An enriching game experience with lots of technical moves and hours of gameplay. It does not, however, offer much in the way of new style or play for the GBA.
While it's still easing you into the pain to come during the first couple of hours, you can catch a glimpse of the good game this should be in the absence of draconian micromanagement and unfulling base building. It's especially apparent in the multiplayer mode (provided you can finish without a crash), where you might even have fun battling it out in Team Deathmatch or Capture the Flag (er, dragon) in the shared dungeon that smartly keeps each player's base inviolate.
A self-assured but largely unambitious game, content to refine the experience of the previous games in the series without deviating very far from the standard that they set.
Despite noticeably upping the action level, bolting on co-op, and even charging us extra to cheat, this space-zombie shooter trilogy brings it home nicely with a lengthy, atmospheric, and suitably gory climax for our long-tortured hero, Isaac Clarke.
Aliens: Colonial Marines didn't leave me catatonic, but it did leave me scratching my head and wondering how a game that's been in development for roughly seven years at the same studio that gave us Borderlands 2 could be released in such an uninspired, unpolished state. Strangely, and perhaps fittingly, it's all wrapped up on a frustrating note that sets up some sort of Aliens tell-all continuation of the story without giving any actual answers.
rFactor2's innovative physics and ambitious new weather and track dynamics may keep serious sim racers like myself logging seat time, but that goodwill will dissipate quickly if some of these more glaring deficiencies aren't dealt with quickly. ISI's track record at this kind of stuff is solid, though, so I'm hopeful we'll see a good sim develop into a great one over the next year or two.
GameSpy, however, is a website that gives away the answer to the riddle of whether The Cave is worth playing: yes. It doesn't hit the ability-powered platforming highs of Trine or the old-school adventure challenge of Maniac Mansion, and it appears the devs struggled to focus and define this ambiguous hybrid.