Spawn: Armageddon is a relatively fun action-adventure game based on Todd McFarlane’s iconic Spawn comic book. The game adapts from issues 1 to 99 of the Spawn comic book series. However, before the game’s final release, we can notice a few differences from the E3 2003 preview trailer of the game.
The differences are as follows:
Different HUD (Guns, Necroplasm, HP)
Different healing pick-up up icons
Different Spawn attacks
Different gun sfx
Guns make some enemies float in the air (similar to DMC 2)
Dead to Rights: Retribution is often remembered by fans as a gritty, no-nonsense third-person shooter released in 2010 by Volatile Games and published under the Namco Bandai umbrella. This game was a reboot of the Dead to Rights franchise that brought back cop Jack Slate and his loyal companion Shadow, delivering a hard-hitting experience that combined close-quarters combat with gunplay. But what most people don’t know is that Retribution wasn’t always the game we got.
Long before the final build took shape, the project began life under a very different title— Dead to Rights: Redemption. This early version aimed to be a grounded reboot — more noir, less neon. Gone were the exaggerated shootouts and over-the-top spectacle. In its place was something colder, leaner, and more emotionally restrained. Jack Slate’s original design reflected this direction: vulnerable, more human than action hero.
Several experimental ideas were on the table during this phase. A set of mini-games, deeper Shadow integration, Co-op features, and even a multiplayer mode originally titled “Banged 2 Rights.” Many of these never made it past early prototyping.
So what brought about the change?
According to Assistant Lead Designer and Story Writer Ben Fisher, the game’s tone was restructured after a shift in Namco’s internal direction, specifically from the American branch. Fisher noted:
“With a producer change at Namco US, the game shifted more towards a ‘core’ Namco tone. What they had in mind was more like Tekken, so we layered up some of the more operatic tone over time — in fact you can see the roots of a more grounded tone in the mocapped cutscenes because they were recorded first.”
What started as a slow-burn crime drama gradually morphed into the stylised, bombastic action game we now know as Retribution. That shift wasn’t just tonal — it bled into every corner of the design, from visuals to pacing to Jack’s final character model, which bore more resemblance to comic book anti-heroes like The Punisher than his original noir blueprint.
Below, you’ll find rare concept art and early design documents from the Redemption phase of the game, showing a version of Jack Slate that almost was.
Concept Art:
Design Document:
Videos:
Fan-documentary containing a mini-interview with Ben Fisher and other trivia
Dead to Rights: Retribution, or Redemptionas it was known early in development, is a third-person shooter developed by Volatile Games and published by Namco in 2010. This is the 4th and last game in the DTR franchise, originally created by Namco Hometek. Below is a trailer that shows several changes prior to the game’s release.
Different running animation
Different walking animation
Captain Innesse looks different here
The guy Jack beats to a pulp in the final release looks different here
Slightly different combat animation
Temple Tower is different from the outside
Tseng shoots Triads instead of Police Officers in the trailer
Lack of blurred focus during special execution
Slightly different pause menu
Enemies’ blood splatters on the suit that isn’t present in the final release (?)
Dead to Rights was a fantastic third-person shooter inspired by many Hong Kong and action noir thrillers. The game sold more than 500k copies in its prime and was well-received by critics and players alike. This article takes a trek back to the past, covering some of the changes as seen in the E3 2001 footage.
Some of the changes are the following:
Different running animation
Different combat moves
Different clothes
Different environment
Special finishing moves are absent from the final game
Kill.Switch is a third-person shooter developed by Namco Hometek and published by Namco in 2003 for PC, Xbox, PS2, and the Game Boy Advance. The game revolutionized the TPS genre by introducing several groundbreaking concepts that ultimately influenced high-profile titles like Uncharted, Gears of War, and Rainbow Six Vegas.
Despite its influence, Kill.Switch sadly didn’t receive any nominations or awards. However, its legacy is deeply embedded in the DNA of modern third-person shooters.
Before its release, the game underwent several changes, as seen in E3 and beta footage. One striking difference is the HUD, which was originally green instead of blue. In another clip, Nick Bishop—the game’s protagonist—had a different running animation. Additionally, early concept art reveals plans for a female lead character, though this idea was ultimately scrapped.
Unfortunately, there isn’t much information about Kill.Switch’s pre-release development beyond E3 and demo footage, as well as a few bits of trivia. Fun fact: Kill.Switch was supposed to have a follow-up titled The Adversary: City Under Siege. Unfortunately, the project was cancelled around 2004 and never saw the light of day.
Images:
Videos:
A documentary about the inception of Kill.Switch and the cancelled sequel
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