It's the real deal. This is an Epic-made build of Gears of War 3 for PS3. This build is dated May 19 2011, and is the only build of this ever located. As far as I know I'm also the only person with a working build of this particular data as well. I don't know why it exists, I dont know why it was made. All I can do is speculate. This is distinctly different from the January 2011 build, as that build was rebuilt from source by an unknown party. As a result, theres 2 builds on PS3, one being unofficial (Jan 2011), the other being this one (May 19 2011). There's a lot of differences from final, as well as a lot of changes from the January data, but I'll skip over them for now.
Important notes It's currently running on a PS3 Devkit. These have additional RAM that is available and without it you cannot play this. RPCS3 is not fully able to play this either, but small parts can be loaded under specific conditions. Splitscreen works, as does multiplayer with the right commands. Network play is not available as far as I know, as it cannot connect to Xbox Live, nor can it connect to PSN. If it's able to connect with other systems, I cant test it. Buttons still show Xbox 360 buttons, as well as tries to read storage like the Xbox 360, but if you select a profile it will softlock the system. I'm keeping the fix for the data private. No I wont share it.
How well does it run? Performance wise, better than the unofficial build remade from source, but not free from flaws. Anya is the biggest performance loss during all of this due to her hair. Control wise, it has the same issues as the unofficial build. Fully horizontal and vertical aiming movement is quite poor, so you must include slight offsets to your aiming, which in turn makes actually shooting things really difficult. For levels playable, everything is playable outside of 2 specific cases. Convoy (Act 3 Chapter 3) is unplayable due to an unavoidable RSX exception. Normally you could skip this by loading a specific checkpoint, but the checkpoint system is broken. In turn this leaves it impossible to play the level. The other level is the finale, where the boss gets stuck on a scripting issue. It leaves the level impossible to finish, but is almost complete.
Timestamps Title Screen 00:00:17 Act 1 Prologue 00:00:52 Act 1 Chapter 1 00:04:54 Act 1 Chapter 2 00:21:08 Act 1 Chapter 3 00:37:56 Act 1 Chapter 4 00:59:47 Act 1 Chapter 5 01:18:28 Act 2 Chapter 1 01:58:10 (at 02:09:09, I face backwards to avoid an RSX crash when going to the next section) Act 2 Chapter 2 02:17:07 (although not shown til 08:19:51, the duck hunt minigame does exist in the build) Act 2 Chapter 3 02:27:03 Act 2 Chapter 4 02:37:11 Act 2 Chapter 5 02:55:44 Act 2 Chapter 6 03:05:54 Act 2 Chapter 7 03:15:19 Act 3 Chapter 1 03:18:31 (Act/chapter displays twice, go to 03:20:37) Act 3 Chapter 2 03:34:50 Act 3 Chapter 3 03:47:20 (This stage is unable to be played due to an unavoidable RSX exception, causing a fatal crash) Act 3 Chapter 4 03:54:49 Act 3 Chapter 5 04:08:52 Act 4 Chapter 1 04:27:34 Act 4 Chapter 2 04:45:11 Act 4 Chapter 3 05:01:09 Act 4 Chapter 4 05:18:45 Act 4 Chapter 5 05:26:14 Act 4 Chapter 6 06:08:20 (Act/chapter displays twice, 06:13:00) Act 5 Chapter 1 06:22:12 Act 5 Chapter 2 06:48:07 Act 5 Chapter 3 07:08:39 Act 5 Chapter 4 07:26:20 Act 5 Chapter 5 07:39:30 Act 5 Chapter 6 08:11:14 (This stage is unable to be completed) Bonus Duck Hunt 08:19:51
It's the real deal. This is an Epic-made build of Gears of War 3 for PS3. This build is dated May 19 2011, and is the only build of this ever located. As far as I know I'm also the only person with a working build of this particular data as well. I don't know why it exists, I dont know why it was made. All I can do is speculate. This is distinctly different from the January 2011 build, as that build was rebuilt from source by an unknown party. As a result, theres 2 builds on PS3, one being unofficial (Jan 2011), the other being this one (May 19 2011). There's a lot of differences from final, as well as a lot of changes from the January data, but I'll skip over them for now.
Important notes It's currently running on a PS3 Devkit. These have additional RAM that is available and without it you cannot play this. RPCS3 is not fully able to play this either, but small parts can be loaded under specific conditions. Splitscreen works, as does multiplayer with the right commands. Network play is not available as far as I know, as it cannot connect to Xbox Live, nor can it connect to PSN. If it's able to connect with other systems, I cant test it. Buttons still show Xbox 360 buttons, as well as tries to read storage like the Xbox 360, but if you select a profile it will softlock the system. I'm keeping the fix for the data private. No I wont share it.
How well does it run? Performance wise, better than the unofficial build remade from source, but not free from flaws. Anya is the biggest performance loss during all of this due to her hair. Control wise, it has the same issues as the unofficial build. Fully horizontal and vertical aiming movement is quite poor, so you must include slight offsets to your aiming, which in turn makes actually shooting things really difficult. For levels playable, everything is playable outside of 2 specific cases. Convoy (Act 3 Chapter 3) is unplayable due to an unavoidable RSX exception. Normally you could skip this by loading a specific checkpoint, but the checkpoint system is broken. In turn this leaves it impossible to play the level. The other level is the finale, where the boss gets stuck on a scripting issue. It leaves the level impossible to finish, but is almost complete.
Timestamps Title Screen 00:00:17 Act 1 Prologue 00:00:52 Act 1 Chapter 1 00:04:54 Act 1 Chapter 2 00:21:08 Act 1 Chapter 3 00:37:56 Act 1 Chapter 4 00:59:47 Act 1 Chapter 5 01:18:28 Act 2 Chapter 1 01:58:10 (at 02:09:09, I face backwards to avoid an RSX crash when going to the next section) Act 2 Chapter 2 02:17:07 (although not shown til 08:19:51, the duck hunt minigame does exist in the build) Act 2 Chapter 3 02:27:03 Act 2 Chapter 4 02:37:11 Act 2 Chapter 5 02:55:44 Act 2 Chapter 6 03:05:54 Act 2 Chapter 7 03:15:19 Act 3 Chapter 1 03:18:31 (Act/chapter displays twice, go to 03:20:37) Act 3 Chapter 2 03:34:50 Act 3 Chapter 3 03:47:20 (This stage is unable to be played due to an unavoidable RSX exception, causing a fatal crash) Act 3 Chapter 4 03:54:49 Act 3 Chapter 5 04:08:52 Act 4 Chapter 1 04:27:34 Act 4 Chapter 2 04:45:11 Act 4 Chapter 3 05:01:09 Act 4 Chapter 4 05:18:45 Act 4 Chapter 5 05:26:14 Act 4 Chapter 6 06:08:20 (Act/chapter displays twice, 06:13:00) Act 5 Chapter 1 06:22:12 Act 5 Chapter 2 06:48:07 Act 5 Chapter 3 07:08:39 Act 5 Chapter 4 07:26:20 Act 5 Chapter 5 07:39:30 Act 5 Chapter 6 08:11:14 (This stage is unable to be completed) Bonus Duck Hunt 08:19:51PS3 RSX Overclock Test - Crysis 2 Intro StageProto2022-03-20 | The video is NOT desynced, the OC makes the game load faster consistently. I suggest headphones (or muting it), and playback in 4k just to see both 1080p streams in motion. It's also the first video to show an RSX overclock actually playing a game, albeit, not the best. A lot changes in a few hours.
Recently there's become a way to overclock a PS3's RSX in a stable manner, and some games have noticeable performance increases. This showcases Crysis 2 in particular as this one I could see the benefits immediately.
Currently to do this you need a modified lv1.self, and to be within the range of stable overclocking. The RSX can run between 500-650MHz core clock in intervals of 50. 650MHz is unfortunately unstable but can boot. The memory clock can go anywhere between 650-4000MHz in intervals of 25, but realistically we do not want to ruin our machine, so sticking to 750 seemed reasonable.
Primary improvements include - Load time is shorter, not by much but you can overclock memory further if you wish - Visuals are higher in framerate
Risks include - Killing components of your machine faster - Failure to deliver sufficient power to components if attempted on non-DECR1000 modelsDeep Down Hidden PSN Store PageProto2021-12-13 | Some time back it was discovered that a placeholder package of Deep Down was on retail PSN and has been there since 2014. Through the use of a URL exploit to access any package on their CDN. Unfortunately this one needed a variant of that exploit, which no longer works. The package is 200mb, and nothing is actually in it.
Eventually I got the package onto my PS4 via exploits. As expected, nothing can be done with it, as there is a lack of license file. Without it, all we can do is enjoy that it exists at all.
However, a small thought arose; since this was never listed publicly on PSN, what happens if you install it, and update your machine to access it's PSN page? Well apparently you can view it's store page even if it's hidden.
As such, since this is a particularly dumb thing to do (you have to exploit your PS4, then update it to latest firmware, losing all exploits), I have recorded this for those who still hope to see the release of Deep Down like myself.
There should be no issues in showing this store page, or the game description, as all of the material in it is publicly accessible and viewable elsewhere.Spyro Reignited Trilogy Leftover E3 DemoProto2020-08-21 | This is a remnant of the E3 demo for the game shown in 2018. It uses final assets but is almost functionally the same as the demo at that time. It features 2 levels. Toasty and Tree Tops. There was an additional demo for E3 using the Flight level and Toasty but I have not located this demo.
00:00 - Start 00:37 - Title Screen 00:57 - Toasty 03:54 - Tree TopsSpyro Reignited Trilogy Kiosk DemoProto2020-08-20 | This is footage of a Kiosk Demo of Spyro Reignited Trilogy. It differs heavily in terms of game feel and can be considered very unrefined. Nothing feels right like retail OR the original trilogy. Skateboarding is the biggest offender with its physics and collision. Because of this, I had a more difficult time getting basic tasks done, but it wasn't impossible. At first glance nothing stands out as strange or radically changed, but internal data shows lots of changes.
Timestamps 00:00 - Start 00:39 - Title Screen 01:04 - Stone Hill 06:51 - Idol Springs 18:33 - Sunny Villa 23:46 - Sunny Villa SkateboardingGears of War Judgment - Milestone 6 April 16 2012 DLC CampaignProto2020-06-07 | This is the DLC campaign from the build. It's in a very early and unfinished state. It can crash at certain points as well, and has issues with progression but is otherwise functional enough. There's really not a whole lot to show outside of the lack of things.Gears of War Judgment - Milestone 6 April 16 2012Proto2020-06-06 | This is an early build of Gears of War Judgment dating almost a year prior to release. There's too many changes to cover, so I'll just let you spot them all. It's also running on a 360 XDK. There is additional very early DLC that I may get to sometime later but performance is abysmal and might kill my XDK so I'm looking into it.
There's bugs everywhere preventing progression, as well as a genuinely high difficulty paired with unrelenting enemy scripting (and unhelpful allied AI). If you die even once, there is no retry. Doing so will break the game and you'll need to start over from the beginning. It got so bad that the only way I had to use god mode to progress, and even then it only worked sometimes. From part 3 onward god mode was used.Spyro the Dragon June 15th 1998 Prototype - MachinistsProto2020-02-28 | This prototype was released by Hwd405, February 26th. For more info, please visit the following Tweet by HiddenPalace twitter.com/HiddenPalaceOrg/status/1232736375692238851
Common differences include -Return Home portals being platforms with gems -Gem placements and chest types varying -Dragons are not complete, often give just text -Missing or broken audio -Placeholder names for boss portals and flying portals
Timestamps 00:14 - Balloonist takes you straight to Gnorc Cove 00:28 - Barrels have extreme knockback if hit 04:04 - A wooden raft to transport you to the next section of the level, completely removed in the final copy of the game 07:05 - Another raft that circles the end of the level 08:53 - The end of Gnorc Cove. You cannot progress further due to an invisible wall preventing you from entering the portal 09:26 - Performed a save edit to force load into the next level "The End" which later changed to Twilight Harbor 12:58 - Another save edit to force load into Gnasty's Lair 15:24 - Thigh Masters, a known leftover string in the game appearing as a homeworld with corrupt names and data, as a bonusSpyro the Dragon June 15th 1998 Prototype - Haunted Towers Extra AreasProto2020-02-27 | An extra video showing that it's still possible to access some areas of this. Due to a bug you cannot see part of the walkway, and due to the difficulty in performing the supercharge, it's hard to get into the second section of the castle.Spyro the Dragon June 15th 1998 Prototype - Dream WeaversProto2020-02-27 | This prototype was released by Hwd405, February 26th. For more info, please visit the following Tweet by HiddenPalace twitter.com/HiddenPalaceOrg/status/1232736375692238851
Common differences include -Return Home portals being platforms with gems -Gem placements and chest types varying -Dragons are not complete, often give just text -Missing or broken audio -Placeholder names for boss portals and flying portals
Timestamps 00:39 - A much more aggressive set of cannon shots cause actual struggle when fighting some enemies here 02:03 - An early version of the cannon 03:08 - Times platform leads to nowhere, contains nothing as well, looks different on its sides too 05:04 - Start of Dark Passage 09:02 - Return Home portal lacks a gem 13:12 - Kill area not in place yet, youre effectively trapped down here 17:15 - Start of Lofty Castle 17:29 - The majority of this level is different, but the enemy AI for the flying enemy is unique to these prototypes and not seen in the final build 17:56 - Fairies are different 28:06 - Start of Haunted Towers 28:18 - The entire level is unfinished, theres changes everywhere 28:27 - Wizards that awaken the suits of armor are blue and magenta 28:48 - Super flame breath makes spyro's fire green, and has a circling set of particles around him 30:29 - A completely different layout to the structure across the bridge 33:51 - This entire section was removed later on. Thought to be inaccessible at the time of recording. View this video to see the other spots youtube.com/watch?v=hUtL4jO7cNA 34:55 - Return Home portal lacks a gem 43:54 - Start of Dream Weavers flying stage 43:07 - It's very unfinished 43:29 - "Hueys" (the Helicopters) use a blue ring for their placeholder icon 46:23 - Start of Jaques 46:35 - Both enemy types are changed in appearance 51:00 - Jaques throws presents at you more aggressively and constantly. These presents and Jaques himself look very different 51:53 - A currently unknown bug that drops performance hard enough to almost look like a crash. Only appears in boss levels. The game does recover. 53:12 - Mention of "Machinists" World which was removed from the game later on. It's actually Gnasty Gnorc's world, but with a different name.Spyro the Dragon June 15th 1998 Prototype - Beast MakersProto2020-02-27 | This prototype was released by Hwd405, February 26th. For more info, please visit the following Tweet by HiddenPalace twitter.com/HiddenPalaceOrg/status/1232736375692238851
Common differences include -Return Home portals being platforms with gems -Gem placements and chest types varying -Dragons are not complete, often give just text -Missing or broken audio -Placeholder names for boss portals and flying portals
Timestamps 00:59 - Collecting dragons at this point does not spawn a message or play a cutscene. Like collecting a gem but it's dragons 01:21 - Boars uses the Ram's sound effects 02:55 - Part of the back of the portal is exposed 03:01 - Part of the back of the portal is see through (has no backface culling) 04:57 - Start of Terrace Village 05:05 - Terrace Village uses the wrong music 07:10 - Getting shocked by the ground causes knockback (and once knocked back you can move again rather than being stuck til its over. Shown later.) 10:21 - Return Home portal has no gem 10:44 - To get the rest of the gems in the level you cannot make this jump straight ahead like the final build. The platform is higher in this build, forcing you to jump to the right hand platform first. 17:01 - Start of Misty Bog 19:00 - Different enemy layout (has the blue frogs mixed with gnorcs) 26:45 - The gems I missed earlier in the level and wasted time getting 27:52 - Start of Tree Tops 30:37 - While not obvious, dying here revealed a bug. On respawn, you will be unable to pause until you interact with another object that adds the black bars to the top and bottom of the screen (like a locked chest) 30:41 - Extra black bars on top and bottom of screen, cannot pause until 33:29 33:29 - Unlocking the locked chest to regain pausing ability 39:50 - Start of Beast Makers Flying stage 39:59 - Uses the wrong music, is clearly unfinished for a level 40:02 - Boats use ring icons for placeholder purposes 47:43 - Earrape warning, seriously 48:37 - Start of Metalhead 51:33 - Metalhead himself looks different (textures, maybe even model), his poles use a different colour scheme (yellow instead of green, blue instead of red) 52:39 - Red poles are not able to be destroyed except by Metalhead's attacks (including throwing other enemies) 55:55 - Gem count missing 7. If an enemy is thrown by Metalhead and you dont damage it, the gem goes "missing" until you replay that section or restart the level. A 2 gem was lost this way but collected later. 55:59 - No Return Home portal gem, meaning the remaining 5 are missing completely from this build leaving 395 out of 400 being the most you can collect 57:03 - A jump you cannot normally make successfully, no lift to take you up to the higher platform as well 57:09 - Leaving for Dream WeaversSpyro the Dragon June 15th 1998 Prototype - Magic CraftersProto2020-02-27 | This prototype was released by Hwd405, February 26th. For more info, please visit the following Tweet by HiddenPalace twitter.com/HiddenPalaceOrg/status/1232736375692238851
Common differences include -Return Home portals being platforms with gems -Gem placements and chest types varying -Dragons are not complete, often give just text -Missing or broken audio -Placeholder names for boss portals and flying portals
Timestamps 00:29 - Armored Druid makes a different hit/death sound 01:01 - A room that was later removed from the Magic Crafters homeworld 01:07 - Alpine Ridge is still called Alpine Cliffs 03:47 - An odd audio bug where the Druid is still using magic but no Druid is around 05:00 - Start of Alpine Cliffs 06:07 - Wizard has a quill on his hat 07:30 - A draw distance bug where an enemy that should be obscured under ground is visible behind walls 11:20 - Start of High Caves 12:03 - A banner that was later removed from the game. Multiple are found in the stage 13:07 - A nasty bug that completely breaks what's drawn on screen 13:37 - The fairies in High Caves look different 16:55 - Camera angle in the caves changes. This was removed later on 17:39 - Super flame breath doesn't exist at this point, instead it shrinks the cave enemies so you can charge them 19:45 - Start of Magic Crafters Flyign stage 23:41 - Start of Wizard Peaks 30:21 - An abnormal death animation for the Armored Druids 31:22 - Start of Blowhead 31:36 - Completely removed start text about what to do 31:40 - An older Blue Wizard without hat and has a face 31:42 - Blowhead puts a hat onto the Blue Wizard (and other enemies he passes by). Flaming enemies ahead of him can cause a sequence break and prevent you from progressing due to the doors relying on enemies killed with the hat. If you go ahead and kill an enemy early, it stacks a hat on the enemy prior to them (meaning another +1 to their hit counter before they die). 31:49 - To beat the enemies with hats, you must jump and flame the hat, then flame the enemy. A bug makes them stuck 34:37 - Although it says I'm missing a dragon, this is not the case as only 1 dragon exists in Blowhead. It may have been there previously or planned but in this build this is incorrect 34:37 - Jumpcut to after I spent 15 minutes validating theres no extra dragonsSpyro the Dragon June 15th 1998 Prototype - Peace KeepersProto2020-02-27 | This prototype was released by Hwd405, February 26th. For more info, please visit the following Tweet by HiddenPalace twitter.com/HiddenPalaceOrg/status/1232736375692238851
Common differences include -Return Home portals being platforms with gems -Gem placements and chest types varying -Dragons are not complete, often give just text -Missing or broken audio -Placeholder names for boss portals and flying portals
Timestamps 00:08 - Entering Peace Keepers. No balloon transition, just flies to the next homeworld. 00:19 - An unknown voice actor's placeholder voice. This carries through to the rest of the Peace Keepers dragons. 05:00 - Start of Dry Canyon 05:55 - The infamous red spring chests that were later removed. Final game only has 1 in the entire game, yet there's 3 here. 07:39 - Strange audio bug with the fan chests 09:52 - No 1-up on the rock 11:33 - Start of Cliff Town 12:52 - Strange dragon placement 17:36 - Missing lift, you must traverse back to the end of the stage to get back up 19:11 - Start of Icy Cavern 22:10 - Another red spring chest 25:04 - A strangely placed green gem on the right 27:39 - The platform with gems that was later changed to be extra lives due to how unclear getting there was 28:14 - Returning to Icy Cavern to get the last gems 29:00 - Start of Dr Shemp 32:49 - Start of Peace Keeper's Flying stage 38:26 - Saving before leaving for Magic CraftersSpyro the Dragon June 15th 1998 Prototype - ArtisansProto2020-02-26 | This prototype was released by Hwd405, February 26th. For more info, please visit the following Tweet by HiddenPalace twitter.com/HiddenPalaceOrg/status/1232736375692238851
Common differences include -Return Home portals being platforms with gems -Gem placements and chest types varying -Dragons are not complete, often give just text -Missing or broken audio -Placeholder names for boss portals and flying portals
Timestamps 00:21 - Start of Artisans. 01:30 - Stepping stone order is specific and not just "step on all 5" 05:14 - Start of Stone Hill. The thief is in, they just dont make sound. Returned for the egg at 31:19. 10:39 - Start of Town Square. 12:26 - Missing steps to gain more height to reach the thief. 12:29 - Platform on the fountain that was later removed. 13:54 - Thief in an unusual location before it resets to its original position. 15:15 - Start of Dark Hollow. 20:00 - Toasty's portal named "Boss". 20:06 - Start of Toasty. 20:34 - The platform at the start of Toasty is taller than normal and somewhat difficult to reach. 23:46 - Start of Artisan's Flying level. 31:19 - Returning to Stone Hill to kill the thief. 32:31 - Leaving Artisans for Peace KeepersDreams Creator Alpha r89754Proto2020-02-14 | Some footage of the Dreams Creator Alpha. It's build date is May 22, 2018. I wasn't sure what exactly to show as no online-functionality works, but there are some pre-built things with it.Spider-Man PS4 Prototype Demo Crash FootageProto2020-02-08 | Recovered from a PS4 development system. No game build. Due to the timestamps on the footage, it's assumed to be from a Demo build shown at events, but where is unknown. PAX Australia is assumed to be where as this is around the time it would have happened.LittleBigPlanet Kiosk DemoProto2020-02-05 | A recently found kiosk demo of LittleBigPlanet. I have never played this game, but the controls felt very rough and unfinished for some areas.Knack Kiosk DemoProto2020-01-13 | A kiosk demo for Knack. Interestingly due to the way the save data is handled, if you replay the demo the items in the chest fill vary and you may never complete the intended items.Crash Bandicoot N. Sane Trilogy Kiosk DemoProto2020-01-11 | A Kiosk demo for the Crash N. Sane Trilogy. Only 3 playable levels. I'm not the biggest fan of Crash so I did miss boxes along the way. This demo is pretty old as well.Ratchet & Clank 2016 Kiosk DemoProto2020-01-10 | This is a Kiosk demo for Ratchet & Clank 2016. There's only 2 stages, not a whole lot to do, but still' some stuff that's unfinished if you escape the intended playable area.Ratchet & Clank Future: Tools of Destruction E3 Demo PlaythroughProto2019-12-21 | A recently dumped demo build of Tools of Destruction for E3. Only 1 playable stage.Gears of War 3 PS3 Build January 2011 Act 3 Chapter 3 (Partial)Proto2019-12-11 | 04:38 - end of opening cutscene 12:08 - GPU crash, impossible to passGears of War 3 PS3 Build January 2011 - Act 1 Chapter 3Proto2019-12-11 | ...Gears of War 3 PS3 Build January 2011 - Act 4 Chapter 4 (Partial)Proto2019-12-11 | 06:38 - cant pass the doors required to get to the next sectionGears of War 3 PS3 Build January 2011 - Act 1 Chapter 4 (Partial)Proto2019-12-11 | 02:36 - end of opening cutscene 06:20 - end of gate opening cutscene 08:50 - end of lambent mutation entrance cutscene 12:31 - razor wire you cant get passed without exceptional luck with the AI (tried for 2 days, got it twice)Gears of War 3 PS3 Build January 2011 - Act 4 Chapter 5 (Partial)Proto2019-12-11 | 05:17 - end of opening cutscene 48:56 - boss doesn't spawn, can't complete the levelGears of War 3 PS3 Build January 2011 - Act 3 Chapter 4Proto2019-12-11 | 08:20 - end of opening cutscene 18:39 - end of lambent human intro cutsceneGears of War 3 PS3 Build January 2011 - Act 2 Chapter 7Proto2019-12-11 | ...Gears of War 3 PS3 Build January 2011 - Act 4 Chapter 1Proto2019-12-11 | 18:35 - end of Griffin cutsceneGears of War 3 PS3 Build January 2011 - Act 1 Chapter 5Proto2019-12-11 | 09:30 - end of gate opening cutsceneGears of War 3 PS3 Build January 2011 - Act 4 Chapter 6Proto2019-12-11 | ...Gears of War 3 PS3 Build January 2011 - Act 5 Chapter 6 (Partial)Proto2019-12-11 | 21:47 - you cannot beat this boss fightGears of War 3 PS3 Build January 2011 - Act 3 Chapter 2Proto2019-12-11 | 03:53 - end of opening cutscene 10:27 - end of boss entrance cutsceneGears of War 3 PS3 Build January 2011 - Act 5 Chapter 2Proto2019-12-11 | ...Gears of War 3 PS3 Build January 2011 - Act 4 Chapter 2Proto2019-12-11 | ...Gears of War 3 PS3 Build January 2011 - Act 5 Chapter 4Proto2019-12-11 | 7:35 - end of elevator cutsceneGears of War 3 PS3 Build January 2011 - Act 3 Chapter 5Proto2019-12-11 | 10:37 - end of Dom's cutscene 18:25 - placeholder outro for mercyGears of War 3 PS3 Build January 2011 - Act 2 Chapter 4Proto2019-12-11 | 04:23 - end of cutscene from the tunnels 22:46 - end of boss cutsceneGears of War 3 PS3 Build January 2011 - Act 5 Chapter 1Proto2019-12-11 | 07:14 - start of cutscene with Adam, please skip this, it's 13 minutes of FPS tanking 20:00 - end of cutscene with AdamGears of War 3 PS3 Build January 2011 - Act 3 Chapter 1Proto2019-12-11 | 04:12 - end of opening cutsceneGears of War 3 PS3 Build January 2011 - Act 2 Chapter 5Proto2019-12-11 | 02:34 - end of opening cutsceneGears of War 3 PS3 Build January 2011 - Act 1 Chapter 7Proto2019-12-11 | 01:44 - end of intro cutscene 09:00 - end of second cutscene 21:54 - end of razor wire cutscene 29:15 - end of cutscene on top of the bridge spotting leviathan 41:30 - a part of the footage I forgot to cut out apparentlyGears of War 3 PS3 Build January 2011 - Act 2 Chapter 2Proto2019-12-11 | 02:40 - end of opening cutsceneGears of War 3 PS3 Build January 2011 - Act 5 Chapter 3 (Partial)Proto2019-12-11 | 06:03 - you get killed when entering this area, there's no way around itGears of War 3 PS3 Build January 2011 - Act 2 Chapter 6Proto2019-12-11 | 06:09 - end of Dizzy cutsceneGears of War 3 PS3 Build January 2011 - Act 4 Chapter 3Proto2019-12-11 | 05:36 - chapter 3 actually begins here, made a mistake in editing and redoing this is not going to happen 15:31 - end of cable car cutscene 27:25 - end of rescuing Dizzy and Griffin cutsceneGears of War 3 PS3 Build January 2011 - Act 1 Chapter 1Proto2019-12-11 | 00:00 - 00:28 Showing this is on a PS3, plus additional setup to run the game via menusGears of War 3 PS3 Build January 2011 - Act 2 Chapter 3Proto2019-12-11 | 01:40 - end of opening cutsceneGears of War 3 PS3 Build January 2011 - Act 1 Chapter 6 (Partial)Proto2019-12-11 | 04:13 - misspelling in the word "busy". It says "buys" instead 04:42 - unkillable lambent, stage cant progressGears of War 3 PS3 Build January 2011 - Act 2 Chapter 1Proto2019-12-11 | 03:30 - end of intro cutscene 13:29 - end of Marcus and Dom recovery cutscene 28:38 - start of Anya recovery and Professor's death 31:34 - end of cutscene, and GPU crash (may not be possible to progress, tried 3 times)