FPS

Fallout Extreme [XBOX – Cancelled]

Fallout Extreme is a cancelled squad-based RPG / tactical shooter that was in development by Interplay’s 14 Degrees East division for the original Xbox. The project was in development for several months in 2000, but it didn’t really have a concrete development team and never made it out of concept stage. After Extreme was cancelled, Interplay’s next attempt at making a console version of Fallout was Fallout: Brotherhood of Steel, released for both the Xbox and Playstation 2 in 2004. Fallout: Brotherhood of Steel 2 had the same fate of Extreme and was cancelled in early development.

On Fallout Wikia we can read all that is currently know about Fallout Extreme:

The game could be played in first and third person perspective. The player would control a 4-person team and would be able to switch the active character, all of which had various skills, at any moment. The team could consist of ordinary wastelanders, former Brotherhood of Steel members, super mutants, Native American shamant and even Mongol warriors. There were both single- and multiplayer modes.

Not much is known about the development team. Brian Christian, head of 14 Degrees East was the lead producer, while Todd J. Camasta was the art director, like with Fallout Tactics.

Sadly only few artworks remain from Fallout Extreme, preserved in the gallery below.

Thanks to Robert Seddon and Userdante for the contribution!

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Land of the Dead (Day of the Zombie) [PC XBOX – Beta]

Land of the Dead: Road to Fiddler’s Green is a FPS based on the George Romero zombie horror movie Land of the Dead, that was developed by Brainbox Games (now Digital Extremes) and published in 2005 by Groove Games, for PC and the original XBOX. As we can read on Mobygames, the project was originally developed as a singleplayer PC game called “Day of the Zombie”, which had a 4 months development cycle and was ready for October 2004 release.

Day of the Zombie was shown to Universal Studios around the time the movie Land of the Dead was being filmed in Toronto, Canada (where Groove Games is headquartered) – this is how the license was secured. The game was ported to Xbox, multiplayer functionality was added and environments were added to tie the game to the movie.

In April 2009, a Youtube user posted a video from Day Of The Zombie, with a link to download a playable beta of the game. This leaked version is very similar to Land of the Dead, but it’s currently unknown if it’s really the original Day of The Zombie project or just a mod of the released game.

Thanks to Alex for the contribution!

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BioShock 2 [Beta – PC Xbox 360 PS3]

BioShock 2 is a FPS developed by 2K Marin and Irrational Games, released in february 2010 for PC, Xbox 360 and PlayStation 3. Users at 2K Forums noticed many beta differences in the early trailers of the game, especially in the “Hunting the Big Sister” demo:

  • It would have been possible to explore areas from the 1st game (some of them underwater)
  • Tenenbaum was going to be the player’s guide
  • Splicers ran away in fear from the player
  • Textures looked more like the original Bioshock
  • You were able to carry more health packs and eve hypos
  • The whole demo is set up differently. It starts as the normal game would, but the path and events are fairly different, including the final scene of the demo, that location, Fontaine Futuristics, is towards the end of the game.
  • Looks like the drill recharges when it’s not used. In the final game you had to find drill fuel.

Also, as we can read on Wikipedia, the original story and gameplay elements related to the plot were changed / removed from the final game:

The story received major changes over the course of development, with two of the most important relating to the player’s character and the Big Sister. Initially there was only going to be one Big Sister who would continually hunt the player down throughout the course of the game and then retreat once she was defeated.

This Big Sister was written as a Little Sister who, as she grew up on the surface, could not leave the memory of Rapture behind and eventually returned. The reason for the change, as explained by Zak McClendon, Lead Designer for 2K Marin, “If you have a single character that the player knows they can’t kill because they’re so important to the story you’re completely removing the triumph of overcoming that encounter with them.”

Jordan Thomas explains however, “The soul of the original Big Sister character still exists, but in the form of somebody you get to know over the course of the game.” The other major change is that the player’s character, Subject Delta, is no longer the first Big Daddy, but rather the fourth prototype. He is, however, the first to be successfully ‘pair-bonded’ to a single Little Sister.

Also, according to Rockpapershotgun’s BS2 review the special edition’s art book shows lots of unused designs

I’ve already completed Bioshock 2. None of these things were in there – the Big Daddy with arms like tortured tentacles, another which looked like a spaceship on legs, the Splicer whose grotesquely mutated face had become a fleshy whirlpool, a hideous sea-beast halfway between a merman and giant phallus, a frail, frock-wearing Big Sister who carries her hulking oxygen tank around on a rickety hand cart… Where are they? What happened?

Thanks to Robert Seddon, Robert and Dr. Swank for the contributions! If you can find more differences in the early Bioshock 2 screens and videos, please let us know!

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007 The World is Not Enough [N64 – Beta / Unused Level]

007 The World Is Not Enough is a FPS based on the James Bond film of the same name, developed by Eurocom and published by Electronic Arts for the Nintendo 64  in 2000 (a Playstation version was released the same year, developed by Black Ops). An unused beta level was found hidden in the game  and thanks to some GameShark cheats codes created by Goldenboy, it’s possible to explore it to see how it could have been played. A video of this beta “Subterranea” level can be seen below, from SubDrag’s YT Channel.

This is the code to activate the beta level:

D00E0779 0008
813B002C 3FF0
80102EDF 0011
811FFFD8 C300
811FFFE8 C300
811FFFEC C300
D00E0779 0030
80102EEF 0001
800E0931 0000
800E0933 0000
50002610 0000
803B0164 0001

While at ANY menu (preferably the first) press L and R at the same time, the load screen will appear twice. Press C^ to rise (or moonjump) then gently tap it to get down in the pit.

Thanks to DCodes 7 we preserved some beta screenshots and videos in the gallery below. For some reason some images bond is wearing a black camouflage suit, which makes bond blend into the night. Also the HUD is different.

In the second screen you can see a bullet-proof glass door / metal detector that isn’t used in this level in the final game. In the same image a MI6 civilian employee is standing near the doorway, in front of the black door. The civilian seen in this image (dark pants, white shirt, dark tie) isn’t in the final build. He is replaced with scientists in white lab overcoats. The black tie civilian model was retextured with different shades of grey and used in another mission of the final game.

The 7th screen shows the top floor of MI6, near the starting position: behind the beta metal detector you can also see a table and a computer terminal down the hallway, not present in the final game. Then we have the security guard standing next to Bond. He is much different from the final. In the beta the security guard is wearing a suit with a hat to match, but in the final he wears  a bright colored shirt with a blue body armor.

A PC and a Playstation 2 versions of The World Is Not Enough were planned too, but then cancelled.

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Perfect Dark Beta Analysis: Beta Missions

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In 1997 RARE made their first appearance in American stores with a FPS that revolutionized multiplayer on consoles. 007 Goldeneye, released for the Nintendo 64, made use of the 4 controller ports to let gamers to waste hours and hours of their free time in front of a TV screen, playing the addicting multiplayer mode. It was probably the first time that it felt so much fun to play a multiplayer FPS on a console.

When RARE decided to work on a sequel, having lost the rights to make another James Bond game, they had to create a new character and a brand new scenario from scratch: the end result was Perfect Dark, still one of the best multiplayer games ever.

Perfect Dark had a long development cycle and it changed a lot before being finally released in 2000. Nobody, except Rare of course, really know how the game evolved, but thanks to all the early images released online, we can try to get an idea of what has changed over PD’s development. In each of these beta screens we can notice what has been changed, added or cut.

Original article written in italian by monokoma in December 2001, english translation by DCodes7 in 2010. Please let us know if you notice some english errors!

Beta Missions

perfec1.jpg

This first image is very strange. The color of the walls are different from what we know today, but looking carefully, it may be from the “Air Base: Espionage” mission. The corridor that we can see in in this screen remained the same in the final game, but the walls of the room were initially of a “greeny” color. Also there are 2 computer screens (one at the top and a second on the left of the picture), which if I’m not mistaken are not in there in the final version.