Aliens: Colonial Marines is a squad-based first-person shooter in which the player controls four Colonial Marines, each with a different personality and primary weapon. Each player character can carry additional weapons including a flamethrower, pulse rifle, smartgun, pistol, RPG, and many types of grenades. The player controls one marine at a time, issues orders to the others using context-sensitive commands, and may switch between characters at any time.

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Version 4 of TemplarGFX's ACM Overhaul is here! V4 has had an earlier release than planned so that the new installer can be used by everyone to fix their installation problems!

Jonny Thunder has continued to work on the installer to add several key features. It now checks for and removes read-only config files from the My Documents folder before attempting to replacing them. This should fix the installation problems people were having! Not only that, but there are now multiple backup options and a progress bar so you can see how the install is going!

A new startup splash-screen by MattFiler looks great and helps to show that the mod is working, I have also moved the mod intro video by MattFiler to be first when it starts. This stops Master Effects causing the Fox logo to stutter.

Before I get into listing the new features of version 4, here's the teaser for the new update!

So what's changed?

Xenomorph AI has had further balancing tweaks to reduce the difficulty more for the default setup. What was the "slower" setting before is now set as default, and was default before is now the "faster" setting. In more detail, speed and acceleration have been decreased while limits on surface changing have been reduced. They are slower, but more likely (again) to use walls/objects/ceilings to mix up their approach. This really helps to make them unpredictable in the way they attack you, instead of just running at you!

Soldier health has been lowered again so they are easier to kill with acid damage being tweaked to compensate! Some of the timings of things like switching from stalk to attack, or wait to stalk, along with reaction to being shot has been changed to help give you a better chance against them. If you deal a lot of damage to a xenomorph, it may pause for a moment giving you a chance to attack further. The soldier's instant-kill ability has also been further reduced.

Leaping Xeno - ACM Overhal

Facehugger encounters have been made easier. Its still hard to win (and its supposed to be) but it is possible! I'm still looking into balancing and tweaking the settings for this however so it may not be perfect yet. Leave your feedback in the comments!

Due to previous feedback from the community on the weapon balancing, another balance pass and a slight rework has been done. First and foremost is the focus on "legendary weapons" being truly "legendary" while keeping the regular weapons more balanced for MP play.

The Pulse Rifle begins its return to the game, but this is still heavily a work in progress however (its a complex process via hex). The intention is to make the MK2 more like 5.56 AR and Hudson's Classic a 7.62 AR. It is setup this way now. The MK2 is lighter and more precise, with less recoil but less damage. Hudson's Pulse Rifle is now full auto, and setup as it is in the movie. Its damage is boosted a little, along with its vertical recoil and the max ammo reduced to ensure you can't always use it.

The Combat and Auto shotgun damages have been reduced slightly so make them less OP. Hick's Shotgun now uses special 12 pellet ammo that does furious amounts of damage, but only has limited ammunition. All under-slung shotguns use this ammo too, but hold only 4 shots!

Smart Gun recoil and firing mechanics have been reworked, some of the blue tint from its HUD has also been removed. Now that you get it 5 times during the campaign, it really needs to be fun, but balanced!

NPC Action - ACM Overhal

Fire and incendiary based ammunition has been made more lethal. This is also still a work in progress, but slowly getting better.

O'Neil's core setup and a few locations have had the smart-gun reconfigured to be more powerful. There are unfortunately about 20 versions of O'Neil in-game so getting them all will take a while. This should help with the swarm scenes as he is always there. Finally he will actually be of some use!

Hadley's Hope has had a bit of love. The atmosphere inside is so thick you could cut it! Custom object materials and shaders along with particle effects and cinematic effects have had the overhaul for the primary complex. The changes here span the entire Hadley's Hope section of the campaign, but only the first 2 missions are fully done! There's lots to do.

Master Effects (new performance settings, more reliance on game engine)
NOW DEFAULTS OFF! - Press F7 to enable or disable your choice in game!.
Ultra Quality.... : SMAA, SSGI (Max Quality), DOF (Max Quality)
High Quality..... : SMAA, SSGI (High Quality), DOF (Max Quality)
Medium Quality. : SMAA, SSGI (Low Quality), DOF (High Quality)
Low Quality...... : SSGI (Low Quality), DOF (Medium Quality)
Lowest Quality.. : DOF (Medium Quality)

SMAA - Sub-Pixel Morphological Anti-Aliasing is an advanced AA technique that uses distance to improve quality and performance of AA on complex scenes.
SSGI - Screen Space Global Illumination is the simulation of light bouncing off surfaces to light things nearby. Adds incredible depth to the entire game. HIGHLY recommended!
DOF - Depth of Field is a constant effect that blurs near or far object according to what you are aiming at.

I highly recommend you play on at least the 'low' setting. SSGI really really adds to this dark game and these settings are quite cheap on system resources. I use 'medium' and play at 1366x768 instead of 'lowest' at 1920x1080 because of how much better SSGI makes the game. This works fine for me running on an Nvidia GTX660. That said, Master Effects is completely optional and does not need to be used, however you may need to adjust in-game brightness to compensate without it.

Difficulty Options (Easiest to Hardest)
Weaker Soldiers........... - Much lower health
Slower Soldiers............ - Much slower movement
Slower Tougher Soldiers - Much slower movement, a lot more health
Default Mod................. - Fast movement with good health
Faster Soldiers............. - Extremely fast movement with good health
Tougher Soldiers.......... - Fast movement with a lot more health
Faster Tougher Soldiers. - Extremely fast movement with a lot more health

Please bear in mind that these difficulty options have not been tested. These will improve over time with player feedback and further play tests.

Corridor Turrets - ACM Overhal

Let me know what you think of the difficulty now, and what version you feel is best! As this mod is still a work in progress I'm heavily relying on user feedback to shape the experience. All feedback is welcome!

Mission Time HUD

Mission Time HUD

News 1 comment

It´s coming next...stay frosty Mission Time HUD for Aliens:Colonial Marines | plus: DOF HBAO Lensdirt Gaussians and many more

Aliens Colonial Mariens / Cilitbäng Pack / V1.7

Aliens Colonial Mariens / Cilitbäng Pack / V1.7


Aliens Colonial Mariens / Cilitbäng Pack / V1.7 Bug Hunt Edition

Aliens Colonial Mariens / Cilitbäng Pack / V1.6

Aliens Colonial Mariens / Cilitbäng Pack / V1.6


Cilitbäng - Pack V1.6 A new collection of Tweaks and mods is online. It´s all in one pack! For demonstrations look in the image and video section. Enjoy...

All the latest versions!)

All the latest versions!)

Aliens Survival Experience 1 comment

So all versions that I've been asked for is up. Default veapons, NORMAL and HARD versions, and updated Weapons pack!)

Add file RSS Related Files
"Building Better Worlds" v. 1.0

"Building Better Worlds" v. 1.0

"Building Better Worlds" Full Version 14 comments

“Building Better Worlds” is a visual overhaul mod for Aliens: Colonial Marines using the TexMod program. The mod is a visual remastering and reimagining...

RS 2 Helmet Cam + Mission Time HUD_update

RS 2 Helmet Cam + Mission Time HUD_update

Graphics Tool 10 comments

Change log: - Improved and Toggle ambient light with Numpad 4 on / off - Improved and Toggle Mission Time HUD with Numpad 3 on / off You have the choice...

RS 2  for TemplarGFX Helmet Cam + Mission Time HUD

RS 2 for TemplarGFX Helmet Cam + Mission Time HUD

Graphics Tool

Change log: - Add Mission Time HUD (to make the Helmet Cam more "authentic" You can toggle every effect on / off in gameplay. Shots and info how to install...

TemplarGFX's ACM Overhaul V4.5 -  Mini Update

TemplarGFX's ACM Overhaul V4.5 - Mini Update

TemplarGFX's ACM Overhaul Patch 69 comments

This "Mini" update brings game-play changes and bug fixes to balance the game out a little (hopefully). Ally AI is the Highlight of the show here!

ReShade 2.0 form TemplarGFX V2 Mod and Helmet Cam

ReShade 2.0 form TemplarGFX V2 Mod and Helmet Cam

Graphics Tool 17 comments

Change log: - V2 Colour (really close to the demo) - You can combine every effect. For example: - Vanilla with DOF but no AO. - Helmet Cam without DOF...

ACM Map Selector

ACM Map Selector

Full Version 6 comments

A program to allow you to instantly load into any map! Also allows you to use the Firing Range which is locked by default.

Comments  (0 - 10 of 118)

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Post SSAO Patch mods?

Reply Good karma Bad karma+1 vote

Sure....Survival xp v.2, No mercs (for Bug Hunt), DOF / HBAO, VHS or Helmet Cam vision, etc...

It´s all in the download section. ;-)

Reply Good karma Bad karma+1 vote

Thanks! , actually , i wanted a real pulse rifle mod , you know 99 rounds and everything :P

Reply Good karma Bad karma+1 vote

Try the survival xp v2! You got a better balance and the 95 rounds pulse rifle

Reply Good karma Bad karma+1 vote

I did! , thanks dude! :D

Reply Good karma Bad karma+1 vote

I think I found the answer to my own question.
It is pretty much Game Over Man, Game Over! There is however a sliver of hope.
First off let me say, I did really enjoy the 'final' version of the PC game, after the huge patch and DLC were added, especially the Bug Hunt maps.
There is a petition out there for more Bug Hunt type supported maps to be released. I know its a long shot but its something. If you are an Aliens fan and enjoyed the game please sign the petition. They even got cast members from the 1986 Aliens film to sign, Awesome!!! See link below.

Reply Good karma Bad karma+1 vote

Is development and/or modding of this game done? Basically wondering if there will ever be BOTs in multiplayer?

Reply Good karma Bad karma+2 votes

I don't understand how Gearbox could make such lousy game with their wide experience in creation FPS games. (Half-Life Opposing Force and Borderlands are the best example)

Reply Good karma Bad karma+1 vote

Well, I'm got it... not the Gearbox fault..

Reply Good karma Bad karma-1 votes
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Aliens: Colonial Marines
Windows, X360, PS3
Gearbox Software
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90 votes submitted.

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Ratings closed.

Highest Rated (3 agree) 9/10

Graphics looks much much better than console version. Sometimes there are very nice lighting and shadows. Story is good, First time since 1986 we can play proper story in this franchise, Most of all I like multiplayer It is much better than AVP2010, it has nice dynamic and tension, many upgrades and other combination stuff, you can build your own soldier and xenomorph, and it is much better than Natural Selection 2 also, not boring( to me NS2 became boring very soon), it has nice graphics, many…

Feb 20 2013 by Jaer

Lowest Rated (10 agree) 1/10

You basically pay 60 bucks for a game in the fucking prealpha stage.

Feb 18 2013 by Sev-RC-

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