Another glorious day in the corps! A day in the Marine Corps is like a day on the farm. Every meal's a banquet! Every paycheck a fortune! Every formation a parade! I LOVE the corps!
Gearbox have picked this up since EA decided to dump it.
Some helpful soul from NeoGAF has typed out a load of info from GameInformer who have an exclusive look at the game.

There are some scans floating around but obviously they aren't allowed here. The game does look **** the bed amazing though 
Four player co-op and a chance that arguably the best Alien related film could be done justice. Consider me already enlisted (in 2009 when it's due that is).
Gearbox have picked this up since EA decided to dump it.
Some helpful soul from NeoGAF has typed out a load of info from GameInformer who have an exclusive look at the game.

Aliens : Colonial Marines is a First Person Shooter with mechanics that stress' working together as a unit. Four Colonial Marines investigate the Sulaco. Unlike many FPS titles, there is not one central hero character the role is shared among the whole squad. The game reinforces that notion by assigning the player to control a set marine for a particular mission; you will experience everyone's perspective.
Marines carry four weapons:
*Primary weapon
*Secondary weapon
*Grenades
*Handgun
Primary weapons like pulse rifles and smartguns, are how each class will be represented.
"We wish to remain authentic to the true soldiers, so characters generally do not drop or pick up weapons. That is one of the reasons we switch character during the story - to keep our soldiers realistic, but still give the player access to different weaponry throughout the game".
The secondary weapon will vary and be customized according to the character, like Hicks' shotgun in Aliens.
Each character will also carry a special item they can interact with allies or the enviornment.
*Hacking tool for sealed doors
*Torch can weld things shut
*Medical Kit can revive as well as neutralize acid burns.
There are Squad Commands. Besides move and attack orders, you can also
use context sensitive commands like hacking doors, sealing vents, and setting up gun turrets.
There will be elements at highlight horror and suspense from the film. Aliens
will use the environment to their advantage. Air ducts, ceiling pipes, gratings on the floor. Position, firepower and cooperation will be important. Motion tracker confirmed and flamethrower confirmed.
FOUR PLAYERS CO-OP CAMPAIGN - 2 players Splitscreen and 4 players online play!
Players can join and drop, A.I. takes over the vacancies.
There will be moments where you can barricade yourselves to survive an onslaught of aliens. With more feelings of tension and desperation to survive.
Character depth will is being worked on. "That's something people forget:
The characters DO matter." Everyone thinks 'Oh, they're going to be fodder',
but if you don't care about them, they're pointless."
The game will go beyond the Sulaco, there will be human enemies involved that was the aliens as biological weapons. And the mystery of the space jockey's species might be also revealed.
"We have squad mates that need to survive, until we kill them in the story."
This could throw a wrench in the workings of the group, especially if it leaves a player without a marine to control. Gearbox is aware of that but hasn't settled on the best way to resolve the situation. "We are going to make the absolute best co-op game we can make to the extent that it doesn't interfere with the best single player game we can make."
"Obviously there are some things we can't do if there are always four people alive, but there are ways around that situation. We are going to find them, because it's our job to."
CLose-Encounters system. "Close encounters are almost unlimited in their ability to let us do what we want to do. Aliens can interact with the world - it isn't just a bunch Of button presses until its over. The alien could leap back onto a cabinet, or another one of your squadmates. He could leap back and through a duct and out of sight."
The marine's actions in the example are initiated by the player through responding to less intrusive instructions. A subtle flash of green on the right side of the screen tells you to move the analog stick in that direction, whereas one in the upper left corner Could be a prompt to pull the left trigger.
By abandoning the usual control scheme,
close encounters makes it possible for the team to create those one-of-a-kind combat situations that capture the flavor of the most iconic moments in Aliens.
"If we were to recreate the power-loader battle against the queen, that would be a close encounter."
TYPES OF ALIENS. "
There won't be porcupine aliens shooting spines at you. It can't be goofy or stupid. You have the original Alien, and we sort of think of him as the smart one, as a scout. He'll hide and ambush people. Then there's the Warrior
Alien, which we see in Aliens, which is going to be the one that rushes you and comes in volume."
"It's the granddaddy of military sci-fi. With next-gen technology, we can finally do it justice. We can really make the aliens look scary, we can make the setting freaky, and we can create the characters the players care about."
Screenshots include:
*a huge structure
*Dropship
*sleeping chamber in Sulaco that wasn't jettisoned.
*APC. They seem to note that there will be driving segments.
*comparison screens of the movie Sulaco interior with the game version's inferior.
*Facehugger screenshot.
*Pulse Rifle shooting at jumping facehugger, note of possibly being able to use
close encounters system to save yourself.
*Screenshot showing first person view of player holding the Motion Tracker,
*Turrets firing at an alien
*Huge picture of 4 marines and 3 aliens in a battle. You can clearly see the LED ammo counter on the other Marines' pulse rifles.
Marines carry four weapons:
*Primary weapon
*Secondary weapon
*Grenades
*Handgun
Primary weapons like pulse rifles and smartguns, are how each class will be represented.
"We wish to remain authentic to the true soldiers, so characters generally do not drop or pick up weapons. That is one of the reasons we switch character during the story - to keep our soldiers realistic, but still give the player access to different weaponry throughout the game".
The secondary weapon will vary and be customized according to the character, like Hicks' shotgun in Aliens.
Each character will also carry a special item they can interact with allies or the enviornment.
*Hacking tool for sealed doors
*Torch can weld things shut
*Medical Kit can revive as well as neutralize acid burns.
There are Squad Commands. Besides move and attack orders, you can also
use context sensitive commands like hacking doors, sealing vents, and setting up gun turrets.
There will be elements at highlight horror and suspense from the film. Aliens
will use the environment to their advantage. Air ducts, ceiling pipes, gratings on the floor. Position, firepower and cooperation will be important. Motion tracker confirmed and flamethrower confirmed.
FOUR PLAYERS CO-OP CAMPAIGN - 2 players Splitscreen and 4 players online play!
Players can join and drop, A.I. takes over the vacancies.
There will be moments where you can barricade yourselves to survive an onslaught of aliens. With more feelings of tension and desperation to survive.
Character depth will is being worked on. "That's something people forget:
The characters DO matter." Everyone thinks 'Oh, they're going to be fodder',
but if you don't care about them, they're pointless."
The game will go beyond the Sulaco, there will be human enemies involved that was the aliens as biological weapons. And the mystery of the space jockey's species might be also revealed.
"We have squad mates that need to survive, until we kill them in the story."
This could throw a wrench in the workings of the group, especially if it leaves a player without a marine to control. Gearbox is aware of that but hasn't settled on the best way to resolve the situation. "We are going to make the absolute best co-op game we can make to the extent that it doesn't interfere with the best single player game we can make."
"Obviously there are some things we can't do if there are always four people alive, but there are ways around that situation. We are going to find them, because it's our job to."
CLose-Encounters system. "Close encounters are almost unlimited in their ability to let us do what we want to do. Aliens can interact with the world - it isn't just a bunch Of button presses until its over. The alien could leap back onto a cabinet, or another one of your squadmates. He could leap back and through a duct and out of sight."
The marine's actions in the example are initiated by the player through responding to less intrusive instructions. A subtle flash of green on the right side of the screen tells you to move the analog stick in that direction, whereas one in the upper left corner Could be a prompt to pull the left trigger.
By abandoning the usual control scheme,
close encounters makes it possible for the team to create those one-of-a-kind combat situations that capture the flavor of the most iconic moments in Aliens.
"If we were to recreate the power-loader battle against the queen, that would be a close encounter."
TYPES OF ALIENS. "
There won't be porcupine aliens shooting spines at you. It can't be goofy or stupid. You have the original Alien, and we sort of think of him as the smart one, as a scout. He'll hide and ambush people. Then there's the Warrior
Alien, which we see in Aliens, which is going to be the one that rushes you and comes in volume."
"It's the granddaddy of military sci-fi. With next-gen technology, we can finally do it justice. We can really make the aliens look scary, we can make the setting freaky, and we can create the characters the players care about."
Screenshots include:
*a huge structure
*Dropship
*sleeping chamber in Sulaco that wasn't jettisoned.
*APC. They seem to note that there will be driving segments.
*comparison screens of the movie Sulaco interior with the game version's inferior.
*Facehugger screenshot.
*Pulse Rifle shooting at jumping facehugger, note of possibly being able to use
close encounters system to save yourself.
*Screenshot showing first person view of player holding the Motion Tracker,
*Turrets firing at an alien
*Huge picture of 4 marines and 3 aliens in a battle. You can clearly see the LED ammo counter on the other Marines' pulse rifles.

Four player co-op and a chance that arguably the best Alien related film could be done justice. Consider me already enlisted (in 2009 when it's due that is).
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