers that have been going around (all three of 'em). This could be the best game of all time and I could be totally full of crap. Everyone get that? Haven't played it... full of crap. Good.
Having said all that, this is the problem: why would I want to play a game that is essentially all of the action sequences from the movie 'Aliens' stitched together into an eight to ten hour campaign? I mean, I've seen the movie Aliens so many times that I can practically recite it from memory. So every time I see this game, I end up immensely bored. I've seen the whole door-welding thing, I've seen the motion scanner (oh lord have I ever seen the motion scanner), I've seen the pulse rifles and they were great... the first fifty times I played games with them. But if you really wanted to get my attention you would show me what I really want to see, which is the rest of the Colonial Marines.
One of the biggest selling points of the Colonial Marines as an entity was that what we saw in Aliens seemed to be only the tip of the iceberg. The dropship, the car/tank, the weaponry, all of this seemed to be what these guys brought along for the one encounter down on LV-426. In my mind there was always a ton of things that we never saw. If you remember, most of the Marines didn't take Ripley seriously about the threat they were facing and seemed to be just going through the motions. What a great framework to introduce something that I just made up but now can't stop thinking about: The Colonial Marines Special Forces. If the squad in the movie was just a recon group, let's see what the hard core SF ass kickers of this organization look like. If you brought in a team that was able to mercilessly murder mutants six ways from Sunday, then not only could you differentiate yourself from the movie, you could expand on the difficulty and tell your own story without having to resort to nostalgia.
So that's me. Remember: haven't played it... full of crap. But I will go on the record with this one: they need to stop using Power Loaders as weapons. The Power Loader in Aliens was the ONLY thing that Ripley had at her disposal to be able to fight the queen. It is NOT an anti-xenomorph piece of equipment and they need to quit treating it as such. Use the intent, finding ways to fight when you don't have a weapon, and use it to better results. Now if you'll excuse me, I'm going to take off and nuke the site from orbit... it's the only way to be sure.
Get away from her you BITCH!