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Spyborgs (Team Alpha GO!) [Wii – Prototype]

Spyborgs, formerly known as Team Alpha GO!, is a futuristic beat’em up game for the Wii, developed by Bionic Games and published by Capcom, and released in September 2009. In Spyborgs, the player take control of a team of 3 cyborg secret agents, each with their own unique abilities, through several levels in order to solve a plot to kidnap and destroy every cyborgs in the world. Players can choose among Stinger, a soldier with a cybernetic gun arm, Bouncer, a powerful robot, and Clandestine, a female ninja.

Team Alpha GO! was initially a coop brawler with environmental puzzles presented like a campy and comedic Saturday morning cartoon that people could play. Each episode of the show would introduce a new level of the game. It also featured mini-games that served as interludes and took the form of commercials, in order to reinforce in the player the feeling of witnessing an episode of an animated TV show.

When the game was officially revealed, in June 2008, by Capcom, it was already known as Spyborgs, and it featured 5 characters instead of 3. In addition to Stinger, Bouncer and Clandestine, there were also Voxel, who used holograms, and Kinetic, who used some kind of flying skateboard and could teleport. IGN briefly wrote:

Bionic wasn’t ready to reveal the entire cast of characters, but a trailer showed a fellow with a gun for an arm, a DJ kid who uses some sort of hologram turntables, a ninja lady, and a brutish robot named Bouncer. A gameplay presentation was given highlighting Bouncer and a teleporting character named Kinetic. It took place in a sewer, populated by bionic piranha, alligators sporting jet packs, fish in robot suits, and rotting teddy bears. Kinetic was able to “jump” short distances, like the X-men‘s Nightcrawler. Bouncer could pound the ground, leaving large cracks that appeared to be permanent.

We saw some typical examples of co-op gameplay: Kinetic would teleport across a gap and step on a switch, lowering a bridge that allowed Bouncer to cross. Gameplay also consists of a lot of running around, beating up enemies and objects a la Ratchet and Clank. But since this is all presented like a TV show, the action is frequently interrupted by commercial breaks. These are humorous little vignettes parodying toy commercials or plumbing services. But since this is a game, the commercials are playable. A spot for Nuke ‘Em Now Robots turned into a rock ’em sock ’em mini-game that played much like Wii Sports Boxing.

There are also rail shooter sections where players aim with the Remote to blast enemies. The level we were shown culminated in a boss fight against an airship, played as a rail shooter. Our heroes were in a mine cart circling the ship, blasting away at its defenses.

Bionic Games said it chose Capcom as its publisher because it knows how to extend its properties beyond games into other realms of entertainment like TV, movies, and comic books. That’s exactly what the creators of Spyborgs aim to do with their property. It’s already designed like a cartoon, and Bionic says it is currently in talks with several companies to branch out.

Spyborgs has a very kid-friendly look, but the writing is a little more mature than the visuals. We noticed several instances where swear words had been bleeped out. Of course, a lot of the gags are of the childish, toilet humor variety, as well. One commercial features two banjo-playing fish singing about poo.

However, in August of the same year, Capcom announced that the game was going to have a design overhaul:

Shown for the first time at the company’s Captivate 2008 event in June, Capcom’s Wii-exclusive action title Spyborgs is undergoing some serious … re-tooling. This news comes as little surprise, considering the game was a complete no-show at E3.

In an official forum post, Christian Svensson, Capcom’s senior director of strategic planning & research, said, “You won’t see new [Spyborgs] assets for several more months,” adding, “We’re refining it considerably.”

When Spyborgs came back under the spotlight, it was redesigned to a cooperative more traditional beat’em up game. The campy esthetic which, according to former Environment Artist Alving Chung, was inspired by the works of Maurice Binder and Saul Bass, was scrapped, alongside the idea of a playable TV show, the mini-games inspired by commercials and some levels, including the boss fight with rail-shooter elements. Characters Voxel and Kinetic were also removed as playable characters as it was pointed out by Senior Producer Daryl Allison in an interview for Nintendo World Report from August 2009:

NWR: What was behind the game’s revamping? It went from having a humorous tone and the feel of a Saturday morning cartoon, to having the feel of something along the lines of Gunstar Heroes.

DA: Originally, we had about 10 different gameplay types between the platforming, puzzle solving, and action variations. The game jumped between them and short cut scenes like a Saturday morning cartoon and that flow provided the opportunity to set up and payoff humor. That flow also let us insert playable commercials, and with those the team could go crazy with the humor. As the game moved to a more classic brawler at its core (rather than an interactive cartoon), we had to make some tough decisions. We loved the commercials. They were awesome, fun, and funny, but they just didn’t feel right anymore. They felt tacked on and became distractions that broke the flow of the game. Removing them was mostly due to making the tough decisions that were best for the game.

NWR: Why were the characters Voxel and Kinetic dropped from the roster?

DA: While no longer a playable character, Voxel still plays a role as the brains behind the outfit. He functions as mission control for the team and is seen and heard throughout the story. As for Kinetic, you’ll have to watch the Webisodes and collect the hidden audio tapes to learn more of his fate. (He’s still a Spyborgs, just not the way he was originally…)

As part of the decisions to make Spyborgs an awesome brawler, we needed to ensure our three playable heroes had appreciably different brawling styles. While it goes deeper than this, put simply: Stinger – medium power, medium speed, ranged attack; Clandestine – light power, super fast, precision combat; Bouncer – heavy power, a bit slower, area effect and knockback attacks.

In addition to the variety in gameplay styles, we also wanted to go deep with the upgrades and the variety of combos. We have unique special moves for each combo of heroes against each enemy and against each of the bosses. You start expanding that out to four or five characters and all the different combinations and it becomes either impossible to achieve some of those goals or the variety gets watered down. We knew we could maximize the depth and variety with those three and that meant Voxel and Kinetic had to find new homes.

Spyborgs released in September 2009 and received “average” scores by the press.

You can find below a gallery containing pictures before and after the redesign of the 3 playable characters, alongside the original trailer from 2008, and various cutscenes provided by Alvin Chung.

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Original 2008 trailer:

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Mega Man 4 [NES – Beta]

Mega Man 4 was released in December 1991 in Japan and in January 1992 in America. Some days ago, Protodude has found an old scan with Electronic Gaming Monthly’s coverage of CES 1991, in which we can see a beta version of Mega Man 4 with a removed Boss (Sphinx midboss?), some different details in the levels and an early Stage Select! You can read more in the original post.

Thanks a lot to Protodude for the contribution!

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Maximo 3 [PS2 – Cancelled]

Maximo 3 is the cancelled third episode in the Maximo series, a game that many fans were waiting for, but unfortunately things went not as planned. The original Maximo: Ghosts to Glory is a 3D action game created as a spiritual sequel to the 2D Ghosts n’ Goblins series, developed by Capcom Production  Studio 8 and released for PlayStation 2 in 2001 / 2002. A sequel, Maximo vs. Army of Zin was released in 2003 and the third game was in the works by the same team, but after only a few months of development it was canned due to lower than expected sales from Maximo 2.

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Maximo 3 was started soon after Studio 8 finished to work on the second chapter (Maximo 2 ends with the promise of a third game, with Maximo and his allies teaming up to find Queen Sophia), and they created many concept arts that you can see in the gallery below, with new enemies, settings (an Arabian theme, inspired by the success of Prince of Persia: Sands of Time) and features. The “cartoony” feel of the original games was dropped for a more gritty look.

In the original design doc we can read more about Maximo 3’s gameplay mechanics and story:

Across the Southern Sea, in a land of exotic culture a great history, lies the city of Mashhad, the gateway to the ancient east, but lurking in the shadow of a proud people are the forces of blood and corruption. The Cult of Chut, a religious order legion with fanatics, is preparing to transform the city into a single bloody alter whose population will be the sacrifice in their apocalyptic ritual.

But all is not lost: Maximo stands against this tide of destruction. Having followed the trail of his lost love, Maximo arrived in Mashhad with hopes that his journey will soon end. Now he will pit his sword and wist against the church’s faceless leaders and rescue Sophia; the possessed conduit through which Chut makes itself heard.

Maximo 3 stars with Maximo and his band in bad shape. In their quest for Sophia, the heroes have encountered the Cult of Chut, death worshipers who find a “man who walks with Death” an affront to their beliefs. As a result, Baron has beel killed, Tinker maimed and Maximo and Grim have been merged into one, thanks to a curse. Maximo and Tinker have been hunting down cultist sects when they arrive in Mashhad, seeking revenge and a cure to Maximo’s condition.

The new connection between Maximo and Grim would have been used as one of the main features of Maximo 3, needed to progress through the game:

Maximo is covered in tatoos, which are actually the external manifestation of the cultist’s curse that has trapped Grim within him. With the press of a button, Maximo transforms into Grim, allowing him several abilities.

As a result of the curse on Maximo, turning into Grim drains Maximo’s Health. Stay as Grim for too long and Maximo will lose a life. Only by collecting the souls of the evil cultists can Maximo sustain himself in Grim form.

At some point in the game, Maximo will use Grim’s form as a disguise to infiltrate the cult’s tower during Chut Holy Day. Gameplay will have the players switch the two forms.

As a phantom. Grim can slide up walls, flow like a shadow along walls, give a little extra distance to a jump and glide down from long drops. In addition, the player can perform several attacks with his scythe. Grim attacks do not always kill, rather they are used to “prep” an enemy for Maximo’s attacks, such as breaking a cultist’s protection spell or “mortalizing” ghostly foes.

While in Grim form, the player cannot talk to innocents as they are too scared. However, Grim’s attack will free the innocents of the cult’s influence, turning them from enemies to normal innocents that Maximo must rescue from othe enemies.

After this first concept phase, Capcom Studio 8 created an early playable prototype with a test level which would have been the hub world of the game, to test out Maximo’s new abilities, as Wall Jump, Carry / Push / Pull / Throw items, Swim (to maneuver around obstacles, resolve puzzles and find hidden treasures in deep lakes), Talk to NPCs to gain information, advance the story, start mini-quests, rescue innocents from enemies and free them from the influence of the Cult.

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Some new items and weapons features were also planned, as the Sword Grapple to grab ledges, the Flintlock Rifle (a new gun-weapon type), Claws to climb up walls, the Crossbolt Gauntlet (to shoot bolts and to use it as a grapple hook to swing or to be pulled towards a secret area) and the Horn (to knocks enemies back and to cause parts of the scenario to shake and break to find new paths). There was also a “lock on” mechanic, very much like the 3D Zelda games.

Maximo 3 was going to be a much more ambitious project than Maximo 1&2 and would have taken the series into a full action-adventure game, more similar to The Legend of Zelda. The new lead designer was heavily inspired by exploration / puzzle aspects of Zelda, so the game was going to be more focused on exploration and to be less linear than the previous titles.

maximo 3 ps2 cancelled

In the Maximo 3 prototype it was possible to explore a small town, to interact with a few NPCs, climb upon its walls and fight with some enemies. There was just one functioning enemy, which was a the basic cultist that you can also see in the concept arts. Looking at this unfinished prototype and reading the design doc, it seems that Maximo 3 could have been the best game in the Maximo series, but unfortunately not much more work was done on it, as it was canned soon after the creation of this early demo.

Capcom Production Studio 8 was full of talented artists and after they finished Maximo 2 they started to work on 3 interesting pitches: Maximo 3, DeVargas and Final Fight: Seven Sons, the unreleased FF that was planned before Final Fight: Streetwise. In the end, only FF: Streetwise was greenlighted from Capcom, but when it was released it failed to achieve mainstream success and it bombed in sales. Capcom decided to not invest in their California team anymore and sadly Production Studio 8 was closed down in 2006. Only few concept arts, a video and a few pages from the design doc remain to preserve the existence of Maximo 3.

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Resident Evil 5 [X360/PS3 – Beta]

Resident Evil 5 was officially announced on June 2005, but it was shown to the public for the first time only two months later in a CG trailer. Capcom created another trailer for the game in 2007. Even in the last year of the development Capcom was still moving things around. For example, the crash site of the helicopter was originally a fully playable section, not a series of QTE.

For more informations, check the Resident Evil 5 Beta Analysis

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Resident Evil 5 Beta Analysis

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Article by yota

Resident Evil 5 was officially announced on June 2005, but it was shown for the first time to the public only two months later in a CG trailer. This video was essentially one of the concepts that the developers were working on since the release of Resident Evil 4: in what at time seemed to be the Middle East or Africa, we saw Chris exploring the alleys of a city and then being  attacked by a group of enemies.

The graphics style and the general mood were already much similar to the released game, even if Chris looked somewhat younger and less bulky.It is interesting to note that producer of the game said, in an old interview, that originally the time of the day and the weather were supposed to have a major impact on the gameplay and affect the main characters abilities. Also, Resident Evil 5 was intended to be single player. Sheva was originally a NPC and a member of a local militia.She would have meet Chris only later in the game.

Anyway, Capcom created another trailer for Resident Evil 5 in 2007. The beginning of this video was not that different from the final game:  Chris walked for a bit in the village and then suddenly all the natives seemed to vanish.  There were, however, many important differences:  Sheva and the dealer were nowhere to be found, Chris didn’t  have his safari dress, cutscenes and dialogues were shorter,  the  location where we fought for the first time was completely removed, enemies had some attacks that can’t be found in the released game, such as the headbutt, and so on.

Even in the last year of the development Capcom was still moving things around. For example, the crash site of the helicopter was originally a fully playable section, not a series of QTE’s.

2004 Beta artworks

The merchant from Re 4 was supposed to return in Resident Evil 5. There were many shops around the town and you could even stole weapons and ammo.