With about twenty minutes left (if I didn't backtrack to uncover the hidden parts of the Sulaco) in the game, I lost the will to continue when I saw in an Aliens: Infestation Let's Play how gimmicky the final boss in the game is. I found the second boss deeply unsatisfying to fight because of the hide-and-seek aspects of poking out to take inaccurate angled shots at the boss's weak spot, but I did at least feel a small sense of triumph when I finished it off with a pistol with a Marine on his last couple of hit points. The next boss encounter, where I had to open the airlock, was a good homage, but it felt like there was no way to activate the airlock manual override controls without taking damage from the Queen.
The motion sensor is vital to the Aliens experience, so there's no way to have a game without it. However, the combat is a chore to get through. You see on the motion tracker where the enemy is, tiptoe to the point where the game will spawn the Xenomorph, and blast it. It becomes rote, and it loses its challenge after the first stage. So of course there are five more stages of it.
The controls in the APC section are awful on a DS Lite's screen. There's no way to shoot the enemies that spawn on the left and come running behind the APC, so there's no way to avoid taking damage. On the other hand, I don't think you can fail that section because you have to crash into the next section to set up that boss fight. I didn't fail the APC section, but every time I restarted the game to get through the boss fight without dying meant I had to replay the APC section because there are no checkpoints between the last save point and the boss battle right, which made the APC section both maddening and pointless.
I appreciate that WayForward went with a Metroidvania approach to the game, but the layout of the Sulaco in the game makes no sense if you stop to think about it. Why are there so many secret compartments on this ship? Why are keycards hidden in these secret compartments that are only accessible by crawling along vents? The ship is huge, which combined with respawning enemies deters the player from exploration after unlocking additional equipment. It's Metroidvania design fighting against critical path design.
The permadeath is a little interesting, but it's cosmetic. At first, I tried to go for a death-free run, but I gave up during the third boss fight when I realized that there was almost no way to get through it without taking damage from the boss. Even minor differences (this character is the heavy gunner, so she gets a slight boost with the SMART gun, while this guy is the close combat specialist, so he gets a boost with the shotgun) would have made the permadeath mechanic seem worthwhile. Apparently, Johnston is a woman, but I couldn't tell because her character art made her look like she had a mustache.
There are some neat ideas in the game, but it doesn't feel like WayForward fully realized the potential.