The PlayStation 2 was first revealed in 1999. Many beloved game developer that released their games for the original Sony PlayStation 1 such as SquareSoft, Namco, or even SCE themshelve, shown a series on interesting tech demos for the PS2. Namco tech demo was the leather tech demo, then the Ridge Racer tech demo shows the facial animation CGI in-game, Tekken tech demo also shown too, it show the texture smooth feature, both Ridge Racer and Tekken was released for PS2 except for leather tech demo never found in any game, and it presumed to be unreleased.
SquareSoft shown a fighting tech demo that could later known as “The Bouncer“, also a face of a old man character from a FF series with the same as Ridge Racer purpose, a dancing scene from FFVI also get it debut, showing the power of PS2, in-engine CGI animation without a pre-rendered animation video cutscene. Sony was shown a Gran Turismo tech demo that showing a Reflection effect, also ducky with water demo.
I have just found out that GamesMasterLive have got permission to upload all the magazines scans of the old Game Master Magazine, starting with the first number, dated January 1993. You know what this mean? Lots of pages too search through for beta screenshots! I did not find any interesting beta image in it, but maybe you are luckier (or just know those games better than me). You can download the scans from here: www.gamesmasterlive.co.uk Only the first number for now, but we’ll wait for the next ones!
“Issue 1 launched with a bang weighing in at a hefty 148 pages, considerably more than many of its rivals on the market at the time, also GamesMaster Magazine was packed to the brim of that oh so magical 90s gaming with reviews of Sonic 2, Desert Strike, Lemmings and many more top titles, the whole magazine was flawless and captured the heart of the TV show to a treat, the layouts were impressive to especially the reviews section it had the TV shows review booth written all over it and as each new series of GamesMaster would air the theme of the magazine used to change to what ever the show was boosting out at the time.”
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]
Even though the arcade version of Contra was distributed in Europe under the title of Gryzor with its graphical content unchanged, Konami were forced to changed the in-game graphics for the NES version, replacing the human characters with robotic counterparts, when it was released in the PAL region due to a censorship policy in Germany that did not allowed the graphical depiction of humans beings killing each other in video games. Konami changed the game’s title to Probotector (a portmanteau of “robot” and “protector), replacing Bill and Lance with robotic counterparts named RD008 and RC011, as well as most of the human enemy characters.
The subsequent games in the series, Super C for the NES and Contra III: The Alien Wars for the SNES received the same treatment, becoming Probotector II: Return of the Evil Forces and Super Probotector: Alien Rebels respectively. The Game Boy versions were subjected to this conversion as well, with Operation C and Contra: The Alien Wars becoming the Game Boy versions of Probotector and Probotector 2. Ironically, despite the change in the games’ graphics, the plot descriptions in their manuals followed their Japanese counterparts more closely than their Americans to the point that they’re practically literal translations. The PAL version of Contra: Hard Corps, which was simply titled Probotector, was the last game to undergo this conversion. The Mega Drive version of Probotector does not follow the continuity of the previous games and drastic changes were made to the in-game plot.
The first console Contra game to remain intact in the PAL region would be the PlayStation game Contra: Legacy of War (C: The Contra Adventure was not released). Every new Contra game released afterwards in the PAL region, including Contra Advance: The Alien Wars EX (the GBA version of Contra III) were released unchanged and with the same localization given in the American version.
Fear Effect 3 Inferno is the unreleased third title in the Fear Effect series of video games developed by Kronos Digital Entertainment for the original PlayStation. Inferno was originally announced as a PlayStation 2 sequel in 2001, and the first trailer was released during the 2002 E3 event. The trailer depicted some of the only known footage of the game. The game’s status changed rapidly towards the end of 2002 and was finally canceled in 2003. However, between the announcement and the cancellation, information was scarce.
Reports varied as to the status of the game between 2002 and 2003. While an early report by GameSpot in May of 2003 described the game as simply “on hold“, IGN broke the news during their “Missing in Action” series of articles that the game had been canceled. According to IGN’s report, the game “was the first of EIDOS’ victims to its more stringent quality assurance program.”
Due to the game’s poor progress, it was either given more development time or canceled. Unfortunately, only the development staff knew of the game’s status following this condemnation. According to IGN, “at some point in late 2002 or early 2003, Kronos did indeed shop it to various publishers. Nobody, however, bit”.
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Only a few screen shots exist that hint at the gameplay style of Fear Effect Inferno. Based on these images, it was concluded that the gameplay would have been nearly identical to the previous two games. However, a new weapon system would have allowed players to map a firearm to the “X” (Cross) button and another to the “O” (Circle) button on the Dual Shock 2 controller. This would have allowed numerous weapon combinations.
In addition, updated diving moves could be executed to quickly evade enemy fire. The environment itself would have allowed players to hide from hazards, such as bullets, and function as a way to avoid detection. It was rumored that players could control certain actions during scripted in-game fight scenes, requiring the player to execute timed button combinations to fight certain opponents. Fear Effect Inferno would have introduced the separation of the “Health” and “Fear” Meters. However, it is not known how the “Fear” Meter would have affected gameplay since the “Health” Meter functioned as both in the previous two titles.
News of the cancellation did not come to fans until 2004, years after the game’s initial announcement and quiet absence. Even Sandy Abe, Chief Operating Officer of Kronos, hinted that EIDOS might give the series a second chance under a new developer, such as Crystal Dynamics, but this was only true for the Tomb Raider franchise. According to an e-mail by Sandy Abe, “Unfortunately Fear Effect probably will not get picked up.“
Many fans continued to go to Kronos’, GameSpot’s, and related message boards to keep the memory alive until interest in a resurrection finally waned in late 2005. The announcement of the movie, has given hope to a new game from an existing EIDOS subsidiary. This potential title would be a video game-adaptation of the movie’s plot. Rumors of a “true sequel” involving any of the original development staff members have been dissolved.
Opinions of the thought of a sequel from one of EIDOS’ remaining studios have been mixed. Devoted fans of the first two PlayStation titles predict that, if a new game is developed, it will not follow Kronos’ storyline for Fear Effect Inferno. Early reports suggest that, if a game is released, it will follow the movie plot, which has already promised to have little relation plot-wise to the situations introduced by the video games. Therefore, only the first two games, which were developed by Kronos, are considered “canon” among fans. [Info from Wikipedia]
Thanks a lot to Takashi Morishima and to Wei Wiharjo for the help in preserving more video and screens from this lost project!
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