Aliens: Colonial Marines (Mar 10, 2011 prototype): Difference between revisions

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(→‎Notes: Expanded notes with further discoveries from extended time playing the prototype. Also reorganized notes for easier reading, and added in-game terms for clarity.)
 
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==Notes==
==Notes==
* Predates the final build by over a year and a half.
* Predates the final build by over a year and a half.
* Contains both a final and release executable. The final executable boots in the latest builds of xenia-canary.
* Contains both a final and release executable. The final executable boots in the latest builds of Xenia-Canary [122f58c9d Mar 26, 2024].
* Different title screen.
* Different title screen.
* Choosing "Start New Game" will hang on the main menu until you hit the Start button and choose to "leave game".
* Contains debug but debug appears to be inaccessible (or does not display properly) in currently Xenia-Canary build.
* Different controls and multiple differing mechanics from the final release. Consult the ingame controller layout to get to grips with it. Seriously, Select = Flashlight levels of weird.
* No PvP content is seemingly present.
* There are three campaign missions, all midway between transitioning from grayboxed to environmental art pass.
* Mission 08 seemingly features the Weyland Yutani scientist/spy character cut from the final game.
* Mission 07 is barely functional, mostly presenting level geometry, save for an interactive button for a garage that does nothing after being triggered.
* There are multiple test environments, including fully implemented rooms for all enemy types. They feature a wide array of cut environmental assets.
* A cut Xenomorph miniboss dubbed the Reaver is fully implemented. It is a large, roided out, white xenomorph that would've attacked the player like the Xenomorph Soldier class, but with substantially more health.
* Player health does not have armor or individual chunks - it's a single bar, and is healed with a slowly applied medkit in the style of Left 4 Dead.
* Cut health and ammo dispensers, also in the style of Left 4 Dead.
* Most weapons are at least partially implemented, including several cut weapons, but most are buggy and can only be accessed via debug or the Firing Range test environment.
* The Firebomb grenade was originally intended to be used to cut off Xenomorph spawns like e-holes in Gears of War.
* Enemies in general demonstrate far more aggression than in the final release, both xeno and human variants.
* Bella, O'Neal, Winters, and Cruz are fully modeled, but only Winters and Cruz's models are used in any of the playable levels.
* A cut Duke Nukem cameo, portraying Duke as a Colonial Marine, is scripted but only partially implemented.
* In theory, LAN play may be possible, as it appears to be coded in. Will require testing.
* Original filename: Aliens - Colonial Marines (Mar 10, 2011) [ACM-360-58].zip
* Original filename: Aliens - Colonial Marines (Mar 10, 2011) [ACM-360-58].zip
==Acknowledgments==
==Acknowledgments==

Latest revision as of 23:41, April 25, 2024


Title Screen
Aliens: Colonial Marines (Mar 10, 2011 prototype)
Build date 2011-03-10 10:27:05
Build name ACM-360-58
Dump status Released
Origin Dev Kit HDD
Lot Terarelease 1.0 (2020)
Game Aliens: Colonial Marines
System Xbox 360
Genre First Person Shooter
Final build US Dec 8, 2012
Release date US Feb 12, 2013
Download Aliens: Colonial Marines (Mar 10, 2011 prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.

A prototype of Aliens: Colonial Marines for the Xbox 360.

Notes

  • Predates the final build by over a year and a half.
  • Contains both a final and release executable. The final executable boots in the latest builds of Xenia-Canary [122f58c9d Mar 26, 2024].
  • Different title screen.
  • Choosing "Start New Game" will hang on the main menu until you hit the Start button and choose to "leave game".
  • Contains debug but debug appears to be inaccessible (or does not display properly) in currently Xenia-Canary build.
  • Different controls and multiple differing mechanics from the final release. Consult the ingame controller layout to get to grips with it. Seriously, Select = Flashlight levels of weird.
  • No PvP content is seemingly present.
  • There are three campaign missions, all midway between transitioning from grayboxed to environmental art pass.
  • Mission 08 seemingly features the Weyland Yutani scientist/spy character cut from the final game.
  • Mission 07 is barely functional, mostly presenting level geometry, save for an interactive button for a garage that does nothing after being triggered.
  • There are multiple test environments, including fully implemented rooms for all enemy types. They feature a wide array of cut environmental assets.
  • A cut Xenomorph miniboss dubbed the Reaver is fully implemented. It is a large, roided out, white xenomorph that would've attacked the player like the Xenomorph Soldier class, but with substantially more health.
  • Player health does not have armor or individual chunks - it's a single bar, and is healed with a slowly applied medkit in the style of Left 4 Dead.
  • Cut health and ammo dispensers, also in the style of Left 4 Dead.
  • Most weapons are at least partially implemented, including several cut weapons, but most are buggy and can only be accessed via debug or the Firing Range test environment.
  • The Firebomb grenade was originally intended to be used to cut off Xenomorph spawns like e-holes in Gears of War.
  • Enemies in general demonstrate far more aggression than in the final release, both xeno and human variants.
  • Bella, O'Neal, Winters, and Cruz are fully modeled, but only Winters and Cruz's models are used in any of the playable levels.
  • A cut Duke Nukem cameo, portraying Duke as a Colonial Marine, is scripted but only partially implemented.
  • In theory, LAN play may be possible, as it appears to be coded in. Will require testing.
  • Original filename: Aliens - Colonial Marines (Mar 10, 2011) [ACM-360-58].zip

Acknowledgments

A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!

See also