Xbox 360

Mortal Kombat Vs. DC Universe [PS3 X360 – Beta / Unused Stuff]

Mortal Kombat vs. DC Universe (also known as MK vs. DCU or MK vs. DC) is a crossover fighting game from Midway Games and Warner Bros. Games in the Mortal Kombat series, which was released on November 2008. Ed Boon later revealed via Twitter (June 23rd, 2009) that two new characters were developed for DLC, Quan Chi from Mortal Kombat and Harley Quinn from DC Universe. Boon also stated that these characters will not be released, due to issues surrounding Midway’s bankruptcy. [Info from Wikipedia]

Images:

MK-vs-DC-dlc-Quan-Chi

Also, FaIr_fIghTeR_ noticed many differences in the early videos of the game:

00:19 – Sub Zero does an attack that is almost similar to Jax’s headkick attack.
00:21 – Sub Zero has a different costume then in the final product.
00:32 – The graveyard stage has a big wall with two statues that give a green light.
00:36 – The freefall physics look horrible.

00:05 – Sonya has Batman’s fighting position.
00:19 – Scorpion has Batman’s fighting position.
00:38 – Flash does an uppercut move.
00:46 – Sub Zero’s ice has a sharpy form.
00:55 – Superman’s freeze breath gives a less detailed ice effect on the enemy.
01:06 – The Fatality cameras are further away from the performer and the screen doesn’t turn black in the background.

00:35 – Superman attacks slower then in the final product.
00:48 – Scorpion’s teleport attack sounds different.
01:16 – Superman chains two simple attacks into a promove. This isn’t possible in the final product.
01:44 – Scorpion does Batman’s footgrab attack.
02:50 – Flash leaves much more speed waves behind.
02:58 – Sonya’s bicycle kick voice sounds like a Japanese girl.
03:22 – The opponent who knocks you down in freefall lands softly, you won’t hear or see him land next to you.
03:57 – Superman’s promove circle is white instead of red/blue

Not only Superman’s Brutality is different, but there are quite a few interesting differences in here.

00:00 – There are no ragebars. There were no breakers or possible use of rage.
00:03 – The SUB ZERO WINS! looks different, it looks like this SUB ZERO WINS!
00:06 – There is no intro song when a new round starts.
00:18 – Superman’s laser is fat.
00:47 – The camera is different and the music is different to.
00:47 – Superman’s Brutality animation is ugly.
00:55 – You hear and see BRUTALITY! instead of HEROIC BRUTALITY!

Thanks a lot to FaIr_fIghTeR_ for the contribution!

 

Devil May Cry 4 [PS3/X360 – Beta]

It seems that Capcom developers had something very different in their minds about DMC4. A teaser trailer was shown at E³ 2005, depicting Dante traveling through snow, and then quickly performing some fast, stylish moves. The second trailer was shown at the Tokyo Game Show 2005 where it showed a more rugged and older Dante in a city-like setting performing more stylish moves at the camera while using more of the PlayStation 3’s graphical power. While both were just teasers, showing very little detail of the game itself, the Tokyo Game Show 2006 trailer, shown on September 20, 2006, displayed a more accurate reflection of what is expected to be present with the release of the final product. On September 22, 2006, the Tokyo Game Show trailer was posted on the official Devil May Cry 4 website. Until then, only off-screen, low quality versions of the trailer were available.:

E3 2005:


TGS 2005:

TGS 2006:

Dante from E3 2005:

devil-may-cry-4-dante-e3-2005

Dante from TGS 2005:

devil-may-cry-4-dante-tgs-2005

Final Dante:

 

Bam [PC / X360? – Prototype]

Before Ensemble Studios was closed, they worked on serveral prototype games, such as Nova, Sorcerer, Wrench and Phoenix, an RTS which featured humans fighting aliens (which later evolved into Halo Wars). Another protype was known as  “Bam” which Ensemble describes as a “Ratchet & Clank-Style Platformer”. As seen on various images posted by the company’s employees , in the game you would have played as Sprocket and the levels had a cartoony look to them.

Images: 

Avalon [X360 – Prototype]

Avalon was an early prototype for a third person squad based shooter (that somehow reminds me of Outtrigger) that was in development in 2004 at Climax Studios for the (not yet released) Xbox 360. The project was probably being worked on the original Xbox development kit (or some early X360 ones) but it was soon cancelled for unknow reasons.

Thanks to Hey Hey for the contribution!

Images:

 

Bayonetta [Beta – Xbox 360 / PS3]

Bayonetta is an action game for the PlayStation 3 and Xbox 360, developed by Platinum Games in cooperation with Sega, who will publish the title. In April 2009, the official Platinum Games Youtube Channel released an interesting video in which we can see an early prototype version of the game, a build created in about a month of work.

Also, at Platinum Games’ blog we can find various concept arts with early designs of Bayonett’as characters and weapons. In Japanese TV special on the game we can seen even more concept arts, with a blondie and readhead protagonist. At 1UP we can read an interview with Kamiya, in which the talks about the design of the game:

“I had Mari Shimazaki, one of the designers, draw her for me,” the designer said. “She gave me a woman in a full-body black suit with her hair running through her hands. I thought that having black hair and a black outfit would make it hard for the player to see what the character was doing. But I loved that long hair; I could see it flowing in the air as she fought and I wanted to depict that. So we went through lots of minor changes; at one point she had red hair. But at the end of it, we went back to a style that had her hair around her arms, making her look really witch-like — and from there we said ‘Well, why don’t we just have her hair cover her all the way?’ That was how the current Bayonetta was born.”

More beta videos were upload to the Sega Youtube Channel. As we can read at The Silent Chief:

A lot of what’s seen in the videos never made it’s way into the final game, including the ability to ride Bayonetta’s motorcycle throughout a level and use it as a weapon. You’ll also notice that Bayonetta is a bit younger in the prototype footage.

Also, Mystie noticed that:

The models of Bayonetta and the Affinities that were used in the beta/prototype are left within the files in the final release.

In the TGS 2008 trailer, the crumbling clock tower scene takes place in modern times rather than old times, and Bayonetta has a slightly different model. Her eyes are pure blue instead of blueish-gray, the Umbran Watch looks slightly different, and the chains (as well as the belt buckles on her sleeve flaps) are silver instead of gold.

Thanks to Celine & Mystie for the contribution!

Images:

Videos: