Beat ’em up

Beat Down: Fists of Vengeance [Beta] — PS2 & Xbox

Beat Down: Fists of Vengeance was Cavia and Capcom’s attempt to revolutionize the beat’em up genre and win over the American market. It took heavy influence from crime and mafia films, and it’s evident throughout the game’s environments and narrative. However, Cavia and Capcom ultimately failed to deliver what they envisioned.

The game began development in late 2003 and was released in 2005 for the Xbox and PS2. Before its final release, a few changes were spotted in early builds. Here are the differences:

IGN videos and E3 2005 Previews:

  • Enemies have a different HUD on top (purple)
  • Enemies didn’t have a HUD originally
  • Destructible environment was removed
  • The Money icon position is in a different spot
  • Dirt effect when slaming enemies to the ground
  • Excessive blood effect during intense fights
  • The camera angle when throwing the enemy off the walkway in the Train Station area (seen at 1:53) doesn’t change.
  • Different clothing and hair text in shop.
  • The Buy sign is different
  • Brighter lights for cities in early builds
  • Pressing the circle or B button to pull off the special attack didn’t deplete your health
  • The notoriety symbol uses Raven’s Jacket instead of the Skull

Tatsuya Minami Interview:

  • Different interrogation text color
  • The text showing “recruit your enemy” is in a different position
  • Name texts are different for both the player and the enemy

Beat Down Trailer

  • Raven’s VA is different
  • Call screen is different
  • Different texts across the game altogether
  • The wanted meter uses a policeman’s face in this trailer and the word “caution” near it. The final build uses a police badge instead
  • Different logo of the game
  • Again, the special attack doesn’t deplete your health
  • Breakable environment

Images of early builds, along with three concept arts

YouTube video documenting the commercial and critical performance of the game

 

Altered Beast [PS2] – Beta

Project Altered Beast (commonly known as Altered Beast) was a remake of the legendary game originally released in arcades and on various consoles. The game underwent numerous changes, many of which remain largely undocumented. Luckily for you, this article on Unseen64 attempts to shed light on some of the changes I noticed from both the E3 2003 and 2004 footage.

The HUD (HP and Energy Bar) went through two distinct designs before the final version. The attack animations for the Werewolf and Luke were noticeably different in the E3 2003 and 2004 footage. Additionally, the design of the Wendigo was different in the E3 2003 footage. It seems that much was reworked between the E3 2003 presentation and the game’s 2005 release. However, without access to earlier builds, it’s impossible to determine exactly what was improved and what remained unchanged.

Fun fact: the game was originally developed by SEGA WoW, as noted in both the E3 2003 and 2004 trailers. However, by the final release, there was no trace of the developer’s name. While the exact details are unclear, it’s possible that SEGA WoW was quietly disbanded, and development was transferred to an internal team within Sega of Japan, working in collaboration with Sega Shanghai.

Below are some videos and images of the differences.

A video documenting the making of the game.

 

Rygar 2 [Xbox-PS2] Cancelled

Rygar: The Legendary Adventure is a fun action adventure on the PS2 released in 2002. The game was well-received among critics, going as far as receiving nominations for various awards. While it did well critically, it sadly failed commercially. Rygar was unable to dethrone competitors like Shinobi and Devil May Cry. While Tecmo was working on a Ninja Gaiden game back then, rumours began to surface about a potential Rygar sequel in the works. The first mention of a Rygar follow-up appeared in an Electronic Gaming Monthly magazine issue and an IGN article in 2004 where journalists reported that Tecmo was gearing up to showcase the next chapter in the Rygar franchise. Game Informer caught up on the news and interviewed Tomonobu Itagaki to obtain more scope on the matter. The aforementioned assured everyone that he would make an announcement regarding Rygar 2, but in the end, he didn’t.

Gamekult reported that Tecmo has renewed the trademark, speculating that the company may indeed release the Rygar follow-up. On the other hand, IGN continued with their investigation, speculating that Rygar 2 may be released in 2005 for the Xbox and the PS2. In the end, nothing happened and the project was silently shelved.

There were attempts to contact Satoshi Kanematsu, Yoshifuru Okamoto and Tomonobu Itagaki to learn more about Rygar 2, but nothing came to fruition.

More details concerning Rygar 2 have been documented in a YouTube video.

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Judge Dredd [Arcade – Cancelled]

 

Judge Dredd is a cancelled Beat ’em up brawler game developed and published by Midway Games on the arcade, around 1992-1993. It featured digitized graphics and was based on the comic book serie of the same name.

The game reached a near-complete state, with 3 stages finished, and 3 bonus stages after each ‘main’ level. Each stage was different in some way, such as the first being a normal scrolling brawler-style stage, the second being closer to a platform game, and the third being a unique concept, where Dredd has to fight off waves of ‘block warriors’, making sure that the two ever-decreasing bars never reach the bottom- if one of them is emptied, the stage is over and has to be repeated. After the final level is beaten, the game ends with a preview for the next level, apparently featuring the character Judge Death from the comics.

Gaming Hell managed to get in touch with Jake Simpson, former programmer on Judge Dredd, and former artist Erik Kinkead. Both shared details about the development of the game and why it was ultimately cancelled:

So, after the success of Terminator 2 – The Arcade Game, Midway were looking for another movie license to make an arcade game out of, and since the Judge Dredd movie had been announced at the time, they decided to grab the license and beat the cinemas to it. Utilising a slightly-better form of digitised graphics than the original Mortal Kombat (pioneered in this game) it was planned for release in 1993. The inspiration came from a different source.

Jake Simpson: The actual premise of the game was it was supposed to be a cross between Mortal Kombat and Teenage Mutant Ninja Turtles – we literally had one in my office to play, the 4 player version…

It’s a scrolling brawler! You should be familiar with what’s gonna go down by this point- just fight through waves of enemies, and beat the boss character at the end of the stage. In fairness, it’s a rather sophisticated one for its time, as each stage is different in some way, be it the controls or the mission objective. It’s definitely a different approach than the norm.

Jake Simpson: We wanted each level to have a different mechanic (although not too different) because at the time, no one else had done that, at least not in a brawler.

The layout is actually recycled from NARC, Williams‘ ultra-violent run-and-gunner.

Jake Simpson: The control panel was used because ‘everyone else said it had worked out well with Narc. This was my first game, so I just let it go. (…) The jumping level with the robots literally went in about a month before test. It was only because Eric had done some renders of robots and we looked at it them and went “What can we do with this?” – Eric and I built that alone very quickly… I’d never even attempted to code a platformer before and had no real idea what I was doing. (…)

Yes, some of the levels were too hard. They were absolutely designed to be quarter suckers. The trouble with games like this – story games – is that most of the time people will only play through once. This isn’t a sports or combat game where you play to test your skills against another player, so you replay. This is a once through kind of game, so we needed to take as many quarters as we could without pissing off the player, so things were definitely harder than they should be for playing for free on Mame.

After the third shooting gallery, the game abruptly ends and you’re greeted by this screen, which promises that “DEATH IS COMING….”. Obviously, the next stage would’ve involved Judge Death somehow, but how?

Jake Simpson: The last level was basically Judge Death in Resyk – he was reanimating corpses that were rolling out on a conveyor belt at the back of the screen and you were shooting them and him – you’d have your gun but it could be knocked out of your hand and you’d be manno e-manno until another one dropped into the level. The Judge Death stuff was about 60-70% done. We had Judge Death leaping around and attacking you, that much I do remember. I don’t remember if he was reanimating corpses though, even though I knew that was the plan.

Also, in case you’re wondering why Death looks so crazy-awesome here, it’s because he was a mannequin, much like Leglock and Goro from Mortal Kombat. Eric Kinkead was particularly impressed with it.

Erik Kinkead: Oh man, that Judge Death model was so awesome. At least, if not as cool as Goro. I would go into either Tim Coman or John Vogel‘s office and look at that thing constantly. Although that close up picture of him… Doesn’t do the model justice.

However, it was never released. Hell, it wasn’t even completed, but was playtested in Chicago. Unfortunately, the locaction test didn’t quite go to plan, so the plug was pulled on the project.

Jake Simpson: We were still relatively early in development to be testing – normally the game doesn’t go out on test till it’s 100% complete and we weren’t – but we were starting to get glimmers of the fact that this wasn’t going to be great and we wanted to know early so we could just put a bullet in it and stop wasting our time, if that was the case.

I think part of the reason we did abandon it was because it *was* such a labor of love, and it just wasn’t living up to our expectations, either in what the game was or how it was doing on test.

We never finished it because we put it out on test and it just didn’t do great numbers… I remember having a bug that crashed the game in the block wars and that totally destroyed our on test numbers. I remember at the time NBA JAM was out, Mortal Kombat was out, and our numbers were no where near theirs, so we all got very demoralized and just gave up. In retrospect we _should_ have finished this – Midway paid for the license and we should have completed it. We probably could have in a month. I remember the meeting where we all sat there and looked at each other and just shrugged and said “What were we thinking?”. We were young and stupid. Enough said.

Both Jake and Eric remember a different level that was cut- a Spy Hunter-esque racing stage using Dredd’s Lawmaster.

Jake Simpson: There was another level we had which got cut – the motorcycle chase. It was a top down thing, where you were on his bike and you had to chase a car on a high ramp over the city. The ramp was damaged so you had to jump sections… We cut it because honestly, it was no challenge. A few jumps, some left and right and that was it. Looked gorgeous though, but all that really nice Mega City At Night imagery took up way too much image space, so we cut it entirely.

Sadly, the Lawmaster chase stage was gutted from the location test version to make space for the Death stage.

Jake Simpson: The code for the Motorcycle was there, but none of the graphics were.

Fortunately, the game was preserved, to an extent- although only four boards were ever made, a version of the game slightly older than the version play-tested was dumped and is available to play in MAME.

Jake Simpson: Only 4 machines were made. I had one, that went to my sisters pub in the UK and was destroyed when that burnt down. One went to Tim Coman, one went to Mark Penacho and I’ve no idea where the last one ended up. I also have no idea how the roms got out into the world – I will say that they weren’t the final ones we put out in the world though.

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Prime [SNES – Cancelled]

Prime is a cancelled beat ’em up game that was developed by Malibu Interactive for the Super Nintendo around 1993-1994. The game was based on the comic of the same name.

Very few information exist about this game as, to this day, no video games magazines featured it on Archive.org, and no reason were given about why it was cancelled. We can speculate that it was the purchase of Malibu Comics by Marvel, of which Malibu Interactive was a subsidiary, that happened in 1994 that caused to shutdown the game company, and thus, cancelling the title in the process.

A first prototype of the game leaked in 2009 containing 5 playable levels and we can read more details about its gameplay here:

As far as gameplay goes, Prime is a pretty standard side-scrolling Beat-‘Em-Up in the mold of Final Fight, which shouldn’t come as a surprise if you were playing video games in 1994.

Malibu Interactive did a pretty good job on that front. Maximum Carnage seems to be the bar they set out to beat, and while you don’t get to whip people around with Spider-Man’s webs, they do give Prime a few neat attacks to keep things interesting — or as interesting as one of video games’ most repetitive genres gets, anyway.

One button makes Prime punch, often with a combo that’s a dead ringer for Cody’s in Final Fight, but powered by ridiculously huge arms instead of ultra-tight acid wash jeans. And while you don’t get to actually fly during any of the fighting levels, you do get a double jump that’s useful in exactly one area. Another button gives you an alternate kick attack that begins with the most awkward wind-up ever and ending with a stiff-leg kick square in the junk, complete with an impact burst exploding out of the bad guy’s crotch.

In addition to the standard chuck-an-enemy-across-the-screen, Prime also gives you the ability to throw them towards the background or foreground. It’s a trick lifted from the later-era TMNT games, but they pull it off pretty well here by adding something that the comics of the era specialized in: explosions.

Explosions are a recurring theme in the game, and you get to most of them by throwing enemies at everything possible just to see what happens. The car in the foreground, the fire hydrant in the background and the windows on the building can all be broken when you toss an enemy at them, usually resulting in an explosion even when it’s a fire hydrant. It’s also pretty nice that the backgrounds have areas (like the windows and the occasional boarded-up door) that are destructible, although owing to the game’s unfinished status, the destruction will occasionally result in a glowing purple square of nothingness.

So at this point, we’ve got guys in tank tops, crotch-kicks and exploding cars, and for the Streets of Rage aficionado, that’s all pretty standard stuff. Prime is also equipped with two special abilities that allow him to deal with these horrors. For one, as seen above, he walks just like WWE chairman Vince McMahon. And for the second, his super attack, which allows him to blow up like a balloon until he explodes.

An almost finished version leaked later on the internet.

The game was eventually released on the Sega CD under the name Ultraverse Prime in 1995.

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