![]() Disorientating at first, the Xenomorph can stealthily clamber up walls at great speed and surprise opponents, lashing them with their tail and claw melee attacks. Likewise, the Alien and Predator modes let you be as cooly evil in the game as they were in the films. You’re totally immersed, and totally fearful that every corner hides a foe “coming outta the goddamn walls, man”. When playing as the Colonial Marine, you really feel like one you have a gung-ho gang of continuously-dwindling comrades, the iconic drilling sound of the pulse rifle and the ominously ever-present click of the motion tracker. What really brings AvP into its own though is the obvious devotion to the licence shown. ![]() The Alien Xenomorph and Predator campaigns are a little more interesting and are more stealth orientated, though seem a little cobbled together in comparison to the flowing narrative of the human campaign. While having some edge-of-the-seat survival horror moments, and some genuine scares to boot, it’s pretty much a standard corridor shooter, complete with boss fights and light puzzling. Most familiar, and most polished overall, is the Colonial Marines campaign. You’re getting three interweaving campaigns for the price of one here. It all goes pear-shaped and the Colonial Marines are flown in an attempt to save the day. Human colonists, as per usual, are meddling in Xenomorph affairs by unearthing an ancient pyramid-shaped nesting ground that arouses the interests of a Predator hunting pack. ![]() ![]() ![]() Lance Henriksen reprises his role as Bishop in a story that is really just an excuse to have a massive intergalactic ruck. What you get then is one of the goriest first-person shooters in recent memory that plays ample lip service to its fans and packs in all the best-loved bits of its two respective movie series. ![]()
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