Sony

Burnout [Beta – PS2, XBOX, GameCube]

Burnout (working title Shiny Red Car) is a racing game developed by Criterion Games and published by Acclaim on the PlayStation 2, Nintendo GameCube and Xbox in 2001. 11 years later, information regarding Burnout beta cars has been revealed. It wasn’t exactly hidden, but neither was it put out there to the public. Firstly, the vehicles have names tied to them. A slight hint to this is the fact that the Saloon GT has the bolded words “TENRAI” on the back. Nobody understood what this meant (other than it’s just a manufacturer name), but this latest discovery puts all of the theories to rest and finally puts a meaning to all of this.

On top of this, there was officially one cut vehicle from the game. This would be the Fire Engine, most likely to be assumed a Fire truck. No files for this vehicle remain in the game, only references to its name.

To start, here is the list of vehicle names taken directly from the inner-workings of Burnout on the PS2:

  • Frente GL
  • Venom SX
  • Sabre
  • Thunderbolt GT
  • Longbow EXC 300
  • Tenrai VII
  • Grizzly
  • Hudson 418
  • UT500 Jackhammer
  • Fire Engine

One will have to assume which vehicle name is tied to what, but a good way to figure that out is to try and associate each name with each car based on what it is. For example, the UT500 Jackhammer sounds like the Tow Truck, and the Sabre could be the Muscle (which resembles a Dodge Viper).

There were also many cut traffic cars. In the final game, only 8 traffic cars appear in each city, but the full list of traffic cars may come as a surprise to some…here they are!

  • Europe Bus
  • Oriental Bus
  • USA Bus
  • Long cab
  • Cab over
  • Compact
  • Old compact
  • Container
  • Flatbed
  • Minibus
  • Payload
  • Europe police
  • Oriental police
  • USA police
  • Sedan
  • Tanker
  • Europe taxi
  • Oriental taxi
  • USA taxi
  • Van
  • Europe truck
  • Oriental truck
  • USA truck
  • Europe van

You may be thinking:

COP CARS!

It would seem that cop cars were originally planned, but later cut! What a shame!

The above names were actual string names assigned to each model in-game, but the following names are the names used for each model. This could provide an insight into what kind of cars were planned for the game. Since these are model names, they are all capitals, and most likely, abbreviated as much as possible. About 80% of the traffic cars would be cut from the game!

  • MOTORBIKE
  • SCOOTER
  • MODCOMPACT
  • OLDCOMPACT
  • SEDAN
  • EUROTAXI
  • USTAXI
  • ORIENTTAXI
  • EUROPOLICE
  • USPOLICE
  • ORIENTPOLICE
  • BASICPICKUP
  • JACKEDPICKUP
  • THAIPICKUP
  • FARMTRUCK
  • VAN
  • MINIBUS
  • LUTON1
  • LUTON2
  • PEOPLECARRIER
  • USBUS
  • EUROBUS
  • ORIENTBUS
  • WINNEBAGO
  • USNON
  • EURONON
  • ORIENTNON
  • LONGNOSE
  • CABOVER
  • FLATBEDTARP
  • FLATBEDPAYLOAD
  • CONTAINER
  • TANKER

You may be thinking:

MOTORBIKES AND A SCOOTER!

Yes, a motorbike and a scooter. It was going to happen. You heard it here first on Unseen64!

All of the information seen here was found inside of the SLUS_203.07 file that can be found inside of the Burnout [PS2] disc. The information provided above has not be altered in any way, shape, or form, and is guaranteed to be 100% correct based upon the developer.

And to think, it only took 11 years to find this out. It was worth it!

Article by Red 

Bioshock Infinite [Beta – Xbox 360 / PS3 / PC]

BioShock Infinite is a first person adventure game and the third entry in the BioShock series. Previously known as “Project Icarus”, it is being developed by Irrational Games for a February 2013 worldwide release on PC, PlayStation 3 and Xbox 360. In August of 2012, several high-level developers from Irrational that had been working on Infinite announced their departure from the company; these included art director Nate Wells, who began working with Naughty Dog, and director of product development Tim Gerritsen. At the same time, Irrational announced the addition of Rod Fergusson from Epic Games as their product director while Scott Sinclair, art director from the original Bioshock, replaced Wells.

There are some features that were removed or not implemented from BioShock Infinite beta version. For example Ken Levine revealed in an interview with Gamasutra that the plot’s conflict would have been originally about tech geeks against luddites, those who resist the proliferation of technology. Some more rumors about the problems with the development of the game tell that various multiplayer modes were tested in a prototype form, but later removed. Even if Levine told Kotaku that multiplayer wasn’t guaranteed to be in the game, but in May of 2012, job listings at Irrational hinted that the studio was in fact working on a multiplayer component. Also, the 2011 E3 demo, seems to have been much different from what we’ll be able to play in the final game. For more beta differences and unused characters / items / models from BioShock Infinite will have to wait for when the game will be finally published.. in the meantime, here are some early screens and videos!

Chris Henzler noticed some more beta differences:

  • HUD is different from final game
  • various voice actors changed from final version of booker and Elizabeth
  • story has changed alot
  • atmosphere of the game has changed
  • some of the vigors seem different in the final game
  • the twins seem absent in the beta versions of the game

There are also some unused content that you can check at the Bioshock Wikia! If you played the final game and see more differences, please leave a message below! :D

Thanks to Inspector for the contribution!

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Darkwatch [PS2 / XBOX – Prototype]

Darkwatch is an “horror” FPS about an outlaw who is turned into a vampire. The game was published by Capcom and developed by High Moon Studios (formerly Sammy Studios) in the USA, while in Europe it was published by Ubisoft. The game follows the exploits of Jericho Cross, an outlaw-turned-vampire, and his employment in the titular organization, an ancient vampire-hunting order known as The Darkwatch. [Info from Wikipedia]

In the video below you can see an early prototype scene demo, in wich (other than the incomplete graphic and animations) we can notice how the main character (Jericho) had a different design than the one used in the final game. If you find more differences, please let us know!

Here’s the final Jericho model to compare it with the proto video:

darkwatch-jericho-final

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Simian [PS3 – Cancelled Prototype]

In 2004, Sony Cambridge started to work on a prototype called Simian for PlayStation 3. Using the PlayStation Eye camera, players would interact with a number of small alien monkey creatures and play through an adventure game set on an alien jungle planet. The team at Sony Cambridge created a demo in which the player could communicate with one of the simians by gesture recognition and a limited verbal communication palette. However, the project was cancelled early in pre-production, with the former art director at Sony Cambridge speculating that this was due to the fact that the game was too ambitious for the actual technology capabilities. As he said, the central concept was scaled down and the tech morphed into Sony London Studio’s EyePet game, which would eventually feature a similar simian-like creature.

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