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Most cut content in the game, while seen in demos and bits of gameplay seen in development videos as well as concept art, can also be found as well inside the game's files.
FINAL PRODUCT:
Unused equipment:
Localization files reveal several unused equipment that were likely cut under development (under PecanGame/Localization/INT)
X N7 Cryobomb (A cryogenic grenade capable of freezing enemies, it has its own model based on the HE grenade and texture, but is cut) - DEFGEN_Unlocks, DEFWPN_Tactical
Flare (A flare to light up and to light dark areas, akin to AvP) - DEFWPN_Tactical
Nuclear device (A bomb to blow the planet from orbit?) - DEFWPN_Bomb
(Xeno) Egg (Maybe an item that can be carried in multiplayer, specifically the Hunt gamemode?) - DEFWPN_HuntEgg
Acid Neutralizer (An item that neutralizes acid blood? Makes you resistant to acid blood?) - DEFGEN_SpecialMove
M17 Medical Bandages (An item that heals the player and other players with altfire, basically?) - DEFINV_HealthPak, DEFWPN_AmmoTypes
RI30 Stim Pack (An item that heals the player and other players with altfire, basically? Also does other things?) - DEFINV_HealthPak, DEFWPN_AmmoTypes
Unused SMG altfires:
The M39 used to have an altfire like the rest of the primary weapons. It could've fired alternate ammo while retaining the same magazine, this includes FragRounds (explosive rounds), IncendiaryRounds and Steel Rain rounds (which has an unknown purpose)
Can be found in DEFWPN_AmmoTypes, DEFGEN_Unlocks and DEFWPN_UnderBarrel.
Fun Stuff:
One marine literally sticks out from the rest. This guy appears somewhere around "For Bella", but unused?: http://prntscr.com/s80irs - DERC21DEF_Loadouts, DEFCHA_Loadouts
And as well, making fun of attaching an underbarrel shotgun to a shotgun. http://prntscr.com/s80qmq
Supply Rack:
An interactable that once interacted, it can be used to customize the game's loadouts. - PecanGame
https://cdn.discordapp.com/attachments/688322619367620618/704326359534796810/concept86.png - Concept art
Unused gamemodes:
Two unused multiplayer gamemodes are featured in the game, likely to be used within the said equipment above, but since they're cut, the gamemodes themselves are not featured in the game as well. These include "NUKE" and "EGG HUNT". - PecanGame
Demo and development missions:
Three missions, while featured in the game's development cycle, are unused in the game itself and only referenced by. These include "E3 Demo - PreAlpha" (DEMOE3_Base, E3 demo featured in the game?), Derelict Facility Vignette (DEMOC10_Base) and LV-426 Vignette (DEMOC15_Base). But most of them aren't mentioned anywhere else in my knowledge, besides the localization files included themselves. http://prntscr.com/s8d71w
Others are test missions which may help the game's development, these include Xeno AI Vignettes, Character Zoo, Weapon Zoo, Firing Range, Redshirt, Mission Summary, Score, Difficulty, Human AI Vignettes, Xeno Combat, Xeno Dark Test, Xeno Gym and Deathmatch, with "TEST" before them. They don't have references as well, to my knowledge. - PecanGame
Unused attachments:
The final game features models and textures of attachments but only went unused. They are both defined inside the game's localization files and concept art.
Taped Magazines (AKA, Dual Magazines) - NSG23 (defined), M39 and M41A (concept arts)
Spring-loaded stock - M4RA
Drum Magazines - NSG23
Many other weaponry would also feature Incendiary Rounds or Frag Rounds (like L4D).
All of them are featured in DEFGEN_Unlocks.
DLC Weapon attachments:
In the same file (DEFGEN_Unlocks), DLC weaponry were supposed to have attachments of their own, but remained unused or cut in the game.
Sawn-Off Shotgun - Barrel Choke, Extended Barrel, Quad Barrel, Light Grip, Weighted Grip, AP rounds, Improved Sights, Laser Sight
SHARP Stick - Laser Sight, Red Dot Sight, Extended Barrel, Extended Magazine. It even featured skins. The skins are the following:
Hug It Out "Custom burnt orange paint job with a facehugger decal."
Holstein "Custom black and white camo paint job."
Party Animal "Custom animal print paint job."
Plasma Phased Rifle - Iron Sights or 2x scope.
Unused traits:
There are several unused traits for the multiplayer marines, but their functions are unknown, these include Bandolier, Surgeon, EMT and Scavenger.
DEMOS, TRAILERS:
2011 Gameplay demo:
The MK221 shotgun (then known as the Benelli M4) does not feature underbarrel attachments in the 2011 gameplay demo. It has a different firing sound and a different reloading origin point, but most features of it remain the same. http://prntscr.com/s8e0yl http://prntscr.com/s8e24d
The Pulse Rifle MK1 has seen the most differences, featuring an entirely different model (along with the wrong bolt location in first person view), 50 round magazine capacity and similar animations of the Pulse Rifles (barring the bolt pull). By the looks of it, it does not seem to be widescreen friendly. http://prntscr.com/s8e34w http://prntscr.com/s8e5rx
If noticed carefully, when the Pulse Rifle ran out of ammo (in the current mag) during the power out section, it seemed to play its reload animation very briefly before being switched to the M4A3. Once the second pulse rifle is obtained, the pulse rifle itself is automatically reloaded back to 50 without any reload animations seen prior.
The motion tracker (for me) seems to be more movie-like to the final product, only used once in the demo.
The M4A3 pistol (M1911) is fired and used one handed, but it is never reloaded throughout.
Pickups used to be golden, and not blue (specifically, the Sentry Gun).
The Sentry gun is set up in third person rather than first person.
2012 Gameplay demo of Distress:
The Pulse Rifle (again, also the MK1 but properly modeled) is featured all through out, featuring 95 rounds. But however, this version of the Pulse Rifle is never seen reloaded or fired with its grenade launcher.
M4A3 is similar to the final version, two handed.
Smartgun is featured in the said level, but not in the final game (unless if you use ACM Overhaul, then there's a chance that will appear in the level). It uses a lens overlay to give the the feel of viewing through the smartgun visor.
Graphics, obviously.
2012 Multiplayer gameplay demo:
The M37A2 shotgun used to have a buttstock (as seen in the footage, but it's very, very lose res and I cannot find a higher res one). http://prntscr.com/s8e8il http://prntscr.com/s8e99x http://prntscr.com/s8e9wq
Here's a higher quality version: http://prntscr.com/s8gnkh
2012 Multiplayer walkthrough:
The Smartgun featured in that version carried 1000 rounds, but drains SUPER quickly. From 1000 to 699 in about 1.3 - 2 seconds (from the first video). It also has slower transition speed compared to the final version. It still uses the lens overlay, but now it displays ammo count.
The HUD is similar as it now uses 3D elements. The ammo count was at the left side of the screen instead of the right, in which it does not show the equipment and tacticals they use. In addition, the right side part of the HUD is an armor counter indicated by a numbered text and what it appears to be an armor symbol instead of a bar featured in the final game.
The death transition was displayed differently, along with the player's loadout (whom they use a pulse rifle for the rest of the playthrough).
The pulse rifle notably reuses the would-be Assault Rifle's reload animations before it has a unique animation of its own. It notably seems more fleshed out as it drops the magazine prior to inserting a new one, in which the AR's animation does not have.
Developer diaries:
Note that while most of the video displays interviews of GBX staff, gameplay is briefly seen during some segments.
The 2011 E3 demo sequences appears in some previews.
The M4A3, similar to the 2011 E3 demo is carried and fired one-handed.
The d-pad, in addition to the flashlight and tacticals, feature a medkit and what seems to be an injector at the left and right direction respectively. This heavily hints that medpacks are used in hand as it was cut in the final game. http://prntscr.com/sn9r95
The health bar only appears when the player is damaged, and it is displayed at the middle instead of the left side of the screen.
The smartgun lacks the overlay seen in other demos of the game.
The M4RA's scope reticle is not 3D rendered, instead it is displayed as a 2D overlay of a scope (like in older games). Its scope also has a different layout.
The pulse rifle uses the Assault Rifle's reload animations, briefly. http://prntscr.com/sn9sf5
The rest is still work in progress, so bear with me.
Other useful material:
https://www.avpgalaxy.net/gallery/albums/games/alienscm/conceptart/ (Concept art of various weaponry, featuring unused attachments and other bits, concept 94 - 99 and 86 for supply rack)
https://www.youtube.com/watch?v=1ntpKCd4Oaw
https://www.youtube.com/watch?v=1zw-31iDusc (Multiplayer playthroughs, featuring the closest product of the game's HUD as well as weaponry)
https://www.youtube.com/watch?v=UgBxd7WcmMk (Developer diaries, but it contains snippets of multiplayer gameplay (from an unused map?) and the exclusive demo level gameplay)
https://www.youtube.com/watch?v=Lvzoi2PEB9A (Pre-order trailer, notably and briefly features the old, almost final HUD layout)
https://www.youtube.com/watch?v=d29mIwclowk (Kick Ass trailer, featuring a 2D version of the HUD. Only seen briefly ingame as it flickers)
https://www.youtube.com/watch?v=t0ceog2LksM (Contact trailer, extended. No gameplay footage, just pre-rendered setpieces that could've been there for the better)
https://www.youtube.com/watch?v=xulEWbAyv3k (The 2011 gameplay demo, featuring the entire -and demo-exclusive- setpiece)
https://www.youtube.com/watch?v=4qLuOVI1Fic (The 2012 gameplay demo we all know and love the most, featuring setpieces from the final game but fleshed out)
https://www.youtube.com/watch?v=8ppriGQ2A_A https://www.youtube.com/watch?v=o7zIRMckLZY (2012 multiplayer gameplay, featuring lesser known things about the weapons. HIGHER QUALITY AVAILABLE, BUT HAS GLITCHES)
https://me.ign.com/en/aliens-colonial-marines-pc/51478/video/ign-live-aliens-colonial-marines-demo-e3-2012 (A rarer gameplay demo.)
If anyone has a higher quality or even exclusive gameplay footages of the pre-release version of the game, let me know!
Well, if we only have access to the demo itself, its sounds, models and textures. Recording sounds requires a really good cleanup, even then we might have to ask GBX or 20th Century Studios for this.
You're welcome, if only this gets more attention somehow and if Cold Iron Studios could take note of these make those unimplemented items or features into their game. Then again, what really matters is that the final product should (and must be) better than the demo and not the other way around.
About the meshes, yeah, I think it's the MK2 by that point. But I did not notice the animations being similar, but not the same (and more fleshed out because of dropping the magazine prior to bolt pull) of the Pulse Rifle seen in that said gameplay. That's a good eye m8.
One modder did try to readd the MK1 pulse rifle and replace the MK2 with it in ModDB, but it's not working since.
He did change some hex stuff I think
Regarding the animations, you're right
I wonder if all the guns are using the same skeleton, or something like that :P
Many builds have been leaked, I wonder if there's any way to restore the 2012 sounds and meshes
Wow thank you for creating such a detailed post I had no idea about most of what you mentioned. It’s a shame that we can’t mod the cut content back into the game but then again I doubt folks would line up to volunteer to do it.
Thank you again for your detailed post!