the cutting room mirror

April 5, 2012 Build

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This is a sub-page of Proto:007 Legends (Xbox 360).

This prototype is documented on Hidden Palace.

To do:

  • Images! Alpine took screenshots while researching so they exist and just need uploading.
  • Crashes in certain areas, corrupted textures on the minimap and during certain scenes need confirmation of being present on original hardware.

Internally referring to itself as "James Bond Legends", the April 5th build for Xbox 360 is the earliest playable build of the game, dating roughly halfway through development. Many levels are starting to shape up at this point, though some broken AI and mechanics work against what parts of the game are actually playable.

Levels

Goldfinger: Auric Ents. (Auric Enterprises)#

This level was originally intended to be a decent amount longer, and have far more tutorials, as evident by placeholder text at the top of the screen during intended areas.

  • The beginning area with the decommissioned aircraft allowed the player to stealth after Bond sneaks in, rather than setting off an area-wise alarm with an EMP blast. Bond then climbs onto a marked aircraft and rides it into the facility, not unlike the truck autoscroller from GoldenEye's Dam level, which was cut entirely.
  • The Disassembly Line 1 checkpoint cannot be completed due to a barrier blocking the ladder. Backtracking from the next checkpoint shows that the ladder has no climbing properties applied to it anyway.
  • The Disassembly Line 2 checkpoint also cannot be completed due to a softlock with the smartphone. It may be possible to complete by knowing the code (if one is even implemented), but it is almost impossible to figure out what this code would be without using the phone as intended.
  • The Disassembly Line 3 checkpoint also suffers from the same problem as Line 2. This was also cut from the final game.
  • The first Smelting Room has an almost identical layout to the final game, (lower area?) but is missing textures and is still in a blockout state. No photo objectives have been implemented and stealth is not mandatory. There are two exits, leading to a second and third smelting room that were later cut.
  • The cutscene where Bond spies on Pussy and Goldfinger uses partially finalised dialogue from Bond, but the cutscene is not timed correctly and a placeholder recording of "he's just walked into view" talks over his first lines. Pussy and Goldfinger use placeholder recordings. This checkpoint is intended to give the player a tutorial on "critical stealth", meaning the smelting room(s) may not have been planned for enforce stealth yet. A secondary objective for planting bugs on Goldfinger's trucks is active and functional.
  • In the final game, Bond introduces himself to Pussy in the next hallway, outside the elevator. In this build is a cut sneaking section in which Bond tails Pussy through a set of offices, encountering her in an office. Pussy then leads Bond past the laser room and through the main lobby to the elevator. The main office room suffers from extremely heavy performance issues, down to possibly single-figures. A ventilation shaft can also be used to enter the hallway from outside, which is surprisingly long and has broken textures/drawing.
  • Pussy is meant to distract the receptionist guards in the lobby, but their setpiece is either broken or non-existent, with the guards frozen in place and unable to be killed. The elevator is all the way at the back of the reception area and can be triggered manually to progress. Melee fights have not been implemented yet and the game simply skips over this.
  • Goldfinger's office cannot be accessed from this checkpoint due to requiring the phone, but it can be accessed through the dev room. It is again impossible to progress as intended due to the phone, but walking behind the golden statue teleports Bond to opening the safe and Pussy's model inexplicably changes to that of a generic Auric Enterprises grunt. To make matters even stranger, your objective is to "find a spacesuit." The cutscenes going back down to the lobby play out without quick-time events and you are stuck without weapons (or enemies) while escaping. The penultimate cutscene outside the building is mostly incomplete and untextured, and kills you instead of progressing to the final cutscene.
  • The famous laser scene is in third-person perspective (the final game uses a first-person perspective) and is nearing completion visually. It uses placeholder dialogue and has a finalised(?) score recreating the soundtrack to the film's laser scene. The level hangs on a black screen with rain ambience after the cutscene, and the player must pause and quit to do anything after.

Goldfinger: Fort Knox#

  • The level's intro cutscene opens with a fly-by of Fort Knox that leads into the plane before transitioning into Bond's perspective. The player then has control of Bond leaving the plane.
  • US Military forces are marked as enemies. They are immune to being shot or melee takedown triggers from the player, but melee attacks
  • The barricades do not need hacking to open and can be simply vaulted over.
  • The first RPG enemy spawns on a platform outside the first left watchtower, and the second RPG enemies spawn on the Fort Knox rooftop instead of the second watchtowers.
  • The laser vehicle (using GoldenEye's tank as a placeholder model) will kill Bond unless the player destroys it with RPGs around the map, however there is no clear indication that it is safe to progress.
  • Inside the main hall, a few enemy stragglers up in the balconies are incredibly difficult to reach due to hiding away from the balcony itself.
  • The loading bay is covered with several drone guns with an objective of hacking them to disable them. Because the drone guns are completely leftover from GoldenEye, the player can simply shoot the control laptops instead to disable them. The drone guns are not effected by the Blind NPCs debug option. The objective is voiced by a placeholder female voice.
  • Unlike the Bunker level in GoldenEye 007: Reloaded, the area without power is actually dark if the NVGs are toggled off in the debug menu.
  • The cutscene where Bond and Felix descend the lift shaft is broken and re-places Bond at the top of the shaft afterwards, making it impossible to progress normally. None of the small doors next to the blast doors have collision, it may be possible to drop down to a later part of the level.
  • The melee boss fight is skipped over, but the cutscene uses the fallback Bond model.
  • The Main Vault Top Floor is prone to crashing.
  • The Oddjob fight is only half complete and abruptly ends after the wire is cut, which is in a different place to the final game. The bomb defusal cutscene is separate, making the player run back to the bomb.

OHMSS: Piz Gloria (Blofeld's Lair)#

  • Draco uses spacesuit Goodhead, regular outfit Goodhead, and default Bond models as placeholders throughout the level.
  • The layout of the first area is smaller and lacking the raised area to the left
  • There are technically multiple ways around the lair even in the final game, which is explained by the presence of numerous drone guns in this build. The correct route is to circle around and climb the gondola lift.
  • The elevator inside the lair teleports the player to the Angels Of Death bedrooms, which requires a loading screen.
  • The two non-essential bedrooms are accessible, the bedroom required to continue through the level does not open.
  • The bedroom door after the stairs also does not open.
  • The second lab room has a cutscene of Bond spying on Blofeld, using his model from GoldenEye as a placeholder model. Blofeld tells the guards to take anything of value and leave nothing that can be traced back to him.
  • Character lighting in the third lab is completely broken, leaving NPCs and the player's hands and gun almost completely black.
  • There appears to be no way to open the door to Blofeld's office.
  • Blofeld's computer cannot be unlocked due to the phone softlock.
  • Blofeld's office is the first instance of the build using music from 007 Blood Stone.
  • The lift out of the third lab also teleports the player with a loading screen.
  • The final cutscene, which comprises the ending gondola lift and Blofeld fights, is almost completely incoherent, opening with teleporting Bond into the air and ziplining backwards through the building.

Licence To Kill: Felix Hotel#

The cutscene with Felix in the hotel is as barebones as could possibly be, with no environment, text-to-speech voices, and the default Bond model for every character. It is separately selectable from the dev menu level list, and correctly progresses into the Refinery level.

Licence To Kill: Refinery#

Refinery is incredibly unfinished and only borderline playable. The cutscene with Pam is significantly shorter and the opening outdoor area is a complete blockout, besides the arena centre. The tunnels lose collision before you get into the refinery which leads you to fall through the floor, however it's possible to fall into a later part of the refinery which has textures, but without enemies or triggers.

Half of this level has a unique problem in which unknown assailants from multiple directions will frequently shoot you through walls completely irrespective of the current stealth status. Both refinery areas are the biggest offenders for this. When loading into anywhere in the level, the action transition stinger plays, which could be somewhat of an indication about why this happens. Mine planting objectives are active in these areas, but one mine in Refinery A is unreachable due to the ladder lacking climbing properties.

Structurally, the level is already finalised. The room the Dario fight takes place in is completely unfinished, and the fight cutscene does not trigger unless the dedicated checkpoint is selected from the dev room. The dev rooms also have to be used to skip the end of the drains and Sanchez's office to reach the helipad checkpoint at the end, which also doesn't work; Bond is teleported to the middle of nowhere while opening the gate, only to be teleported back to the same side of the locked gate. Pam makes it through in that time, but the player is stuck behind the gate and cannot finish the level.

Licence To Kill: Driving (Mountain Roads)#

The general outline for this level exists and functions but without any enemies attacking or much detail to the environment. The level has a very strong glow filter, a very basic revolutions and gear HUD, still has on-foot HUD present. Pressing Y to look behind the vehicle triggers an explosion sound effect and pressing the right stick locks the view into looking at the right side of the car. There is only ambience and no music. The end of the level kills Bond instead of moving to the melee fight with Sanchez.

Die Another Day: Driving (Ice Lake)#

The map for this level is final but missing most of its geometry outside the play area. Cutscenes are absent but marked in the sky with text on black boxes detailing the changes in each phase of the battle. Zao plants bombs that explode and the laser targeting is marked with basic wireframe indicators like your car's speedometer, but the car has no gadgets and no lose condition either. The setpiece at the end with driving to the plane is completely absent, and worded in the final box as though this is just a cutscene and not a playable section. The level then moves onto the plane.

Pressing the left stick propels the car up and to the side a bit, which will usually throw you off driving straight. Pressing the right stick locks the camera into side profile on the car. Pressing Select stops Bond's car and enters freecam, dropping Bond wherever the camera is when pressing Select again.

Die Another Day: Plane (Graves' Cargo Plane)#

Grave's cargo plane appears to have basic geometry but spawns Bond out of the plane and falling into a death trigger. The map does not have an art test variant making it impossible to explore from within the build.

Moonraker: Space Port#

Space Port was one of the earliest maps worked on, and as such is further along than most levels at this stage. However, it's not without major issues.

  • This is the only stage in the build to have toggle options in front of its teleports. They are used to toggle the opening cutscene on and off, and to switch between two checkpoints in a single area. Typically every checkpoint, including level start variants with and without cutscenes, would use a separate teleport.
  • Shooting a camera in the first area for some reason alerts everyone even if nobody was in range to see or hear it break.
  • The decompression chamber suffers from huge performance issues, which persist if the player backtracks through it again. This can also cause issues with parts of the map not loading.
  • The photograph objective cannot be completed due to issues with the smartphone.
  • The first breeder room checkpoint loads the player at the bottom of the cargo lift, with the door prompt teleporting straight to Drax's office. The second checkpoint spawns Bond underneath the floor of the breeder corridors.
  • Drax's office has no puzzle to complete and the door simply opens when the player nears. Three collectibles can be picked up in the room but nothing else seems to be interactable.
  • The upper control room checkpoint forces the player to look down at Drax when Goodhead mentions his presence.
  • The console in the upper room is not interactable due to the phone issue. The objective to photograph the central globe in the room is active.
  • The Jaws fight suffers from heavy performance issues. The first QTE prompt appears but automatically completes itself.
  • The second QTE prompt gives Bond a wider play area to aim the screwdriver. Attempting to throw softlocks the build, while letting Goodhead die fails the player with the reason "you were spotted by a camera."
  • The fan control unit in the blast pit prompts the player to "kick" the panel by holding X.
  • The animation where Bond and Goodhead change into spacesuits is slightly longer, Goodhead's line is different, and the angles at which the two are facing during the scene is different.
  • Also in this cutscene, Goodhead's undressed model is completely topless, wearing only underwear bottoms.
  • The stingers before the breach reuse music from GoldenEye.
  • The modem in the lower control room is not hackable, and nothing happens when all enemies are defeated, making it impossible to progress.
  • The helicopter ride uses completely different music.
  • If the final sprint to the shuttle is loaded directly from the checkpoint, the surface to air missile and area music will be missing. Attempting to finish the level makes Bond fall to the floor of the silo and die.
  • The final cutscene begins well, but quickly begins losing assets. Upon the cutscene's completion, the build softlocks.

Moonraker: Space Station#

  • The cutscene is lacking textures and uses placeholder voices.
  • The entire space station is in a blockout state, the only part of the map using any textures is the placeholder space texture.
  • Bond spawns in the space station in zero-G, which quickly disables near the doorway to the control room. If the player is too high up when it disengages, the fall will kill Bond.
  • The control room has many doors out of the area marked as objectives. Drax is in the centre of the room being filmed by a camera, the contents of which is being displayed on a big monitor above him.
  • After going through any of the doors, a single objective marker is placed at the tall poison pods room where the final 'boss' sequence of the final game takes place. The objective disappears once getting here and nothing happens once the enemies are defeated, however it leaves zero-G active for the rest of the session.
  • Another Drax model is present in the top area of the room but does nothing.
  • The cutscene where Jaws takes Bond and Goodhead to Drax can only be triggered through the dev room. It is completely silent and ends with a melee takedown prompt while looking at Jaws, which does nothing. All NPCs disappear after the cutscene.
  • Similarly, a cutscene where allied forces arrive at the station can be triggered from the dev room, is completely silent, and despawns said forces once the cutscene ends.

Skyfall: Istanbul (Istanbul Old Town)#

Istanbul begins without a cutscene, no NPCs are in the hotel room and nothing in the room has collision. The level is incredibly early with unfinished textures and geometry and walking out of the hotel teleports you to the next rooftop, skipping the zipline. The floor loses collision where the motorbike chase begins, making it impossible to progress. Enemies in this level love committing martyrdom and frequently drop live grenades when killed.

Skyfall: Shanghai#

The skyscraper level barely exists, and only as a small few rooms with pitch black textures (including Bond and his weapon) in a grey void. Only the current room is drawn making it difficult to find your way around.

MI6 Ops (Challenges)

Returning from GoldenEye 007: Reloaded as MI6 Ops, Challenges is an arena challenge mode reusing areas from the campaign and multiplayer. Objectives range from maintaining stealth to protecting objectives, but player-determined gameplay modifiers make the mission easier or harder and affect the score accordingly. Half of the Challenges in this game are played from the perspective of the titular legends.

Fort Knox: Oddjob (Defense)#

This challenge is mostly functioning but incredibly early. It plays out mostly the same, but with only one pair of RPG enemies. The bomb lacks any textures and the tank from GoldenEye without its treads is used as a placeholder for the laser cutter. There is no progress bar on the laser, only a countdown timer, and the bomb moves on its own when ready to after the first interaction prompt. Bond's hand model and regular Fort Knox weapons are used, and there is no announcer dialogue from Goldfinger.

The level is probably technically beatable, but due to a cluster of enemies in the hall balconies who hide near the back wall, it is incredibly difficult to find tiny lines of sight on which to kill them and continue moving the bomb. Skipping to the last checkpoint in the dev room allows the level to end. Stats and score have not been implemented, so the game simply puts you back to the dev room.

Licence To Kill: Sanchez (Assault)#

This option crashes the build on the loading screen.

White Rooms

White rooms were used by Eurocom when loading into a map to quickly access anywhere important in the map. In this case these refer to developer test maps that comprise smaller, often related, test areas, but every map in 007 Legends and other late Eurocom games used them in actual levels to skip to specific checkpoints or areas as necessary.

General#

Loads into a dev room leading to eight test rooms for different gameplay mechanics. Two more teleport are labelled with no text and do nothing.

Phone View Modes#

A medium-sized room with a walled-in desk is in front of the player after walking in. A destructible camera is on the far left of the back wall and an untextured black and green barrel is on the back right. Behind the desk wall is a moonraker guard who does not attack the player and can't be shot, but can be taken out with a melee attack, dropping a P99 in doing so.

Even though the smartphone is broken in this build, it's not at all clear how this is used for testing the phone.

Interactivity#

Used for testing various wall interactions. On the left wall is a red safe. Finding the pulse of the lock was cut from the final game but the ring minigame to unlock the safe was kept, albeit moved to Bond's watch. To its right is a tiny object on the floor, which attempts to start a minigame that doesn't exist, aside from a vague sound effect when pressing A. The next also seems to not exist physically, but involves pressing three buttons. Next to it is a number pad.

On the back wall is are two fuseboxes with three levers. Next to it is a completely cut wiring minigame. Similar to the safe, Bond finds the pulse with a device and then presses buttons on each power line until all lights turn green. To the right are four modems which can't be interacted with. On the right wall is another desk and an empty shelving unit.

Skiing#

A completely untextured version of the Alpine Valley level with green, yellow and red wireframe indicators, probably for pathing.

Melee Combat#

A test room for the melee boss fights, which are not present in the campaign levels. Zao is standing alone in the room, and once defeated, the fight repeats itself (sans tutorials) with a Moonraker guard. Zao can also be shot and killed, attempting to fire back without a gun.

The fight is based on the latter-half melee bosses, who use weapons. Like the final game, you dodge the weapon attack and counter to disarm them, then attack like normal. (Parrying?) Actual punching works like the final game in that the enemy will leave an area open to attack, but instead of being told clearly which way to attack, you're on your own to figure it out, and can spam attacks a lot quicker.

Drone Guns#

A room for testing drone gun hacks. A translucent blue wall guards you from a drone turret, and a modem is flashing on the wall, but cannot be used.

Collectibles#

A room with placeholder assets for collectibles on the floor.

Fixed Guns#

A test area for using fixed gun turrets. The turret has little ammo before needing to cool down but can still make the firing sound while cooling. This area throws many enemies at you and you are likely to die pretty quickly.

Look-At Points#

An arena map with raised areas at the back and to the sides. Going up there forces the camera to override player input with preset directions. This is used in the final game to draw attention to key situations on-screen.

AI#

Loads into a dev room leading to 11 test rooms for AI in different situations. Like the above map, there are four more teleports with blank labels that do nothing.

Companion Relaxed Follow#

A large empty room with a second James Bond and control panels on the left. Path and Smart Objects can be toggled on or off, and Leash can be set to Lead or Follow. Bond will then run the most inefficient route around the empty room to reach either his set waypoints or move back to your position.

Companion Stealth#

Dubbed "AI vs AI" by the debug text, this is the large room from the Look-At Points room again. Holly Goodhead will follow you, get spotted by the moonraker guard, get obliterated by said moonraker guard, somehow survive, and massacre the guard in revenge. The guard can be killed by the player, or vice versa, but Goodhead appears to be invincible.

Companion Scripted Events#

Spawns you against a single moonraker enemy.

Companion Leashed Combat#

This room is intended to test AI companions in gunfights, but does not work correctly. You are given an allied moonraker guard to take on an enemy moonraker guard at the far end of the corridor, and to the left are four options: Alert, Target, Path can be toggled on and off, while Leash can be toggled between Lead and Follow. These options seem to do nothing as the AI never leaves the starting area.

Enemy Suspicious AI#

Another room with translucent blue walls, an invisible prompt can be triggered which makes the AI run to two set points in the room.

Squads#

Pits you and two Holly Goodheads against two moonraker guards and a space suit commander in a large room. Both Goodheads will die almost immediately after beginning the engagement.

Zero-G#

A blue and a green room for testing the Zero-G shootout mechanics in the Moonraker: Space Station level. You spawn with a Goodhead ally who immediately gets massacred by three enemies, and three more spawn in the next room. Dead bodies stay floating in place while their weapons generally fall to the floor. Use B to gain height and A to lower yourself.

Avoidance#

A room with five moonraker guards who do not care that you're in the room. The guards walk around the room haphazardly.

Head-Tracking#

An almost-identical copy of the Look-At Points map from the previous white room. Goodhead spawns in here and loosely follows you around. The right point "Look During Anim" seems to do nothing. The far point "Passive Interest Points" has floating placeholder signs that Goodhead will sometimes look at if near. The left point has a use trigger which plays a line of dialogue from Moonraker and moves another placeholder sign across. It will not grab her attention if she is too far away.

Attack Zone Trigger#

Spawns you into a room facing three enemies who immediately open fire. A Holly Goodhead spawns to your left and attacks the enemies. If you move to the enemies from the right side of the room, Goodhead can take out all three enemies by herself.

AI Ambush Camping#

A large room with lots of translucent cover but enemies only spawn on the front half. This is presumably intended to test that enemies can camp in strategic spots against the player. The first enemies can be consistently made to run out of cover to the right side of the map, but the other enemies in the map are much more persistent in staying in their original positions.

VFX#

This map seems to load infinitely.

Skyfall: Driving#

This is an art test map of a narrow, underlit city that plays action music. There is no playable section to this, though the on-screen speedometer seems to think something is driving.

Art Maps

This menu contains art maps for the multiplayer maps in online and split-screen variants, and for the Auric Enterprises, Fort Knox, Blofeld's Lair, Refinery, Ice Hotel and Space Port campaign levels. These maps are not 'playable' but give the developers an in-engine freecam to view the maps on hardware and out of the 3D model and engine software.

Y and A respectively move the camera directly up and down, the triggers roll the camera on their respective sides and pressing the right stick resets the roll angle. LB slows down camera movement and RB speeds it up. D-pad up and down increase and decrease the field of view, even during the pause menu. These maps do not always spawn you near anything or with any part of the map drawn, making it a bit of a struggle to initially find the actual map once loaded in.

Frontend

The game's main menu is accessible from the Frontend option on the dev menu. This menu still uses GoldenEye 007: Reloaded's logo and MI6 desk background (albeit now tinted blue) and plays its pause menu music, however the font has been changed and the menu UI is a mix of GoldenEye leftovers, new designs that made it to the final game, and new designs which didn't.

  • The game still uses GoldenEye's game ID and will recognise a GoldenEye game save as "corrupted" if present.
  • The list of MI6 Ops is the same as GoldenEye's, though all are missing UI images and only the first three are unlocked. Trying to load any of them kicks you back to the dev menu.
  • The multiplayer menu is a similar case, the list of game modes has been updated (including renaming GoldenEye mode to Icarus) and the first seven maps have been renamed to Legends' map list. The rest are still present and none have images. Invisibility is unlocked (which was previously locked behind a cheat code in GoldenEye). The weapons list is unchanged, playable character text has been updated but still reuse related character images from GoldenEye.
  • Not all levels are available in mission select, including some levels that are selectable from the dev menu.
  • Modern and Classic difficulties are listed separately for Operative, Agent and 007 in the difficulty selection, rather than being a button toggle.
  • Starting a new campaign loads straight into Auric Enterprises, skipping over the introduction cutscenes and the area with Goldfinger's assistant.
  • Cheat codes from neither GoldenEye or 007 Legends work in the Extras menu.

Watcher (Debug Menu)

The debug menu is opened by pressing the controller's bumpers while moving forward... sometimes.

  • Wireframe - Draws wireframes.
  • Collision - Draws collision of nearby surfaces being looked at.
  • Add Player - Unknown, seems to do nothing.
  • FOV - Increases or decreases the field of view between 1 and 90. Measured vertically, default value is 49.
  • Enable Camera Trigger - Unknown, seems to do nothing.
  • Debug Camera - Pauses the camera in the air and detaches from Bond.
  • Frame Rate - Slows the game down, defaults to 0.00 (full speed) and can be slowed down to a maximum of 1.00.
  • Show HUD - Almost completely disables the in-game HUD. The tint indicating that the P99 suppressor is equipped is the only HUD element that persists.
  • Show Player Health - Displays the player's health as a numerical value, but doesn't work and always reads 100. If training modules are enabled below, active modules are listed next to it.
  • Enable Cutscene Triggers - Skips cutscenes, but can cause trigger incompatibilities.
  • God Mode - Intended to prevent receiving damage, but doesn't work.
  • Show Normal - Draws a wireframe diagram in the centre of the screen and details what surface type is currently being looked at.
  • Show Co-ordinates - Displays co-ordinates and velocity details in the top left corner.
  • Player Debug Controls - Prevents the LT+D-pad Down combo from being triggered.
  • Show Player - Toggles whether the player's hand and gun models are visible.
  • Kill Player - Kills the player.
  • NPC God Mode - Prevents all NPCs from receiving damage. Enemies can still be defeated with melee takedown animations.
  • Freeze NPC - Freezes all NPC animations but not movement.
  • Training: Health Boost - Enables the Health Boost
  • Training: Conditioning - Enables the Conditioning training module, which
  • Training: Rapid Recovery - Enables the Rapid Recovery training module, which
  • Training: Fast Switch - Enables the Fast Switch training module, which switches weapons faster.
  • Night Vision On - Forces the NVG filter on.
  • Night Vision Off - Forces the NVG filter off.
  • Blind NPC - Prevents enemies from being alerted by seeing Bond.
  • Deaf NPC - Prevents enemies from being alerted by gunfire and explosions.

Misc.

  • As with many other late Eurocom prototypes, launching the build attempts to connect to some sort of dev hardware. Pressing A bypasses this screen.
  • This build is marked on the dev menus and frontend as version 192.
  • Holding LT and D-pad Down puts the game into third-person perspective. Bond's animations are expectedly broken, especially during melee attacks, though curiously in this view the game seems to have a much stronger aim assist, making it feel a bit more like previous Bond games Everything Or Nothing and From Russia With Love.
  • The loading screen uses the series' official 50th anniversary artwork as the logo (nor the game's name) had been finalised yet.
  • Loading into a level loads the player into a "dev room" that lets the player start the level from a specific checkpoint.
  • Bond can crouch and uncrouch while in the air.
  • Pussy Galore uses a placeholder model of Holly Goodhead, who sports the likeness of her film actress Lois Chiles rather than her generic redesign used in the final game.
  • Similarly, Felix Leiter bears the likeness of Jeffrey Wright, who played Leiter in Craig's Bond films. In the final game he was redesigned to a generic white man.
  • Performing headshots in stealth plays a musical harp stinger sound.
  • The D-pad inputs for toggling the P99 suppressor and using darts are swapped. The type of dart equipped is not changed with the weapon swap button, but rather has a unique sub-wheel by holding D-pad left and selecting with the right stick.
  • This sub menu also applies to the different smartphone modes, though selecting anything in the wheel triggers the weapon softlock.
  • The game uses one of Bond's character models as a fallback in case of errors with a missing or unloaded character model. This can also be seen in the final game by making strategic jumps in Fort Knox to skip the trigger that loads the NPC models in, causing everyone in the finale sequence to be Bond.
  • Bond's pistol animation is still the swipe downwards from GoldenEye.
  • Similarly, the P99 model is reused from GoldenEye and has not been remodelled yet.
  • The Moonraker Laser has a much earlier scope design.
  • All number pads use the code 6834, which is almost impossible to know due to the phone softlock.

Bugs

  • Bond will randomly take damage from certain directions in certain levels, even when no enemies are present or could feasibly attack from so far away. Crouching can alleviate this, but not entirely.
  • The God Mode and Display Health options (and possibly more) in the debug menu do not work.
  • Holding the crouch button forces a vault animation regardless of the current surface, and trying to uncrouch after will perform the vault animation again; pressing the button one last time stands up again correctly. This has a high chance of bugging Bond into the floor with inverted controls.
  • Pausing the game always opens up the brightness slider option instead of the root pause menu.
  • Trying to throw a proximity mine in most maps, or use Bond's smartphone in any map, softlocks you into losing your equipped guns until you can melee takedown an enemy.

(Source: Alpine Escape)