Aliens: Colonial Marines
One of gaming's most infamous license disasters, salvaged only slightly by a notorious typo fix and the faint glow of Aliens nostalgia. Buy it for curiosity, not quality.
Compare Prices(0 stores)
Loading prices...
We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.
Screenshots & Media

About Aliens: Colonial Marines
I went in knowing the reputation, and Aliens: Colonial Marines still managed to disappoint in ways I had not fully braced for. This is a ten-to-eleven-mission FPS where you play as Corporal Winter, a Colonial Marine sent to investigate the USS Sulaco after the events of the second film. On paper that is a dream setup. In practice it is a corridor shuffle through familiar sets - the Sulaco, Hadley's Hope, the surface of LV-426 - that feels less like a sequel and more like a guided tour of places you already love, stripped of everything that made them tense. The weapons are here: pulse rifle, shotgun, flamethrower, smart gun, motion tracker. The iconography is faithful in a surface-level way that will produce a flicker of recognition before the gameplay drags you back to reality. That gameplay is a bog-standard cover shooter against two enemy types: Weyland-Yutani mercenaries who alternate between camping behind obstacles indefinitely and sprinting suicidally into your bullets, and xenomorphs who mostly charge straight at you in a straight line. The xeno AI problem became legendary in its own right when a modder discovered that a single misspelled word in the game's config file - "teather" instead of "tether" - had been silently disabling the enemy tethering and flanking logic since launch. With the fix applied manually, xenos will crawl through vents, flank your position, and actually use the environment. It does not transform the game into something good, but it makes it meaningfully less embarrassing, and PC players picking this up today should apply that config edit before starting the campaign. Even with better xeno behavior, the structural problems remain. Human enemies are dull to fight and feel completely out of place in an Aliens game. The campaign's story attempts a post-Aliens narrative but leans entirely on franchise references instead of building its own momentum. Visual glitches, clipping issues, stiff facial animations, and scripting errors compound into a texture of carelessness that is hard to ignore. The motion tracker - an item that should produce real dread - is largely pointless because enemy arrival is so predictable. Co-op is available for the campaign and there is an asymmetric multiplayer mode pitting marines against xenos, but the marine side is substantially stronger than the xeno side, and finding populated matches outside team deathmatch is a long shot at this point. Who is this for, then? Hardcore Aliens franchise completionists who want to walk the Sulaco halls one more time and do not mind that the tour guide is asleep at the wheel. It is also one of gaming's more fascinating case studies in how a high-profile title can collapse under the weight of a long development, outsourced production, and a single misplaced letter. With the AI typo fix and community overhaul mods applied, it becomes a passable budget shooter - nothing more, but less actively broken than its launch state. Go in with expectations calibrated to its 45 Metacritic score and its mixed Steam reception, and you will not be caught off guard. Alex, Scout Team
Tags
System Requirements
DLC & Add-ons for Aliens: Colonial Marines1
Expansions, DLC packs and add-on content for this game. Click any item to see store offers.
Reviews & Ratings
Game Info
- Developer
- Gearbox Software
- Publisher
- SEGA
- Release Date
- May 1, 2012

