| Platform | |
|---|---|
| Coop Players | 4 |
| Max Players | 12 |
| Developer | Gearbox Software |
| Publisher | Sega |
| Engine | Red Ring |
| Release | Feb 12, 2013 |
| Genres | Action, First-Person Shooter, Survival Horror |
| Grit | 2.0 |
|---|---|
| Synergy | 3.0 |
| Implementation | 4.0 |
| Longevity | 2.0 |
| Depth | 2.5 |
| Fun | 5.0 |
| Overall | 3.55 |
| Cooperative Campaign | |
| Drop-In/Drop-Out Multiplayer | |
| Local/Split-Screen Option 2 players, console only | |
| Online Multiplayer |
The Alien movie series is well known for its particular tension. The humans are the prey. They run and hide from monsters that are quicker, deadlier, and maybe even a little more cunning. Colonial Marines had a long development cycle and spent a lot of time trumpeting itself as a true successor to the Aliens movie. This generated some high expectations. Namely, that ACM would make you feel like you were a marine in an Alien movie. It didn't do that.
In Aliens: Colonial Marines, the monsters are not quick or deadly. They are as dumb as bricks and distinctly less than lethal opponents. This is a linear zombie shooter with monsters slower, stupider and far less dangerous than the zombies in Left 4 Dead. There are also far fewer noisy switches to mash. If you are looking for a game like L4D but significantly easier to carry some of your fattest, least coordinated, and chubby friends through, then this is a purchase to consider. Keep in mind the campaign only lasts 5 hours before you buy.
As an easy low-budget zombie shooter this game delivers. Unfortunately, it's billed as a high-budget Aliens sequel.