Aliens: Fireteam – Exclusive 25 Minutes of Gameplay | IGN First



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We’ve got the first-ever gameplay of Aliens: Fireteam, the just-announced three-player co-op third-person shooter set in Ridley Scott’s epic Alien universe. This is a 25 minutes first look of early mission gameplay that cuts back and forth between the perspectives of developers Craig Zinkievich (CEO, Cold Iron Studios) Matt Highison (CCO, Cold Iron Studios), and IGN’s Ryan McCaffrey. Stay tuned to IGN all March long for more exclusive IGN First content on Aliens: Fireteam!
Aliens: Fireteam is an Action-adventure survival shooter that places a fireteam of colonial marines into a fight to contain the Xenomorph threat. From Facehuggers to Praetorians, battle against over 20 enemy types and choose from five unique classes (Gunner, Demolisher, Technician, Doc, and Recon) each with their own special abilities and character perks.
Aliens Fireteam is planned to release this summer 2021 for PC, PlayStation 4 (PS4), PlayStation 5 (PS5), Xbox One, Xbox Series X/S.

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38 thoughts on “Aliens: Fireteam – Exclusive 25 Minutes of Gameplay | IGN First”

  1. Take out the RED X after kill and Halo lights around the Aliens and we might give it a try. if you can’t do it right don’t well you know the rest. Watch the first two aliens movies.

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  2. Неплохо, но хотелось бы конечно что нибудь сюжетное, типа Alien Isolation. Ну или на худой конец Colonial Marines, только качественно сделанную!

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  3. A permanent motion tracker on the screen shouldn't be a thing. You should have to decide about having your motion tracker out or your weapons. A big part of aliens is not knowing where and when the aliens are going to come from. A perma motion tracker kinda gives away the tension. What do you guys think? And also perhaps have an option to get rid of those big red "X"s and include more maps with less lighting.

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  4. There doesn't seem to be much atmosphere in the level design. Where are the long dark hallways where all you have is your gun lights? Where are the remains of others who have been killed and dragged into vents? Why are there no sections that force you into point of no returns where you need to coordinate when to jump off so you don't get left behind? Why not have level design where you can get dragged through a vent into an adjacent room by an Alien meaning your team has to backtrack to revive you? So many opportunities to give it that perfect Alien feel but it's just the same tight corridors and just spamming your weapons down them?

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