Dead Space 3 (Aug 25, 2012 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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{{Prototype
{{Prototype
|titlescreen=Dead_Space_3-2012-08-25-Pre-Alpha_3-Title.PNG
|Page name=Dead Space 3 (Aug 25, 2012 prototype)
|Page name=Dead Space 3 (Aug 25, 2012 prototype)
|titlescreen=Dead_Space_3-2012-08-25-Pre-Alpha_3-Title.PNG
|builddate=Aug 25, 2012
|builddate=Aug 25, 2012
|buildname=Pre-Alpha 3
|buildname=Pre-Alpha 3
Line 17: Line 17:
|unreleased=No
|unreleased=No
}}
}}
{{Download}}
{{Download
A pre-alpha, debug-build prototype of of ''Dead Space 3'' for the PlayStation 3 from 2012-08-25 (about 4 months before the NTSC release build).
|file=Dead Space 3 (Aug 25, 2012 prototype).7z
|external=https://archive.org/details/DeadSpace320120825PreAlpha3
}}
A pre-alpha, debug-build prototype of of '''Dead Space 3''' for the PlayStation 3 from 2012-08-25 (about 4 months before the NTSC release build).
==Notes==
==Notes==
*The entire game is present in some form, but the completeness/playability varies greatly.
* Works at least in version 0.0.31-16206-77485747 Alpha of rpcs3 without problems if run in default settings.
* The entire game is present in some form, but the completeness/playability varies greatly.


*The middle of the game (in the fleet of ghost ships and on the surface of the ice planet) is nearly complete, although a few puzzles (in particular, the "collect all of the cross-sections of the necromorph" puzzle on the planet) are non-functional and must be skipped by using the level-select feature in the debug menu.
* The middle of the game (from the Sovereign Colony fleet of ghost ships to the surface of Tau Volantis, the ice planet) is nearly complete, although a few puzzles (in particular, the "collect all of the cross-sections of Rosetta the alien" puzzle on the planet) are non-functional and must be skipped by using the level-select feature in the debug menu. Other puzzles function differently, such as the train puzzle from the second chapter being more elaborate.


*The early and later chapters are mostly untextured geometry, but are generally functional with the exception of the final boss battle.
* The early and later chapters are mostly untextured/placeholder geometry, but are generally functional with the exception of the final boss battle. Final boss stage loads, but is simply a spinning, non-interactive asset.


*Numerous test/debugging levels are present in the map list. Additionally, it is possible to launch the E3 preview version of the game by selecting the E3 front-end instead of the standard front-end. The E3 version plays significantly differently than the equivalent section of the "normal" game which is also present in this pre-alpha build.
* It is possible to launch the E3 preview version of the game by selecting the E3 front-end instead of the standard front-end. The E3 version plays somewhat differently than the equivalent section of the "normal" game which is also present in this pre-alpha build.


*Beware that many entries in the map list are not actually present on the disc, and will cause the game to lock up (generally requiring a reboot of the console).
* Numerous test/debugging levels are present in the map list, though beware that many entries in the map list are not actually present on the disc, and will cause the game to lock up (generally requiring a reboot of the console).
* Several cut gameplay features are present, including breakable ice hazards, more sections where the player can die from hypothermia, and suits having unique perks (not all are implemented or listed in the suit store).
* Human enemies are demonstrably harder to kill and have more dedicated combat encounters against both the player and necromorphs.
* Multiple instances of alternate dialogue, some fully voiced by the main cast of the final game, other sections by placeholder voiceover. Overall tone of the writing is more somber. However, not all cutscenes are implemented.


*Accessing some of the debugging controls requires a second controller.
* Accessing some of the debugging controls requires a second controller.


On Controller 1 or 2:
On Controller 1 or 2:
Line 109: Line 116:


==Origin==
==Origin==
<gallery mode=nolines heights=168 widths=240>
<gallery mode="nolines" heights="168" widths="240">
Dead_Space_3-2012-08-25-Pre-Alpha_3-Disc-Small.PNG|Disc front
Dead_Space_3-2012-08-25-Pre-Alpha_3-Disc-Small.PNG|Disc front
</gallery>
</gallery>

Latest revision as of 07:13, March 19, 2024

Title Screen
Dead Space 3 (Aug 25, 2012 prototype)
Build date Aug 25, 2012
Build name Pre-Alpha 3
Dump status Released
Dumped by Cut Into Fourteen Pieces
Released by CVLT OF OSIRIS
File release date April 29, 2019
Origin BD-R
Dump method DiscImageCreator
Game Dead Space 3
System PlayStation 3
Genre Survival horror
Final build US Dec 14, 2012
Release date US Feb 5, 2013
AU Feb 7, 2013
EU Feb 8, 2013
Download Dead Space 3 (Aug 25, 2012 prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.
Download Dead Space 3 (Aug 25, 2012 prototype) from external mirror

A pre-alpha, debug-build prototype of of Dead Space 3 for the PlayStation 3 from 2012-08-25 (about 4 months before the NTSC release build).

Notes

  • Works at least in version 0.0.31-16206-77485747 Alpha of rpcs3 without problems if run in default settings.
  • The entire game is present in some form, but the completeness/playability varies greatly.
  • The middle of the game (from the Sovereign Colony fleet of ghost ships to the surface of Tau Volantis, the ice planet) is nearly complete, although a few puzzles (in particular, the "collect all of the cross-sections of Rosetta the alien" puzzle on the planet) are non-functional and must be skipped by using the level-select feature in the debug menu. Other puzzles function differently, such as the train puzzle from the second chapter being more elaborate.
  • The early and later chapters are mostly untextured/placeholder geometry, but are generally functional with the exception of the final boss battle. Final boss stage loads, but is simply a spinning, non-interactive asset.
  • It is possible to launch the E3 preview version of the game by selecting the E3 front-end instead of the standard front-end. The E3 version plays somewhat differently than the equivalent section of the "normal" game which is also present in this pre-alpha build.
  • Numerous test/debugging levels are present in the map list, though beware that many entries in the map list are not actually present on the disc, and will cause the game to lock up (generally requiring a reboot of the console).
  • Several cut gameplay features are present, including breakable ice hazards, more sections where the player can die from hypothermia, and suits having unique perks (not all are implemented or listed in the suit store).
  • Human enemies are demonstrably harder to kill and have more dedicated combat encounters against both the player and necromorphs.
  • Multiple instances of alternate dialogue, some fully voiced by the main cast of the final game, other sections by placeholder voiceover. Overall tone of the writing is more somber. However, not all cutscenes are implemented.
  • Accessing some of the debugging controls requires a second controller.

On Controller 1 or 2:

  • L2 + R2 + Start = Debug Menu

On Controller 2:

  • R3 = Toggle No-Clip Reposition Player Mode
  • L3 = Toggle Debug Camera/Normal Camera

In Debug Camera Mode:

  • Left Stick = Forward/Back, Strafe
  • Right Stick = Pitch/Yaw
  • Triangle, Cross = Up/Down
  • L2, R2 = Roll Left/Right
  • Hold L1 = Slower Camera Movement
  • Hold R1 = Faster Camera Movement
  • R3 = Bring Player to Camera + No-Clip Toggle

Screenshots

Origin

See also