In 1996 Ocean Software was working on various games with the license from the Lobo comic series. A Lobo fighting game was in development for the Super Nintendo and the Mega Drive / Genesis but it was later cancelled. In Super Power (a french magazine) issue 33 we can see that Ocean created a Lobo tech demo to announce their plans to develope a Lobo game for the Nintendo 64 too. In the end, Ocean never released any Lobo game for the N64 and it’s currently unkown if they really started to work on their N64 project or it was just an idea that never materialized.
GoldenEye: Rogue Agent is FPS developed by EA Los Angeles, EA Tiburon and published in 2004 by Electronic Arts, for the Xbox, Playstation 2 and GameCube. A sequel was originally planned but scrapped due to poor sales and reviews of the first one. The game’s ending suggested a sequel as well. According to various sources, the sequel would have included vehicles and a longer story mode. [Info from Wikipedia]
DCodes7 noticed some beta differences in the early Rogue Agent screens and videos, as the models of the enemies, beta weapons design and different HUD. If you can find more changes, please let us know!
Little King’s Story (originally known as “Project O”) is a simulation / strategic RPG co-developed by Town Factory and Cing, released for the Wii in 2009. The game was first shown at the Tokyo Game Show in 2007 and in the early screens we can notice some interesting differences:
Some enemies were never implemented in the game, as a papercraft bird that could have been able to transform itself into a paper airplane.
The beta city had a completely different layout than the final one, with buildings and rivers in different places.
It seems that the king was able to guide more than 30 people at once.
In the beta the edifices were build by the town folks and you were able to see them work on their new houses while they were in development (as it happens with bridges in the final). In the final game, you just chose which new building you want to create from your throne, and when you came out from the castle, the new building is already finished.
In one of the screens we can notice the king at the top of an house’s roof, from where he talks to his crowd. You can’t go over roof in the final game.
There are a couple of images with Verde and a weird character (with a yellow head) that seem to be from a cutscene that was removed from the final game (or did i miss it?).
A red dragon was on the beach too, but it’s never in there in the final version.
In the final game every Animal Hunter has a “cat cap” on their heads, but in a beta screen we can see one of them that doesnt wear any cap.
In one of the screenshots there are 2 “wooden-totem” enemies, but in the final we meet just one of them in a quest (or did i miss them in some other quest?)
Howser was able to join the king army too, to battle along the other people.
In the first trailer from Tokyo Game Show, the intro of the game was different.
Also, from a postmortem article on Gamasutra we can read about a removed chapter that was planned for the beginning of the game and other unseen features:
In the original code, there was an introduction chapter where you could play Corobo (Little King’s Story protagonist) in pajamas looking for the crown. It took you around 40 minutes before you could find the crown, and it actually hindered the tempo. That’s why we decided to cut this and replace it with the opening you can see in the final game.
We had to scrap the multiplayer feature: A local two-player feature was implemented in the code but had to be removed. I also had to abandon the idea of having a network feature.
In the original concept, we were considering having a system in which the NPCs would develop automatically through their life simulation in the kingdom without requiring the user to grind. However, we started to realize that by using such a development system, the NPCs couldn’t keep up with the later enemies or became far too strong, ruining all the level design created to that point.
In an interview by Cubed3 with Marvelous Entertainment’s Yoshiro Kimura we can find some more info on the removed Multiplayer mode:
There were interesting multiplayer modes where the player could shoot cannons and control Pancho, but unfortunately due to time constraints we weren’t able to implement them into the game. I’m really sad we couldn’t have that in the game.
Milestones:
2006 June: Game Concept 2006 November: Evaluation of the prototype 2007 March: Full development start End of February 2009: European master submission End of April 2009: US and Japanese master submission April 26, 2009, European release July 21st, 2009, US release September 3rd, 2009, Japanese release
World Rally is a racing game that was in development for the Sega Mega CD add-on, but it seems that the project was cancelled before being finished. Apart from a single screenshot found by Rod_Wod in an old magazine, we were not able to find any more info on this game. Could World Rally have been published under a different name?
Hitman: Blood Money is an action / stealth game developed by IO Interactive and published by Eidos Interactive in 2006 for the PlayStation 2, Xbox, Xbox 360 and PC. Vicente noticed various differences in the beta screenshot that you can see in the gallery below:
Less persons and guards in the level “You better watch out”
Agen 47 disguised as a bartender in the same level (does not happen in the final?)
Beta 3D model for Lorne de Havilland (sitting near the fireplace)
Different concept design for Lorne de Havilland
Different concept design for Anthony Martinez
An unknown enemy
Agent 47 had a slightly different face
Beta Flatline level (different layout?)
Beta model of the optional target called “?” with a tattoo on her back.
Vinnie’s wife in the pool, in the level “A new life”
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