Hey guys, got an awesome interview for you about the upcoming Gearbox title, Aliens: Colonial Marines. Gearbox president Randy Pitchford, co-founder Brian Martel, and producer Zach Ford discussed the upcoming title in pretty great detail.

There isn't anything particularly new to announce, but you get a pretty in-depth look at the angle this game is going. From how they're going to handle new alien types to how the squad mechanics will be handled, it's all there. It's a great read, so be sure to check it out:
From OXM:
"Fortunately Aliens is important in the science fiction community so when we put the word out, a while back, years ago in fact, we had a lot of people, really awesome people, who were happy and excited if they could have gotten involved. Now they all couldn't get involved, but we did hook up with - I don't know if you've ever seen the series Battlestar Galactica? The lead writers Bradley Thompson and David Weddle on our fiction crafted - we could make a whole TV series out of the material they crafted for us.
Those guys are amazing, they totally got us - when they did Battlestar, we were all hooked on that show, they totally got science fiction, they entertained us and they convinced us that was real, they've added a lot of creativity and a lot of resources as well.
You gotta be careful with it, though. You can imagine when the characters belt something out and it doesn't work - it's like "here's where I look at the camera and say my classic Aliens line!" - it's like, c'mon. It's really delicate and it's really difficult so we're being very subtle and very careful with it, but when you entertain and you're in the moment, stuff naturally emerges."
...
"The second part of your question was what other alien types are there -
Ford: We also present that in the demo.
...
Pitchford: Yeah - that is also a delicate thing. If we open right off the bat and start with a bunch of new s**t we're not familiar with, we're gonna ruin our sense of authenticity. So the way we introduce the new types of xenos and the way they're designed, and how they're introduced and the logic behind why they exist has to make sense, and once those conditions are true, it's really helpful to consider the different types of gameplay, different - like okay, if you have a guy with a pulse rifle and if I hit him in the head it'll pierce it, and that'll kill that bug, and that's like a typical alien.
Here's one, where my bullet can't penetrate its head. That's a problem. That changes everything. I have to find a way to get to its flank. That totally change the gameplay. How do I flank an Alien? Oh s**t. We have a problem. Ruunnn...
That's where the co-op comes in.
Pitchford: Co-op is great for that"
Those are just a couple excerpts, so be sure to read the whole thing.
And to head off, here's a little glimpse of the new Alien type featured in the demo:

Find more here.
That's all for now!
