Unseen Features

Tomb Raider: 10th Anniversary Edition (Cancelled) [PSP/PS2/PC]

Overview:

After Tomb Raider: the Angel Of Darkness had been considered a failure. Core Design (Core), in 2004 came up with a new Tomb Raider Project. The project known as “Tomb Raider: 10th Anniversary Edition” aimed to recreate the original Tomb Raider game released in 1996 including various enhancements and extensions to the original game. Core developed their version of Tomb Raider: 10th Anniversary Edition for approximately 9 months until it was cancelled early June 2006 by SCi. A trailer for the unfinished game emerged on the internet, later that week Eidos officially confirmed the game had been cancelled. Following these events, Crystal Dynamics developed their own Tomb Raider: Anniversary game which released in 2007.

Origin:

Interview by: PlanetLara with former Artist Richard Morton. (24th July 2007)

Richard: It was a strange time really, we’d just finished Free Running for PSP/PS2 and had developed a really good control system and camera, we started messing about with a Lara model on the PSP in the Free Running engine and the idea of 10th Anniversary was born. We suggested it to Eidos who allowed us to develop it, but when Core was sold to Rebellion it seemed like they didn’t want the franchise to go ‘out-of-house’ hence the cancellation of our project.

It is confirmed that PC/PS2 versions were also in development. However, the existing leaked footage and in-game screenshots have been confirmed to be taken from the PSP version. The trailer which leaked from an unknown source seems to show various different builds of Tomb Raider: 10th Anniversary Edition. Some sequences in the trailer are from builds later than others. Both Core Design and Crystal Dynamics were working on separate games (Core Design – Tomb Raider: 10th Anniversary Edition, Crystal – Tomb Raider Legend). Eidos (the game’s publisher at the time now Square Enix) requested Core Design to alter their Lara Croft model so it looks similar to the Lara Croft model used in Tomb Raider: Legend. This is why the Lara Croft model seen in early prototype versions of Tomb Raider Legend is very reminiscent of the one seen in Core Design’s Tomb Raider: 10th Anniversary Edition.


Various variants of the Lara Croft model and how it changed during development

The leaked trailer:

Press releases:

By Core Design (www.core-design.com) – 15th June 2006, 11:02:06.

Following speculation on the internet, we would like to offer the following clarification.

The video of Tomb Raider: 10th Anniversary Edition that appeared on certain sites was an unauthorised release of an internal presentation of a game that was being developed by Core Design until very recently. It was running on PSP and used a Core-developed engine. However, following a recent review this project has been officially cancelled by SCi.

Core is alive and well and working on some great new projects, and we are still planning to announce some exciting news very soon!

By Former Core Dsign Arist Carl released a fly through video of a level he worked on:

By Eidos – June 16th, 2006

Eidos Interactive, one of the world’s leading publishers and developers of entertainment software, confirms today that they are developing a special ’10th Anniversary Edition’ of Tomb Raider.
The new game is being developed by Crystal Dynamics, who recently launched Lara Croft Tomb Raider: Legend on Xbox 360, PS2, Xbox, PC and PSP, with versions on Nintendo DS, GBA and GameCube later in 2006.
“Our ’10th Anniversary Edition’ of Tomb Raider, is a one-off title to celebrate both Lara and Tomb Raider, it will appeal not only to the loyal fans of the Tomb Raider series but will also attract a totally new audience.” Said Larry Sparks, Head of Brands Management at Eidos.
Tomb Raider originally launched in 1996 and is still one of the best selling videogame franchises of all time, with over 30 million copies sold.
The special ’10th Anniversary Edition’ of Tomb Raider will be available on PlayStation 2, PSP and PC.

Core Design’s opinion:

In 2016 an interview with Gavin Rummery was published by arstechnia. It provided some details as to how the game started and speculation as to why it was cancelled:

By: Gavin Rummery (Former Core Design Studio Head) – 31/03/2016 arstechnia

He put the pieces together in his head and pitched Eidos/SCi (SCi having taken over Eidos in 2005). They loved it, so a team of Tomb Raider veterans at Core set about remaking the original game in the new engine. It was going well, Rummery recalls—both looking and playing great. But Crystal Dynamics didn’t want Core back in the picture, and the American studio built a rival demo.

“They convinced whatever the politics in SCi was like that it made more sense to just keep it all in one studio,” says Rummery. “Keep the franchise in one place. And so ours was killed, and you’d have never heard if it hadn’t been leaked by someone.”

Steve Pritchard responded to Gavin’s claims with the following:

Steve Pritchard (Producer) via Facebook

No worries. It was a tricky time in the studio when Crystal were doing Anniversary – a lot of hard work had gone into that idea and to have it taken away and handed to Crystal was a painful thing.

Crystal Dynamics are in no way at fault for this – Eidos had become SCi at this point and that whole Eidos/Core/Tomb raider multi-brand was something that hung a little heavily around a few necks. Someone, somewhere, realised that handing a TR title back to the now-not-Core guys would have seemed like a strange commercial move, and with CD having a lot of cool tech all ready to go, it was a straightforward choice for them.

Yeah, it was a massive, massive kick in the nuts for those of us who had done a lot in a very short space of time to get Anniversary running, but from a business perspective it was understandable.

Gav was right to be angry about the way the whole thing unfolded and he’s also right in saying that SCi were up for it – Ian Livingston grinned a smile a mile wide when I described the concept as a “director’s remastering” of the original, with additional content filling out the whole TR1 game. So yes, it was a winner and yes, at the time it looked like me might claw it back. But someone, somewhere realised the media issues that might arise from the old Core lads doing another Lara game . . . and that was where the split began, not with CD.

I put more hours into the Core version of Anniversary than anyone else on the team – production tend to do that – and as we had such a small team most of what is seen in the leaked video was stuff I pulled together across a couple of evening shifts, the thing cut together by Gaz Tongue later. We were all gutted when the project went away. Projects do, all the time, but this one really felt like the last chance to grab back a bit of TR.

The last presentation to the SCi board had Gav and I demoing the Playstation version AND the PSP version, both of which had co-op gameplay in it. They were rough around the edges, still some way from alpha, but if you knew the original game well you could see where we had added real fan service, extra content and just cool stuff that expanded on the original narrative. It felt good to show off, it was received well, but that last presentation had us re-introduced to Toby Gard and some of the CD team who were there to see it. Two days later we got the news that they were going to do the Anniversary project, using their engine and tech from TR Legend. And that was that.

Horrible end to the story but I find it really difficult to lay the blame at Crystal’s door. SCi made the decision, and they really weren’t very good at decisions. They are not there for good reasons.

Not too long after that the studio was sold to Rebellion, Gav moved on and I ended up running the show for the next 18 months to two years. By then Core were a bit battered and bruised and being asked to shift their skills to “quick and dirty” work that was almost outsourcing saw all the talent start to pour away to other companies. “Corebellion” fought on for a while but the writing was on the all by then.

Images: 

Wario Land: Shake It Vs. Wario Land: Shake Dimension

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Article by: Gabrielwoj

Wario Land Shake It is the 5th installment of a Wario Land game, released in the console called Nintendo Wii in the year of 2008. Many miscellaneous stuff in the European version is different from the Latin America version, and also sometimes is different from Japanese version. Let’s check below!

You can always click on a image for enlarge his size

Europe/Latin America Vs. Japan versions

Here we can see a very simple difference between the Japanese version and on the other areas of the World. You can see in the Japanese version, the button if marked by “ON/OFF”, as in the other versions is it blank. 

Left 4 Dead 2 Beta Analysis

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Left 4 Dead 2 was built from the ground up and used material and ideas from the development of the original Left 4 Dead. Left 4 D ead 2 remained largely the same over the course of its development with very few changes made until the game’s release. In a nut shell, most of the concepts that weren’t incorporated into the original Left 4 Dead were incorporated into Left 4 Dead 2.

Disclaimer: What is documented in this analysis is quoted from left4dead.wikia.com. Most of the images are from IGN.com and the beta & leftover item images are from www.Left4dead.wikia.com

[Article by DCodes 7, corrections by Nate Edwards]

The Survivors:

The survivors changed (somewhat) over the course of Left 4 Dead 2’s development, but didn’t change as much as the survivors from Left 4 Dead 1 had. Left 4 Dead 2’s survivors changed solely in terms of color scheme and back-story.

For example, the developers changed coach’s shirt from a yellow & turquoise color scheme in the beta to a purple & yellow color scheme in the final.


Rochelle also received a color change as well. In the beta her shirt was a bright orange T-Shirt, whereas in the final version, her shirt was a pink Depeche Mode T-shirt. 

Unseen Changes: Wonder Boy in Monster World VS Monica’s Gang in Monster Land

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The Wonder Boy series was a popular action/adventure series in Japan and America in the days of the Mega Drive and the Sega Genesis. So popular in fact, that two companies seen fit to make some changes, and re-release the games under new names. One of these clone series, was based off of the Monica’s Gang series of comic books, or as known in Italy, “La banda di Monica”. This article lists the differences between one of the 3 games, and it’s original counterpart, which are Turma da Mônica na Terra dos Monstros (Monica’s Gang in Monster Land) and Wonder Boy in Monster World. Aside from a graphical change, the games are nearly identical.

Thanks to Felipe for the contribution! Article written by Bowsersenemy

Here’s what can be seen in the pictures below:

 

Unseen Changes: Super Mario Bros. 2 VS Doki Doki Panic

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[Article by Bowsersebemy]

Super Mario Bros. 2 (known as Doki Doki Panic in Japan) is little more than a port of a game that had no relation to the famous plumber at all. In the original version of the game, it actualy had an opening scene. Also different are character select and current level screens, they’re actualy put together to form the book from the opening scene. Also, instead of picking your character after each stage, the game uses a save file for the progress of each character individualy.

Other notable differences, is that different sounds were used for when picking up items or enemies, and hitting enemies. Also, the potion is a magic lamp, the eagle face at the end of each stage looks more like a tribal mask, and the characters don’t shrink when down to the last heart. The only other changes are graphics here and there, and differences in the endings.

Doki Doki Panic Intro 1

Super Mario Bros. 2 Intro 1