Having watched alot of those videos now and going through the feedback and especially the critique and letdowns. A:CM looks like an average shooter through and through and it is, for me, sad that the wait was so long for everyone here.
So, I want to lay down my opinion what went wrong for those who expected something more:
Alien fans, especially the fans of Aliens, are looking more into the survival terror experience, not to a military COD -style on rails shootout. I personally think that the whole feeling of surviving is somehow lessened when there is an actual plot, a laid down path for you to follow through the cabinet of horrors. This works in a movie, but doesn't work in a game. Perhaps Aliens does not translate into a game in a cinematic way, as it is more about spontaneous intelligence to come up with quick solutions to keep yourself alive in an overwhelming stress situation where death is most certain if you stay put. Try staying put in A:CM, I promise you absolutely nothing happens as you have to trigger the events by moving forward blabla. You know the drill assholes and elbows! What an aliens game should be, might be something more of a simulation. Lets just say that you have two hours to get the hell out of some installation, a'la hadleys hope/the atmosphere processor and the game has an endless generation of aliens from a certain hive throughout the whole time. They wont wait, they will actively search for you, and they absolutely will not stop, ever, until you are dead. There are the possibilities for emergent gameplay scenarios, how to barricade, what to scavenge, when to hide, when to run and why not ultimately, when to kill yourself to save your mates. So I would put my time and money into creating the ultimate sandbox experience. There could be civilians, who could act as the actual pawns and there would be a race against time to reach them before the xenos, as the casualties transfer directly to new aliens and there will not be enough ammo to kill them all.
Perhaps it is something like this, a role playing, bonding experience, surviving a hell together, or at least wishing to. Why did gearbox create almost a carbon copy of AVP 2010?