Others

Psychonauts [XBOX/PS2 – Beta / Concept]

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Originally, the main character was an ostrich suffering from mental imbalance and multiple personalities. Tim Schafer killed the idea because he strongly believes in games being “wish fulfillments,” guessing that not many people fantasize about being an insane ostrich. Raz was originally named Dart and it had many different design before the final one. Even the Censors were different, with a more “green monsters” look. The HUD, the Menù, the Psi Challenge Markers and the Telekinesis style were changed too. Some “brains” were in different positions in the beta version, as the one at the top of the wall in front of the asylum. The Milla’s Lab does not exist in the final game.

Tim Schafer first conceived the idea for Psychonauts while working on Full Throttle, which originally was to have an interactive peyote trip sequence. The idea was deemed unsuitable for a family-friendly game, but it led to Schafer’s desire to do a game featuring psychological trips or interactive dream sequences. – [Info from Wikipedia]

 

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Halo [Beta – Xbox PC]

Halo [Beta – Xbox PC]

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On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that Halo would be released for Mac OS and Windows simultaneously. Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during E3 1999, and were reportedly amazed. Bungie Studios later stated an even earlier development build of the game centered on real-time strategy and was “basically Myth in a sci-fi universe.”

At E3 2000, the first trailer of Halo was well-received. The version shown there differed greatly from the one exhibited previously, marking the first major overhaul in the game’s development. At this point, Halo was a third-person action game, in which a transport starship crashlands on a mysterious ring world that orbits a star. Early versions of Covenant aliens appear in great numbers and loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans on the ring world resort to guerrilla warfare. This version of the game featured Halo-specific fauna, which were later dropped because of design difficulties and the creatures’ “detract[ion] from the surprise, drama and impact of the Flood.”

In accordance with rumors, Microsoft announced on June 19, 2000 that it had acquired Bungie Studios. Halo became an exclusive game for Microsoft’s Xbox video game console, and Bungie Studios rewrote the game’s engine, heavily altering its presentation and turning it into a first-person shooter. Originally a key element, the game’s online multiplayer component was dropped because Xbox Live was unfinished at the time of Halo’s release. While a playable demonstration of the game at Gamestock 2001 was well-received, critics had mixed reactions to its exhibition at E3 2001. The game was released in North America simultaneously with the Xbox, on November 15, 2001. [info from Wikipedia]

In 2007 the studio recorded a play through of the game and reveled additional quips from its development and differences from the beta version. The Silent Cartographer was once about murdering a Prophet (who do not appear in this game) in order to prevent him from acquiring a map of the ring. The level went through many revisions and its codename was “B-30”. In the scene where the marines are listening to a song original music by Bungie is used, but this was not always the case. Paint it Black by the Rolling Stones was intended for that segment.

Cortana was written with a British accent in mind, hence why says words like “toady”. The trusty A.I. went rouge and attempted to take control of the Halo Array in a discarded script. The Seraph ship was an old concept for a Covenant tank, and the Scarab debutted in this game instead of the sequel.

[Thanks to Randy 355 for some of the images!]

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House Of The Dead 3 [Cell Shading Proto]

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House of the Dead III in cell Shading?!? It seems impossible, but let’s take a step back in time … It was 2003 and House of the Dead III, the famous Sega shooter, raged in the arcades, like previous episodes of the series.

Sega decided to port it to a home console, and since it was based on the Sega Chihiro hardware, they decided on the Xbox. So, SEGA announced the development of a port for Xbox was under way and showed some screens to the public. The early screens had a special feature, using the technique of Cell Shading which made ​​the game look like a color cartoon, with characters drawn with a black marker.

However, the idea was soon abandoned. The causes of abandonment are still unknown, but it is thought that the idea of a graphic “cartoon” in a game as violent as HOTD III would not satisfy the fans, who would definitely prefer “normal” graphics.

Thanks to UK Boogie for the english translation!

[spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]House of the Dead III in cell Shading?!? Sembra impossibile, ma facciamo un salto indietro nel tempo… Era il 2003 e il gioco House of The Dead III, il famoso titolo sparatutto SEGA, imperversava nelle sale giochi; come per i precedenti episodi della serie, si era deciso di realizzare un porting per una console casalinga, e dato che il Sega Chihiro, la scheda su cui girava HOTD III, era basata sull’ Xbox, si decise per quest’ultima. Così, SEGA annunciò al pubblico che lo sviluppo di un porting per Xbox di HOTD III era stato iniziato e mostrò al pubblico alcuni screen. Quest’ultimi, avevano una particolarità, utilizzavano la tecnica del Cell Shading, un particolare sistema che faceva assomigliare il gioco a un cartone animato, grazie a colori un po’ più carichi e al contorno dei personaggi, che era tracciato con un pennarello nero, proprio come un disegno di un cartone.

Tuttavia, l’idea fu presto abbandonata. Le cause dell’abbandono sono ancora sconosciute, ma si pensa che l’idea di una grafica “cartoonesca” in un gioco violento come HOTD III non abbia soddisfatto i fan, che preferivano senz’altro una grafica “normale”.[/spoiler]

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Shining Lore [XBOX/PC – Cancelled]

Shining Lore is to the very majority of people a cancelled MMORPG originally to be released early 2003, before it fell into development limbo. However, what most people are unaware of is that Shining Lore Online, as it was to be called, was originally a dating RPG called, simply, Shining Lore. This was, obviously, a -very- different game from Shining Lore Online, which shared some elements, but in many ways it was very different. (A dark plot instead of a lighthearted one, for example.) (Supposed to be released in 1999 or 2000) Many of the characters you were to meet in Shining Lore Online were based on designs of the girls you could date in Shining Lore, although obviously, some of them had seen slight redesigns, or in some cases even sex changes […]

The original game sound track was composed by Noriyuki Iwadare of Lunar and Grandia fame, so it’s really quite good. You can download it from here!

For more infos: Shining Lore Project  Analisys

Thanks to Saga Darvulia for all these informations!

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The Y-Project [PC,XBOX – Cancelled]

The Y-Project (announced in summer 2000) is a cancelled FPS that was in development for the original Xbox by Westka Interactive (later known as Joy Labs), conceived as something like a german version of Deus Ex. It would mix shooting action with role-playing elements and many different devices, from guided missiles to magnet boots for walking on ceilings. The game used the Unreal 2 engine, so the graphics looked pretty good at the time:

“Players assume the role of a hero who must keep a genetically altered race of insects from destroying the human population. The game is set in and around a huge city infested with dozens of different kinds of insect enemies. Players can join a military faction and blast their way through the game using 16 different types of upgradeable weapons, or they can join a scientific faction and reason their way through the game by solving puzzles. Players can also freely switch factions at any point during the game.”

Unfortunately VIVA Media Germany (owners of Westka Interactive) refused to give more money to complete the game: in spring 2003 the team had to be closed and Y-Project was officially cancelled. Former Westka Interactive developers then opened another company called “Joy Labs” and started a new game titled “Das Reich 2005” (announced in early 2004). It was set in an alternative history in which the Nazis not only won World War II, but also seized power over the entire world. The only hope of all mankind was a small group of those who clandestinely resisted the Nazis (among them was the game’s protagonist). Like in The Y-Project, the graphic in Das Reich 2005 was quite impressive for its time.

Unfortunately no publisher was found for Das Reich 2005: Joy Labs could not finance development and their new project was also abandoned.

Thanks to Josef for the contribution! Details from «Игромания» magazine, 02 (113) 2007

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