Oblivion was one of my favorite games of all time. It signaled a new generation of consoles, the one that would last much longer than anyone could have imagined (except for Sony, maybe). To hear that a PSP version was at one point in the works was simply amazing to me, and to be able to preserve this title has been a pleasure.
Here is a video of the PSP beta like I promised! You can see that i somehow enabled some debugging functions, but I think there is a lot more to enable. I just worry that some of it requires a PSP Development Tool. In the video, you can see some debugging, the level select, unfinished levels, bugs, and lots more.
This disk just arrived at my apartment after a long journey thanks to USPS messing up a bit, but the wait was worth it. This beta version came not on a UMD, but on a DVD that is formatted for use in PSP Tool Development Kits. With a bit of poking around, I was able to get it to run without issue on my PSP Go. This beta is from September of 2007, when the game was still known as just Aliens vs Predator, while the game was eventually subtitled as “Requiem” and released in November of 2007. Luckily, there seems to be a ton of differences, even looking at the game for just a couple of minutes. This is just the start of my coverage for this game, so check out the three comparison shots below, plus an extra shot to round it off!
This early beta was found on an Xbox debug kit. From what I can tell, the closest approximation for the build date is January 6th, 2006. The game includes 3 different .XBE files, and this seems to be the last date. If it holds true, this build is 3 months after the retail release on the Xbox, and 9 months before the PSP version. My theory is that this build is an early version of Rush for the PSP, running some hybrid code on the Xbox during the porting process.
This is among the strangest of the titles that I have received over the years. It runs, mostly, in a small window, which looks to be PSP-sized, which, when you also look at the Playstation buttons, supports my theory. The game is also 1.4 gigs, which would fit on a UMD.
Unfortunately, the game really doesn’t do much as you can see. It loads to the Rush menu, with most functions being disabled. Quick race is selectable, with a list of the tracks, and an early car select menu, but past that, it crashes with a dirty disk error. Don’t adjust your speakers either, sound is totally missing in this build, which you can see in the video located below.