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The game’s story is being written by Battlestar Galactica’s writers Bradley Thompson and David Weddle and is set after the events of the Aliens and Alien 3 movies. The game not only features the adrift Sulaco, but also the Fiorina ‘Fury’ 161 prison facility and the derelict alien spacecraft from the original movie as backdrops to the action. One aspect of the story that ties neatly into the Aliens universe is the use of the Weyland Yutani Corporation as an over-arching evil, a puppet-master pulling the strings behind the action. Though your immediate survival against the Sulaco’s alien infestation is your primary concern, the game will build in a conspiracy story behind the gunplay.
Each mission will put you in the space armor of a different marine in the six-man squad. You’ll use commands familiar to Brothers in Arms players to guide your troop through the maze of acid-blasted corridors, trying to stay ahead of the critters. By focusing on one squad member at a time, Gearbox has been able to create an episodic feel to the action. Back stories, plot details and characters gently expand and you’ll get a deeper perspective on the action. It also means that the game will have a very immediate feel – you can dip in for an hour at a time to play out one episode of the full story arc.
There will be more than six episodes to wade through, including some revelations that could affect the Aliens canon. The game builds slowly, emulating the slow burn pace of the movies. Your first foray onto the abandoned USS Sulaco is a tense affair with few aliens to be seen and only the ominous pinging from your handheld motion detector for company.
Tactically, the Brothers in Arms influence is all over the gameplay. Not just in relaying orders to the squad, but in adding realism to the combat. The question is, how do you flank an alien that can attack from above and below, as well as airducts and service pipes? The answer, for now, is partly by using familiar tactics. One mission emulates the alien attack on Hadley’s Hope, with you setting up portable gun turrets. It’s in this mission that the game’s tactical clout hits home.
You can not only set up turrets but use technicians to hack and lock or weld doors, order your team to push tables and cabinets against windows, and set up strike teams to cover weak areas of a room. You can even set booby traps to cover air vents if your explosives guy is still alive. The pulse rifles feature a ticking ammo level, Hicks’ Remington shotgun is here for close quarter escapes and the Smart Guns, as carried by Vasquez and Drake, make a welcome appearance.
The action resembles Call of Duty in style, with down-the-scope targeting and a rechargeable health system. The big difference is the AI being implemented. Aliens will crawl out of every nook and cranny, scramble up walls and scurry across the ceiling. Aliens Colonial Marines could be 2009’s biggest challenge.
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