Microsoft

Sabreman Stampede [XBOX / X 360 – Cancelled]

Do you remember Donkey Kong Racing for the GameCube? When Rare was sold to Microsoft in 2002, they also announced a racing title. As they could no longer use the Donkey Kong characters, rumours appeared saying that the game was being reworked into a racer starring Rare’s own Sabreman.

In 2003, Microsoft trademarked the title “Sabreman Stampede“, it appeared as if there was the final confirmation. In March 2004, Rare answered the following in their Scribes when asked whether Donkey Kong Racing was still alive:

“Well, yes and no. It’s not called Donkey Kong Racing any more, it’s not for the GameCube any more and by this point I’d imagine so little of the original art and code remains that it’s barely even the same game any more, but yes, it’s still coming out. In some form. Wait and see, if you haven’t already picked up on the new title that’s been unofficially floating around the electrical interweb for months now.”

It was not until 2008 that we saw how much the game had changed as an unanonymous poster leaked a video on Youtube (you can find it in our gallery beneath). Developed by a team of which many worked on Starfox Adventures or Jet Force Gemini, Sabreman Stampede had evolved from a racer into a full adventure. One could hardly notice that it had started out as Donkey Kong Racing.

In late 2004 it was decided to port both Kameo and Perfect Dark Zero from Xbox to Xbox 360. As the Kameo team did not have enough resources,  members of the  “Sabreman Team“, as such they were later credited, were asked to help out. However, this also meant that Sabreman Stampede had to be put on hold, even though porting and reworking it for a Xbox 360 release had already begun. After six years Sabreman Stampede was cancelled. Having started out as a Diddy Kong Racing successor, evolving into a title in which you were riding herds and then becoming an adventure game, its development was stopped due to a lack of focus in design.

As we can read in an  interview with Lee Musgrave:

Donkey Kong Racing was obviously pretty heavily tied to Nintendo as a franchise, and as Rare approached the finalization of a buyout deal with Microsoft it was clear that the game had no future, at least with the ape’s as characters. We switched it around to be a Sabreman game, and there was a great early Xbox prototype – but someone, somewhere decreed that it was a little too old-school for the kind of ‘revolutionary gaming experiences’ that the Xbox was capable of delivering, and so it started down a path of meandering changes, updates and ‘evolution’ that finally saw it run out of steam and fall over. There were some great ideas in the game as it developed though, and I still look back to the early racing game design and think we could have done something great with that.

This was all vaporware until July 2008, when Transparentjinjo added a video of the Xbox 360 prototype on his YouTube channel.  It seems that Stampede had a long and interesting development history, that sadly ended in a cancellation. Even if we will never be able to play the game, we are happy that some proof of Sabreman Stampede’s existence can be preserved!

Special thanks to Transparentjinjo.

Artworks:

Videos:

 

Left 4 Dead [X360 PC – Beta]

Left 4 Dead is a FPS with a strong coop mode, that was developed by Turtle Rock Studios and published by Valve for PC Windows and the Xbox 360 in 2008. The Left 4 Dead beta characters were changed, and at the Electronic Arts E3 2008 press conference, Valve revealed a new characters design for the survivors. As we can read on Wikipedia, Left 4 Dead underwent many phases of development; influenced by playtesting, Turtle Rock Studios removed many of the features that were originally in the game. Another significant element removed was a long introduction between campaigns; because the game is designed for replayability, it was difficult to hold the player’s attention for repeated viewings of cut scenes, so they were dropped in favor of a sparse narrative.

Also, the game started out with one big city design with many routes for the survivors, but playtesters were confused when they began to play, and later they always chose the same route; ultimately Turtle Rock Studios cut the city maps into the first “No Mercy” and “Dead Air” campaigns.

Here’s a comparison between the old characters (top) and the new ones (below):

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As Nastykill has made us to notice, at the Official L4D Blog we can find a lot of interesting infos and screens / videos from the game development, like the early experiments with the lights in the backgrounds and some test cutscenes. Some more screenshots from an early build show the beta characterts and a couple of beta areas.

At Left 4 Dead Wikia we can read a lot of info about the game’s development.

Upgrades are a scrapped feature that can still be found hidden in the game’s code, but they can only be activated by using an hack command. Some of these upgrades are:

  • Kevlar Vest: This item reduces the amount of damage you take.
  • Prevent it: Protects you from a Boomer’s bile once.
  • Hot Meal: Increases current health to 150.
  • High capacity magazine: Gives the player a larger magazine with each of their weapons, though the exact percentage increase is unknown.
  • Hollow point ammo: Increases the amount of damage weapons do.

A small upgrade system is implemented in Left 4 Dead 2, including the Laser Sight originally meant for Left 4 Dead.

Originally the melee weapons were supposed to break after prolonged use, but the development team ultimately decided against it after testing. Break sounds for the Axe and Frying Pan weapons can still be found in the game files.

The Hunter has an unused animation of it hanging upside-down. The Hunter’s ability was originally to become invisible. It did this when backed up against a wall, then the pounce ability can be used. For some reason, it was cut to just leaping, possibly due to that Left 4 Dead tries to keep a realistic theme, and an invisible Infected may have simply been too far-fetched. It also could regenerate, but was cut along with the invisibility.

The original design of the Smoker was to “pop in” to the Survivor group in a cloud of smoke, seize any Survivor, and “pop out” again to leave the unlucky Survivor stranded. Valve changed the design, however, saying it was “too challenging for the players.” This design has never been seen in any video footage, suggesting that it was dropped early in development.

A later video shows that the player took something called “poison damage” from a Smoker. When a person was affected by poison damage, the damage inflicted would turn into temporary health.

The Screamer was a Special Infected in the early stage of game development, preceding the Witch and the Boomer’s vomit attack. The Screamer did not have any actual attacks: if agitated enough, it would run off to hide. Once hidden, it would let out a scream, attracting a horde, like the Boomer’s bile. It was therefore important to kill the Screamer as quickly as possible while it tried to run off.

Originally, the Witch was to attack the entire group upon being startled. However, this was cut from the final game because it was deemed too difficult as she would often wipe out the whole group with little trouble.

Originally, Valve intended Zoey and Francis to have a relationship, but this was deemed to be “distracting” by the play-testers. In her cut quotes, Zoey picks on him often [3]. Although their former relationship is no longer very evident, she still seems to be friendly towards him (“Groovy,” which was something he’d said before). In The Passing, she’s baffled by Rochelle showing an attraction to Francis, and claims she’s going to throw up. On the other hand, she finds it cute that Francis still has “that side of him” deep down despite his tough guy attitude when he flirts with Rochelle.

Thanks to DCodes7 and Ace.Dark for the contributions!

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Videos:

 

Rock Band [X360/PS3 – Beta]

Danny33 has wrote a topic in our forum where he makes us notice that in the first build of Rock Band we can see some interesting changes from the final version:

  • Different looking drums and microphone
  • Energy notes look very different
  • Guitar model not made yet
  • Notes look very different
  • During drum fills, sections do not flash.
  • Microphone notes are now blue.
  • Playing notes during the Big Rock Ending do not flash.
  • Welcome to the Jungle was set to be playable, but was removed. (This song later ended up in Guitar Hero 3.)
  • Different looking HUD/s

Also, ForWhomTheBellTolls noticed:

  • Great was replaced with Awesome when getting a streak singing.
  • There is no “You Win” after you beat a song in the final product.
  • The guitarist highway wasn’t blue during the solo like in the finished game, as well as the solo percentage HUD (You put that, but I wanted to add the blue highway portion.

Even in the e3 2007 build we can find some minor differences:

  • Different looking notes
  • It appears that the Stratocaster was smaller.

Thanks to Danny33 for these infos!

In the PAX 2007 version, the notes that filled your overdrive meter were bland and gray instead of glowing. Also, when you engaged your overdrive, the “highway” the notes appeared on would catch on fire and every note you hit would send plumes of smoke and debris off of the sides.

Thanks to Dr. Swank for these infos! 

Gears of War [X360 – Beta]

It’s not often that current generation beta games fall into the hands of the ‘public’. So I was quite excited when I got the chance to play with a beta of Gears of War for the Xbox 360. The game’s size (as in, harddrive space), is quite small, so I’m unsure just how far the differences ago (as it may be audio languages or similar, I have no idea). But even in this late beta, some differences show themselves. 

Portal [PC – Beta / Concept / Unused]

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Portal is Valve’s professionally developed spiritual successor to the freeware game Narbacular Drop, the 2005 independent game released by students of the DigiPen Institute of Technology; the original Narbacular Drop team are now all employed at Valve. Certain elements have been retained from Narbacular Drop, such as the system of identifying the two unique portal endpoints with the colors orange and blue.

A key difference in the signature portal mechanic between the two games however is that Portal’s “portal gun” cannot create a portal through an existing portal unlike in Narbacular Drop. Portal took approximately two years and four months to complete after the DigiPen team was brought into Valve, and no more than ten people were involved with its development.

Portal writer Erik Wolpaw, who along with fellow writer Chet Faliszek of the classic gaming commentary/comedy website Old Man Murray were hired by Valve for the game, noted that “Without the constraints, Portal would not be as good a game.”

Portal Gun [Concept Art / Proto]:


Images still at Portal on Steam Store, Notice that some differences are:

  • The Colors of Portal gun was still in beta, but Portal Gun was changed.
  • Graphics looks a little better.
  • The Portals graphics was a lot of different.
  • When the portal gun shoots and open the gate, the graphic was a lot of different, there was more effects

The Portal team worked with Half-Life series writer Marc Laidlaw on fitting the game into the series’ plot. Wolpaw and Faliszek were put to work on the dialogue for Portal. GLaDOS was central to the plot, as Wolpaw notes “We designed the game to have a very clear beginning, middle, and end, and we wanted GLaDOS to go through a personality shift at each of these points.” Wolpaw further describes the idea of using cake as the reward came about as “at the beginning of the Portal development process, we sat down as a group to decide what philosopher or school of philosophy our game would be based on. That was followed by about 15 minutes of silence and then someone mentioned that a lot of people like cake.” According to Kim Swift, the cake is a Black Forest cake which she “thought looked the best” at a nearby bakery.

The austere settings in the game were a result of finding that testers spent too much time trying to complete the puzzles using decorative but non-functional elements; as a result, they minimized the setting to make the usable aspects of the puzzle easier to spot, using the clinical feel of the setting in the film The Island as reference. While there were plans for a third area, an office space, to be included after the test chambers and the maintenance areas, the team ran out of time to include it. They also dropped the introduction of the “Rat Man”, the character that left the messages in the maintenance areas to avoid creating too much narrative for the game.

The textures of the Old Portal Gun are still found in game files, however, the Purple and Blue color was changed to the original (orange and Blue):
*Click to Enlarge*

GLaDOS [Concept Art]:

The player’s model was at the beginning a male character, but then it was changed for the actual female character known as Chell. Chell’s face and body are modeled after Alésia Glidewell, an American freelance actor and voice over artist, selected by Valve from a local modeling agency for her face and body structure. Ellen McLain provided the voice of the antagonist GLaDOS.

Erik Wolpaw noted that “When we were still fishing around for the turret voice, Ellen did a ‘sultry’ version. It didn’t work for the turrets, but we liked it a lot, and so a slightly modified version of that became the model for GLaDOS’s final incarnation.”

Mike Patton’s voice also appears in the game performing the growling and snarling of the final core-chip of GLaDOS. The Weighted Companion Cube inspiration was from project lead Kim Swift with additional input from Wolpaw from reading some “declassified government interrogation thing” whereby “isolation leads subjects to begin to attach to inanimate objects”;

Swift commented that “We had a long level called Box Marathon; we wanted players to bring this box with them from the beginning to the end. But people would forget about the box, so we added dialogue, applied the heart to the cube, and continued to up the ante until people became attached to the box. Later on, we added the incineration idea.”

GLaDOS Protos:
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According to Swift, the final battle with GLaDOS went through many iterations, including having the player chased by “James Bond lasers”, which was partially applied to the turrets, “Portal Kombat” where the player would have needed to redirect rockets while avoiding turret fire, and a chase sequence following a fleeing GLaDOS. Eventually, they found that playtesters enjoyed a rather simple puzzle with a countdown timer near the end; Swift noted that “Time pressure makes people think something is a lot more complicated than it really is”, and Wolpaw admitted that “it was really cheap to make [the neurotoxin gas]” in order to simplify the dialogue during the battle. [Infos from Wikipedia]

In the beta trailer below, you can notice many rooms that were removed or heavily changed from the final game (also, the portals look different). The game seemed to originally have a more dark color scheme.

Video [Beta Trailer / Gameplay]:

Unused Stuff

This game contains some beta unused stuff, some of those images appeared in trailers, such as Red Portal, and the Effect of the Red Portal:

There was one unused sign that was never saw in any trailers, a sign with a Joke of the 300 Movie. It might be rejected due to copyright issues:

There is also a Unused GLaDOS voice in the game files, would might be used at the end of the game:

Thanks to FullMetalMC and Gabrielwoj for some of the images!
Also Thanks again to Gabrielwoj for the unused Stuff!