Looks great. Some thoughts:
1. Finally a game that gets the Pulse Rifle hit effects right on hard surfaces. Just a brief, dramatic shower of sparks. I fully intend to spend my first 10 minutes with the game just hosing the room down.

2. The Xeno rendering and anim looks wonderful. However, they don't seem to come apart like they did in AvP1 and the old Sega arcade game. Look at how Vasquez takes the Xeno apart at the end of this video:
http://www.youtube.com/watch?v=nZ5J8ZiS2f8If the coding is too far down the line to bring this in, at least improve the blood splatter effects, and add some animations for bits of chitin flying off when the bullets hit the Xenos.
3. Tracers. They look cool and useful. But they're not canon. Please make them optional or even have a slider in options to select how many rounds in every 5 are a tracer (0 to 5).
4. 50rd mags? Please don't get creative here! Everyone knows it is 95-99rds per mag. If you need to limit the volume of fire the marines can put out for gameplay balance, make the PR prone to overheating from long sustained bursts and force the player/AIs to let it cool off after a few seconds of heavy firing. Just because the PR carries 95 rounds. doesn't mean it was designed to fire them all in one long burst

5. Extra sights on top of the PR handle. I'd love to trick out my PR with sights, grips, stocks, lights etc but please make it all optional and leave the basic PR just like it was in the film.
6. Notice how much militaristic clickety-clack the marines make in the film just moving around, as buckles and bits of equipment rub against armour and weapons, chambers are checked for rounds, etc. The more little bits of environmental noise you can get into the background like this, the more marine-ey the player will feel. Have a listen to the old Rainbow Six: Raven Shield for an idea of how this can work.
Overall though, I'm one happy camper and am v grateful to Randy & co for seeing this through and staying on point.
