In the latest video examples, I'm presuming these are the latest versions of whatever the finished product will end up using. Initially, various things were debated on here and, in some cases, there were assumptions that a few of them were just place-holder graphics.
In the cases of a few things, there have definitely been some improvements. There's ore fluidity, for one thing. The Alien encountered in the Marine campaign also needs a lot more hits to take it down, compared to the early footage, which is a good thing. The dying animations also look smoother. The video in the 'strip club' is actually a lot more impressive than the 'first 10 minutes' stuff and I felt an unexpected pang of nostalgia at seeing how, this time, they've got the flares to be purple (although, they don't seem to last nearly as long as th eones Ripley used!).
Simple things and a great deal of atmosphere, as a direct result.
I could mention more, but what are the things you've seen in these latest examples, which you thought and might even have expected them to change, but are puzzled why, after all this time, they still haven't been? Or are there things which have been added and you've felt have somehow made it worse?
My list would be:
Alien 'growls': Eh... The hissing is fine. Even a scream, if the creature is in some sort of hectic and exciting moment (defeats the purpose of stealth with it doing so for no apparent reason aside from jumping, though). But hearing those 'Resurrection'-like growls makes it feel... I don't know. Not Alien. Like a different creature. Surely, it'd be better to save these for action sequences and not every time it leaps on a surface or through a vent?
Predator HUD: We still have the lines! And we still have the unauthentic zooming! What's wrong with the cool 'snapshot' effect, seen in the films? Surely, this slower, more time-consuming zoom is less well-suited for combat? I know they did it this way in the other games, but that's why I thought they would have changed that, by now. It shouldn't take much of a change to the code, after all. Just eliminate the transition and add a whipcrack sound. If the red lines are there to remind the user they're zoomed in, then they can be replaced with something a lot less intrusive.
Marine animations: It's difficult to explain, but while I love how they've got the hands and fingers to randomly stretch, you still get this feeling of the weapon being taped to the screen, rather then being held. This isn't all that important, but it'd be nice to get rid of that, for the sake of atmosphere.
Predator vision: I still say that a much better way to allow the user to 'see' on the human wavelength, would be to allow that if the user switches to third-person view, but prevent it if only seeing from the creature's perspective. Since they're not doing that, however, I'm going to be hand-waving it as one of those 'silly, but what can you do' things, like the magically appearing facehuggers. What is weird, however, is that they're including the Predators apparently seeing things in that way, as part of the cinematics! See that 'mask recording' of one they're playing? What was wrong with portraying that part exclusively in thermal?
Predator functions: From the looks of it, the Predator can't use blades and cannons at the same time. It literally has to operate the wrist computer in order to do so. Wouldn't it have been better to have these combined? 'Button 1' using the blades and 'button 2' pressed once to laser a target and a second time to fire the guns? Something like that would both make it more of an authentic experience and eliminate the time consumed between 'switching' those weapons. Yes, I realise some of you are going to say that would do away with a 'light'/'heavy' attack choice, but stuff like that could easily be context-sensitive, along the lines of how 'Batman: Arkham Asylum' automatically figures out how the cahracter would apply combat moves.
Predator voice mimic: Sounds very good! But... How the heck is it able to 'throw' its voice? It doesn't make sense, scientifically and they don't do that in the films. This seems like another one of those things where, while forcing an unnecessary 'balance' in one area (kills taking you out of invisibility), they give the creautre an added advantage it doesn't need. Surely, allowing the creature to mimic things but with the disadvantage of the sound coming from its own position, would be fine?
There are other things I could mention, but this isn't about aspects which would require overhauling things in general. Just factors which would probably only need slightly modifying of what's already there.