13:10 That explains why the window is mysteriously open after you go in through the elevator chaft, there was a scene here that was supposed to be the reveal of the Ceph which got scrapped and was replaced by a cutscene (granted it was a much cooler intro to the Ceph). Very intersting to see how early this Levels Geo was finalised, there isn't that much that changed between this and the final release that is shared between the two.
the amount of cut content really surprises me, the cut the reveal of ceph, the fight between cell soldiers & ceph. u just end up in a cutscene with lot of dead bodies and the ceph clicker jumping on you. cant even hear the sound effects of their fights when you are in sewers within the final release.
I really wish the active/passive mode (and the controller control-scheme as a result) made it into the final game. I don't mind the streamlined approach the final game took, but it made the campaign a bit lackluster with its usage, and the multiplayer quite annoying once people were getting accustomed to it as high-level players started appearing.
This different suit voice is certainly interesting. Can't help but feel it talks a bit too quickly though. The newer version at least was a bit slower.
Kinda just stumbled upon this and I gotta say, this is so much cooler than the final build... I mean I don't even know where to start lol. For one, the way you wield your gun looks better... Sound design for the suit excluding its voice is more badass... HUD and crosshair is also cooler looking (although I will admit that the retail version's minimap is a bit more practical than a radar) and I like how it changes when switching from tactical mode, plus the fact it actually features a health status bar (although no percentage readout sucks) like in the first game, which is preferable to blood splatter as it doesn't obscure vision. Armor drains quicker passively but not from actual damage is tbh the way it should've been... Oh and need I even mention the suit menu?? That alone makes this build to a degree conceptually superior to the retail version. Only thing I didn't grasp was the need to toggle passive or active states for each mode, like what's the point of that? That's the only thing I would say the final build did better. But overall I liked this a lot! Just a shame so much of it was scrapped from the final game :/
"the way you wield your gun looks better" Not that there's a great deal of difference here anyway, but the recoil and movement animations are more polished and smoother in the final release. "Sound design for the suit excluding its voice is more badass" Not true at all, sound design for the suit is far better in the final version and it's not even close. The activation sounds for both cloaking and armouring up are much more pronounced and distinct in the release version than they are here, not to mention launch version armour having the sounds of your footsteps being louder and bullets plinking off your suit. The difference is immediately clear when you do a sound comparison between alpha and launch. "HUD and crosshair is also cooler looking" The crosshair here is literally the same as the final release, don't know what you're talking about there.
Do you know what the difference between each mode passive and active version? I dont know why cloak would have passive mode, in the first game both strength and speed passive mode make sense since they increase your raw combat performance like reload speed, normal run or jump strength.
So you could choose whether to be invisible or not in infiltration mode huh? That’s cool. Aaaand THERE WAS A POWER MODE HUH?!! So they DID a power mode and cut it? Bruh