Aliens: Colonial Marines (Aug 10, 2012 prototype)

A prototype of Aliens: Colonial Marines for the Xbox 360.
==Notes==
* Predates the final build by 4 months.
* Playable in at least Xenia Canary March 26 2024 Build, though prone to crashing during certain loading transitions. Textures will also glitch, enough to the point to possibly induce an epileptic seizure - be mindful if you have epilepsy!
* Features almost the entire campaign, with multiple cut cinematic moments far enough into development to have voice lines and dedicated animations, including a tram ride to escape the Sulaco.
* Several E3-quality visual aspects, such as the infamous swinging broken light with dynamic shadows, were still implemented this late into development.
* Features pre-vis cutscenes with multiple, alternate (and in this member's humble opinion, significantly better) planned cinematography than in the final release.
* Final boss stage is just started on, with static t-posed models. No functional gameplay.
* Using the debug cheats (available via the pause menu) is necessary to progress past several sections.
* When playing the level with the Xenomorph queen under Weyland Yutani experiments, use Kill Enemies to despawn her. Otherwise she will constantly kill you before you can trigger the next level load transition.
* Collectibles with experience point boosts for both Marines and Xenos that would carry over into multiplayer were fully functional at this point in development and were cut for seemingly no reason.
* Player loadout system exists but the weapon wheel doesn't appear to be implemented, leaving you with the default rifle as your primary and the scout rifle as your secondary. 
* Advise you use the God Mode and Loaded perks, as the current implementation of the health system is still fairly unforgiving.
* Certain setpieces are 1:1 with the final game, such as the Smartgun shootout, but other levels feature vastly different geometry and scripting, especially levels relating to the Sulaco.
* Multiplayer maps appear to be coded in and implemented, but are inaccessible by normal means.
* SHIFT Codes were just labeled "Unlock Codes" in the menu at this point.
* The "rescue Keyes" objective plays out slightly differently, with the player firing their pulse rifle instead of a pistol.
* Weyland Yutani mercenaries have slightly more visual variety in their armor designs.
* Weird glitches in some in-game cutscenes where characters' hands look improperly sized.
* Despite playing as Winter in the intro cutscene, the game seems to spawn you as Player Two, with Bishop examining an NPC as Player One?
* Story dialogue ranges from fully implemented to placeholder texts. Several cut lines of dialogue are present.
* Unlike most UE3 games, Colonial Marines appears to not use traditional trigger volumes, so being in Ghost mode with debug allows players to go beyond the normal boundaries of the loaded area, but also means you have to walk to trigger each subsequent loading zone.
* Worth exploring further on 360 Devkit hardware! Will upload video documentation in near future.
* Original filename: Aliens - Colonial Marines (Aug 10, 2012) [Pecan.4170--2012-8-10_00.20].rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
==See also==
* Obscure Gamers
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)