Delphine, the notable French software house which created at the beginning of the nineties two of the greatest action adventures of all times, Another World and Flashback, was officially closed down in 2004. Some of their projects were therefore not completed, among which, of course, the most famous was Flashback Legends. Later a beta of the game was released on the internet and, despite being incomplete and bug-filled, revealed a title in an advanced state of development, probably not too far away from being finished.
[Article by Yota]
In the first screen of Flashback we can choose the language , but unfortunately the beta is French only.
After that fake choice, there is a comic-like introduction. This adequately prepares us for the real graphic engine, which is rather distant from the sobriety of the first Flashback, sprite of the main character aside.
Once learned the controls, we realize that Flashback Legends is very similar to the original, even if with much simplified puzzles, this time limited to find cards in order to open the various doors and to search for batteries in order to restore electricity.
An useful tutorial, together with the usual PDA (which will notify us of the new items obtained by Conrad), will help us to learn the basics of the game, which is a rather classic action adventure. Other than solve puzzles, we will jump over precipices, electrified fields, and kill with the gun the various enemies on the path.
Also, despite the presence in this beta of many different levels, the stages don’t offer any significant variations. The game is quite difficult, mainly because checkpoints are still absent.
Flashback Legends, as far as we know, is incomplete, ending abruptly at level ten, even if it is possible to play some unfinished version of stages 12-16. Moreover, this beta is bug-filled, and often in order to pass some sections is necessary to use some emulator features.
Thanks to Robert Seddon, who extracted the text from the rom, we now know more details about some features of Flashback Legends that were going to be implemented in the final version, like three different difficulty levels, a password system, save points. Also, it seems that the stages of the game were going to be mission based.
Resident evil 4 is probably the console game with the most tormented development cycle of all time. Originally scheduled for Playstation 2 in 2001, the Capcom game had to wait four years and as many betas to take the final form. The first version, as it is well known, became Devil May Cry because the build was deemed too action-oriented to be part of the series. Nevertheless, the trappings of the Resident Evil saga were plentiful, from the fixed camera to the haunting environments.
Gamers were shocked by the announcement that Resident Evil 4 would be exclusively on the Gamecube. The first Gamecube beta was presented at TGS 2002, showing Leon in a strange metallic structure (later confirmed to be an Airship) fighting a bizarre fog creature. The few words spoken in the trailer were about the Cradle of the Progenitor Virus, and apparently the story centered on the assault of our heroes to Umbrella Europe. Moreover, Leon was probably infected and wielded odd supernatural powers.
The following year (2003) Resident Evil 4 was shown again. This version had different features and a new emphasis on the supernatural that seemed to bring the game closer to Silent Hill. In this new trailer, Leon (who still had some strange power) was inside a mansion infested with some strange presence, notably a strong creature with a hook. An extended video of this beta is featured on Biohazard 4 Secret DVD, where we can also see the Killers Armors still present in the final game on Ashley’s stage.
Although this last beta seemed to be the most promising and polished version yet, Capcom decided to start over again. The third beta, which according to the programmers featured zombies, was not even presented to the public. Finally, the Resident Evil 4 we are most familiar with was shown at E3 2004. The Resident Evil 4 Unseen Saga didn’t end there, though. After about a year of the Gamecube release, Resident Evil 4 was ported to the Playstation 2 with a few new locations.
Moreover, the trial version of the Gamecube version was hacked, revealing the names of many rooms of the various betas and really cool items like the Optical Camo and the Infrared Goggles. It seems that the programmers were still making changes to the game until the very end of development. Knowing Capcom, maybe even the setting of the last chapter of Umbrella Chronicles is lifted from the scrapped zombie version of Resident Evil 4.
Thanks to Robert Seddon for the contribution and to Jay for the english corrections!
In Formeragent‘s Youtube channel we can see an interesting video with beta comparisons.
In November 2009, Tyrant of resident-evil-beta.de discovered a pre-release version of Resident Evil 4. These are the main differences from the final game:
You can use the silencer on the hand gun and on the tmp
The merchant menu is very different
You can contact Hunningham, but there is no pic of her
You can play only the first three levels
The screen “end of level xx” is different
Some voices from the enemies are different
Saddler’s voice is different
All documents are missing
If you pick up an item,the sound is different
the debug menu is fully unlocked
A pic of a woman found extracting the files inside the beta. Probably just a placeholder.
Unused item
Also, Enrico Marini of the THIA forum found the beta polygonal model of Ashley and an interesting placeholder, Jill dressed with the Ada dress, in the retail version of Resident Evil 4 :
More info from DCodes7:
Resident evil 4 went through a long development cycle. Multiple prototypes were created; officially only two of those prototypes were shown to public. Resident evil 4’s development started in 1998 which involved taking a trip to Spain to study castle architecture. In December 1999 it was hinted that RE4 was in development, however the game wasn’t officially announced until 2001.
When resident evil 4 was shown to the public for the first time it was announced that the game was being developed by Capcom’s Studio 4 for the Nintendo GameCube as part of five game line up that was exclusively developed for the GameCube.
Build 1 – Fog Version
The first build that was shown to the public, nicknamed the fog version, shows Leon S. Kennedy infiltrating umbrella Europe while being chased by a fog creature. This build was shown at TGS (Tokyo Game Show) 2002. The trailer for this build hinted that Leon could have been possessed and infected by the progenitor virus. The story involved the origins of the progenitor virus – hence what is said in the trailer: “the cradle of the progenitor virus.”
EGM (Electronic Gaming monthly) interviewed director Hideki Kamiya; this interview revealed that there was a super natural ability locked inside Leon’s Left arm and a notion to an unrevealed female character! You can read the entire interview to the left of this paragraph.
In the end, after the first showing of this build, it was scrapped; because “it was too much of a departure from the resident evil series.” Eventually this build of the game evolved into what is known today as Devil May Cry.
In early 2006 it was discovered – in the debug menu on an early trial demo of resident evil 4 – that the large metal structure that is shown in the fog trailer was an airship. Only the names of the levels remained. To see all of the 3.5’s level names (Fog & Hook Man versions) click on the links below.
Later in 2002 resident evil 4 was revealed to the public once again at E3 2002, showing a completely different game from earlier that year at TGS. This build of the game Showcases Leon S. Kennedy in a mansion while being attacked by possessed suits of armor, possessed dolls, and killer hook man ghosts; this version of the game concentrated on the super natural and puzzle solving.
The following year in 2003, cube magazine published a six page article titled “Diary of a Mad Man.” This six page article puts build 2’s story months after the Raccoon City (Resident Evil 2) and Rockford island (code veronica) incidents. You can read all six pages of the article below this paragraph.
Thanks to the 5th survivor on the THIA forum for posting these articles!
In the end the Hook man version of Resident Evil 4 was scrapped because it was “too paranormal for the resident evil plot.” This build of Resident Evil 4 evolved into the game Haunting Ground. In 2005 a five minute game play video of build 2 was released with the biohazard 4 (Resident Evil 4) Secret DVD.
Part 1 Conclusion:
Resident Evil 4 was scrapped, evolved, only to be scrapped again. Two prototypes evolved into two games and one of those games evolved into a franchise. Resident Evil 4’s development didn’t stop there; the game continued to evolve and change as it was being developed. Though Resident Evil 4 remained roughly the same – gameplay wise – the items, collectables, enemies, and the sounds of the guns were changed until the games release. In Part 2 of the analysis I will explain and point out changes that Resident evil 4 went through based on the trials and demo’s that promoted the game.
[spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Resident evil 4 è probabilmente il gioco per console con lo sviluppo più tormentato di tutti i tempi. Originariamente previsto per Playstation 2 nel 2001, il titolo Capcom ha dovuto attendere ben 4 anni e altrettante beta per assumere la forma definitiva. La prima versione è diventata come è noto Devil May Cry, poiché ritenuta troppo action per far parte della serie. Nonostante ciò, rimangono evidenti i debiti alla saga horror all’interno del gioco, dalle inquadrature alle ambientazioni.
Poi è la volta dell’annuncio shock di Resident evil 4 esclusiva gamecube, con la presentazione della nuova versione al TGS 2002, che vede Leon all’interno di una strana struttura alla prese con un bizzarro essere incorporeo. Le poche parole presenti all’interno del trailer parlano della culla del progenitor virus, e a quanto sembra la storia era incentrata nell’assalto dei nostri eroi ad umbrella europe.
L’anno successivo (2003) il titolo viene presentato nuovamente, ma stavolta evidenziando caratteristiche differenti, che sembravano avvicinare la saga a Silent hill, con una nuova enfasi sul soprannaturale e sull’horror psicologico. Di questa versione, di cui il trailer originale mostrava solamente Leon all’interno di una magione infestata da strane presenze, in particolare da un mostro dotato di uncino, esiste anche un filmato esteso all’interno del biohazard secret dvd.
Benché si trattava sicuramente la più curata e promettente delle beta, Capcom decide nuovamente di cambiare direzione nello sviluppo, ma il nuovo titolo, che a sentire i programmatori aveva di nuovo gli zombie, non viene neanche mostrato al pubblico. Finalmente, all’e3 del 2004 viene esibita la versione definitiva, o almeno cosi si credeva. Dopo circa un anno infatti Resident Evil 4 viene convertito per Playstation 2 con delle aree aggiuntive rispetto alle release gamecube. E sicuramente ancora diverso materiale del Resident Evil 4 Project è rimasto sconosciuto al pubblico. Lo vedremo in Resident evil Wii?[/spoiler]
Secondo SQUARE, un nuovo capitolo di Final Fantasy sarebbe stato in lavorazione per il Nintendo Ultra 64 già all’inizio del 1996. Voci parlavano di un lancio simultaneo negli Stati Uniti e nel Giappone. Squaresoft per prima cosa ha cominciato provando le potenzialità del nuovo hardware a 64 bit producendo delle demo in CGI (non giravano su vero hardware Nintendo) con alcuni personaggi tridimensionali basati su Final Fantasy 6.
Nintendo VS Square
Ormai dagli anni verdi dei 16 Bit, sembra passata una vita. Gli eventi che si sono susseguiti durante le ultime generazioni di Console, sarebbero sembrati pura follia se solo sussurrate fra amici fino a qualche anno fa. L’inizio di tutto questo può essere riconducibile ad un irreale annuncio che venne assorbito dagli addetti ai lavori già nell’autunno del 95, anche se la conferma si ebbe solamente un anno dopo. Square, compagnia che fino a quell’istante sembrava fosse legata a Nintendo da chissà quali riti atavici, avrebbe sviluppato il VII capitolo della sua saga più famosa di Role Player Games per la nuova console Sony.
Non furono mai rilasciate motivazioni ufficiali per chiarire questa scelta, eppure sembra quasi che tutti attribuiscano la causa alla decisione da parte di Nintendo di utilizzare un supporto siliceo per il suo “Ultra 64” invece dei più capienti CD che Square aveva intenzione di utilizzare per i suoi giochi. Certo la scelta di un supporto più vantaggioso ed economico come i cd-rom ha avuto la sua importanza nella questione, ma leggendo più a fondo questo articolo, forse scoprirete che non è tutto cosi semplice.
“Stop Whispering”
Per prima cosa, chiariamo subito una faccenda prettamente materiale della questione. Nintendo, fino alla primavera del 1996 era proprietaria di una certa percentuale di azioni Squaresoft e ne aveva quindi una certa influenza sulle decisioni di mercato. Per qualche inspiegato motivo, Nintendo in quel periodo vendette tutte le sue azioni e fu proprio la Sony Computer Entertainment per strane “coincidenze”, ad acquistarne la stessa percentuale. Nel settembre del 96 Square fece un accordo con Sony, la quale avrebbe sostenuto le spese necessarie per la produzione ed iniziale commercializzazione di Final Fantasy VII.
Ma certo non fu solo per questo se pur importante motivo che si arrivò alla situazione attuale. Bisogna indagare addietro di alcuni anni, per capire quando incominciarono le prime divergenze fra i due colossi nipponici.
Siamo nel dicembre del 1991; Romancing Saga, un nuovo RPG in sviluppo negli studi Squaresoft che avrebbe dovuto debuttare sul mercato Giapponese in autunno, venne rimandato di oltre due mesi a causa di numerosi problemi con le normali cartucce del Super Nintendo Entertainment System. La software house richiese un permesso a Nintendo per poter utilizzare nuovi formati da oltre 12MB, che avrebbero risolto i vari Bug ed i limiti riscontrati. Ma i piani della casa di Kyoto erano ben diversi. Avrebbero consentito di utilizzare il nuovo formato da 12MB solamente alcuni mesi dopo, all’uscita di un nuovo gioco in programma alla Enix, ovvero Dragon Quest V. La richiesta di Square fu quindi seccamente declinata e non ci fu altra scelta che far uscire Romancing Saga pesantemente tagliato, in cui fu abbandonato fra l’altro uno dei 3 scenari dell’ultimo boss.
Circa nello stesso periodo, fra il 1991 e il 1992, Nintendo seguendo la scia di SEGA con il suo MegaCD, annunciò lo sviluppo di un lettore ottico per SNES in collaborazione con Sony e Philips. Come tutti sappiamo, a causa delle diverse vedute fra le 3 case impegnate nel progetto e dei dubbi sulla reale utilità di questo Add-On, si decise di abbandonarlo. Solo dopo alcuni anni si verrà a conoscenza del fatto che Sony, tenutasi i diritti sull’hardware, avrebbe debuttato nel mercato console con la sua PSX.
Ma questa è un’altra storia. Squaresoft grazie alla sua vicinanza con Nintendo, aveva già iniziato da diverso tempo i lavori su un nuovo gioco che avrebbe sfruttato i vantaggi del supporto ottico di questo utopistico lettore aggiuntivo per SNES. Dopo la cancellazione dell’add-on la casa di Final Fantasy dovette ricominciare completamente da capo il progetto per il suo Seiken Densetsu 3 (Secret Of Mana 2 in occidente) per poter rientrare nei limiti delle normali cartucce. L’intera mappa di gioco fu ridisegnata e riadattata. Nessuno saprà mai cosa ci siamo persi delle idee originali di Seiken 3.
Autunno 95. Square per problemi di produzione insufficiente a raggiungere il numero minimo di cartucce da commercializzare come d’accordo, decise di non aspettare, rilasciando lo stesso i suoi prossimi giochi, con una tiratura iniziale di 700.000 contrariamente al 1.000.000 di norma. La scelta della software house non fu accolta con piacere alla Nintendo, che ne discusse la situazione e citò il fatto come una rottura dei contratti precedentemente firmati.
Se già la relazione fra Nintendo e Squaresoft a questo punto era divenuta abbastanza problematica, non tardarono ad arrivare nuovi motivi di contrasto. Super Mario RPG, gioco che “simbolicamente” avrebbe dovuto glorificare l’unione delle due case, fu invece una delle gocce che fecero traboccare il vaso. Sviluppato da Square il titolo sarebbe dovuto essere rilasciato dalla stessa software house, ma Nintendo all’ultimo cambiò i piani e lo fece diventare una propria pubblicazione, afferrandosi in questo modo la maggior parte degli introiti. Non fu certo abbastanza. Andando contro alle normali abitudini di mercato ed ai contratti con l’azienda di Yamauchi, Squaresoft rilasciò la sua ultima serie di giochi per Super NES a distanza di poche settimane fra ogni uscita. Bahamut Lagoon, Rudra’s Treasure, Gun Hazard e Treasure Hunter G vennero commercializzati tutti nel giro di qualche mese e furono gli ultimi titoli Square a vedere la luce su di una console della grande N.
Era ovvio che i legami fra le due case non erano più quelli di una volta. Ed è proprio in questa situazione di contrasti che entrò in azione Sony. La casa del WalkMan offrì come prima cosa dei prezzi molto vantaggiosi sulla produzione di giochi nel formato CD per la sua PSX, al contrario delle costose royality richieste da Nintendo per lo sviluppo sul proprio HardWare. Sony inoltre come incentivo, decise di finanziare Square nel progetto Digicube, ora divenuto un grande sistema impegnato nella distribuzione di videogame in tutto il Giappone. Squaresoft vedendosi offrire prezzi e condizioni di sviluppo ottimali, non si fece certo scappare l’occasione.
Da qui in poi, il resto è storia dei giorni nostri, partendo dallo sviluppo di Final Fantasy VII in versione PSX, fino ai rapporti che legano ancor oggi le due aziende dalla grande S. Square, trovando sulla console Sony un terreno ideale per coltivare le sue politiche commerciali, non sentì certo il bisogno di ritornare a casa Nintendo. Almeno cosi sembrava fino all’ormai storico Marzo 2002, in cui venne annunciato Final Fantasy: Crystal Chronicle, fino ad arrivare agli ultimi giochi SquarEnix per Nintendo DS.
“I might be wrong”
Sicuramente questi non sono stati gli unici motivi della rottura fra Nintendo e Squaresoft, ma di certo hanno avuto una pesante influenza sulle varie decisioni commerciali ed economiche della Software House. Tutte le informazioni di questo articolo sono state prese da una moltitudine di siti, mailing list, riviste e forum nel corso degli anni, ma come specificato all’inizio non esistono conferme o spiegazioni ufficiali da parte delle due compagnie interessate. Come spesso accade nel mondo dei videogame, ci si trova davanti a rumors e news che arrivano da fonti più ufficiose che ufficiali. L’esattezza di molte affermazioni non può ovviamente essere provata, sono passati troppi anni dai fatti qui narrati per poter ritrovare le notizie originali o chiedere conferma ai diretti interessati. Ma le fonti a cui abbiamo attinto ci sono parse davvero affidabili. Le decisioni di mercato, soprattutto in un campo che muove enormi somme di capitale come quello dei VideoGame, non sono sempre semplici da capire per noi esterni, eppure sembra quasi che non possiamo fare a meno di discuterne.
Sonic 2, like the other installments of the series for the Genesis ,doesn’t need any presentation. Released in November 1992, after the great success of the first episode, the new Sega title become promptly the best selling game for the 16 bit console. More interesting for our site, the beta of Sonic 2 is currently the most important beta document of the series, and one of the most intriguing ever.
The prototype was initially rediscovered in December 1998, when Simon Wai released on a newsgroup a beta version of Sonic 2 previously found on a Chinese website. We say rediscovered because the existence of the proto was already known, and Simon Wai himself played it in 1992. Yuji Naka said in a interview that it is probably the same prototype stolen in New York in 1992. The beta was then illegally released in the Asian videogame market.
Anyway, the prototype was finally in the hands of the Sonic community and it immediately revealed all its wonders, notably two levels not included in the final version and many beta leftovers.
[Article by Yota]
Green Hill zone
As you can seen from the screenshots, this is the first level of the final game, Emerald Hill. It is the most finished zone of the beta, and the only one with a boss, even if with some differences (there is no sound from the paddles when Robotnik enters, and no explosion when it is defeated) . The badnick in the screenshot was removed from the final game. The music is the same as the released version.
Wood zone
This is the first zone removed from the final game. Already well known from magazines pics, the Wood zone was a level set in a forest. Not much work was done on this stage, and it is fully playable only with the debug mode. The music is the same as the metropolis zone.
Metropolis zone
Metropolis Zone it is the only level in Sonic 2 with three acts, and the same can be said about this beta, even through they are all still incomplete and without enemies and rings. Early in the development, the third act was supposed to be a completely different stage. The most interesting beta feature of this zone is a strange lift (pictured in the screenshot) that is was totally removed from the released game. The music is slightly different from the final version.
Hidden Palace Zone
Those who played Sonic & Knuckles will certainly remember a level called Hidden Palace Zone. The zone from Sonic 2 is however a completely different stage, set in an underground cave. The Hidden palace was never completed, although his presence in an even early version of Sonic 2 suggest that it was one of the first level developed. Anyway, it is one of the most interesting zones of the beta due to the presence of the big green emerald , similar (but not connected) to the master emeralds, of the Tails 1-up (which it was really just a ten-ring monitor) and of the badnicks removed from the final game. The Hidden Palace is still accessible in the released version of Sonic 2 with the action replay, but the graphic is completely messed-up.
Hill Top Zone
It is one of the most completed zone, and the main differences, aside from the layout, are the lack of the sound effect of the earthquakes and the absence of the rolling animations in the tunnels. The music is the same as the released version.
Oil Ocean Zone
Not much to say about this zone. The most interesting beta feature is a strange ball that is activated by a button. The music is still the same as the casino zone.
Dust hill Zone
This stage is just the mystic cave zone with a different name. The zone is still in the testing phases, and it is fully playable only with the debug.
Casino night Zone
The Casino Night zone was still early in development, and because of the lack of the slot machines and the springs the level is fully playable only with the debug. The background of the act 2 is different from the original. The music is slightly different from the released version.
Chemical Plant Zone
Aside from the first level, this is the most complete zone of the beta. Even the general layout of the stage is very similar to the final version. There are however still some interesting changes, like the different conformation of the circular structures (pictured in the screenshot) and the strange sound effects of the blue fluids from the tubes. The music is the same as the final version.
Genocide city
This zone it is empy, and maybe its development was never really began, because all that exist from this zone it is an early black & white concept art (that later inspired a stage from Sonic Spinball) . The music is the same as the Chemical Zone.
Neo Green hill Zone
This zone is just the Acquatic Ruin Zone with a different name. The layout is similar to the original, but the level is still incomplete and without enemies. The music is already the same as the final version.
Death Egg Zone
This is the final level of Sonic 2, but it is still empy. More interesting, in this beta the zone has two acts. It is the only level in this beta without music.
Sonic The Betahog
Aside from the layouts of the levels, some animations were also different from the released version, like the spin-dash.After eight years of the original release of Simon Wai, in December 2006 a new prototype was found with even earlier version of Emerald Hill, Hill Top, Hidden Palace and Chemical Plant. This beta featured the Green Zone and other leftovers from Sonic 1. But the story doesn’t end there. In fact, in February 2008 many betas from various Sonic games, including Sonic 2, were leaked and released to the community.
You can find more informations about the beta of Sonic 2 on Sonic Retro.
“According to Hideo Kojima in the documentary Metal Gear Saga Vol. 1, the original plot of the game revolved around nuclear weapon inspections in Iraq and Iran and had Solid Snake trying to stop the Metal Gear while it was located on an aircraft carrier, in a certain time limit, while trying to stop Liquid Snake and his group. However about six months into the project the Middle East began to heat up again and they decided that they couldn’t make a game with such a plot. The tanker in the released game is based on this original beta plot.
Significant changes to the game’s ending were made late in development following the September 11 attacks in New York, where the finale occurs. A sequence depicting Arsenal Gear’s displacement of the Statue of Liberty and crashing through half of Manhattan was removed, as was a short coda to appear after the credits, a breaking newscast showing the Statue of Liberty’s new resting place, Ellis Island. At the point where Solidus dies, Raiden was supposed to have cut the rope on Federal Hall’s flagpole, causing an American flag to fall over Solidus’ body, and American flags which were supposed to be on all the flagpoles in New York were removed from the title.
Some pictures of Snake in an early prototype for MGS2, showed a Cell Shaded graphic. It originally was going to have a radically different art style, more on tune with the style of the concept art. This may have been from the proposed idea of the middle east storyline.” – wikipedia
Removed stuff: inondation into the tanker, the player must get away from the tanker, but Mr. kojima take off this idea because it was not funny to play. Chinaman, first design of Solidus snake and Vamp in woman version, were old concept art of character, later changed or removed. In another scene, Snake was attacked by the harrier in the city, on the big bridge, but this never happen in the final version (Raiden kills the harrier on the Plant). Probably this scene was cut because of the 9 / 11.
The model of the FAMAS not used in MGS2 was reused for MGS: The Twin Snakes for Nintendo Gamecube. Thanks to Grahamx227 for the contribution!
In 2006 Jesse Johnson & Marc Laidlaw from the MetalGearSolid.org community, shared and translated the original MGS2 Design Document that was written by Kojima / Konami as a guide to develope the final project. In this document (that you can download in here as a backup copy) there are a lot of interesting informations about removed scenes, unused gameplay elements and other stuff that was not revealed directly in the game. Here are some of the most interesting parts:
MGS2 was meant to be called Metal Gear Solid III: Instead of proceeding on to MGS2, as one might expect, we are making MGS3. The question in peoples’ minds, ‘Why is it 3 and not 2?’
In the previous game, only 4 to 5 enemies could be shown on-screen at a time. Now we will be able to display a maximum of around 300 enemies on-screen at a time.
We will create ways for the player to be able to control the brightness of their environment, making ‘light’ another strategy element that can be used in the game. All rooms have light switches that can be turned on and off. If you destroy a light, the area around it goes dark. If you equip the cigarette item while in the dark, it will emit a faint light
After an injured soldier has received treatment (lasting a set period of time) in a medical room, they will return to the game field. The area of the body where they were injured will be covered in a bandage texture. If you attack a medical facility, you can prevent this from happening again.
After Arsenal becomes active, the area with the hostages is cut loose. The bodies of the hostages (50 to 60) can be seen floating in the water, crimson from all the blood, and have attracted sharks. Raiden and Snake must proceed through the area.
A battle that takes place on Wall Street (at Federal Hall) – Snake versus Ocelot (controlled by Liquid’s right arm), and Raiden versus Solidus. Surrounding them are spectators and police officers, including mounted police.
It will be possible to deliver a type of attack with the hands while crouching or crawling whereby you grab an enemy’s legs and knock them over
In certain parts of the game, the game screen will be split up either horizontally or vertically, with one side of the screen showing a normal cut-scene. The other side will be the player’s game screen, so they will be able to continue playing while being able to see what is going on in the other screen. By doing this, we can display simultaneous sequences in real-time, showing what else is happening while a particular event is occurring. Split-screen scenes: The bomb disposal scenes where Raiden, Snake and the bomb disposal consultant are all working together. Emma’s rescue (the sniping scene)
A type of hidden mode. By equipping an item called ‘Mantis’s Mask’, obtainable in the main game, you will be able to read peoples’ (enemies’) minds. [This was somehow used as an easter egg if you press the R1 or R2 button while Snake or Raiden is listening to someone, you can hear their thoughts]
This will be a mode for split-screen two player battles in certain areas from the game. It will be compatible with system link-up as well. Players can either fight each other or play a hide-and-seek type game.
In addition, the player will be able to virtually explore the ocean floor through a remote-controlled minisub, and can also save pictures taken with its camera.
Member of Dead Cell. A soldier over 100 years old. A legendary hero from the Second World War, he taught Big Boss and the world’s mercenaries everything they know about combat. As a Nazi, he was feared as the ‘Old Boy’, or the ‘devil’. He fights with weapons and equipment used during the war, such as the Panzerfaust.
Removed Bosses: The President’s security team, the Great white sharks [probably used in the scene where the bodies of the hostages floating in the water would had attract sharks]
The May 10th 2012, RushSnake and WhiteSnoop (two of the founders of Red Code Interactive‘s team) has found some interrestings stuff on Metal Gear Solid 2. A weapon named SPP1M on the trial version of Metal Gear Solid 2 has been discovered, along a lot of strange items and others weapons.
Thanks to Solidshake for some of these infos and images! Thanks to Jonathan and A.Kyanbel for the contribution!
Images:
Videos:
You can see a demostration of all items and weapons found in this video
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