Microsoft

Hitman: Blood Money [PS2 XBOX X360 – Beta]

Hitman: Blood Money is an action / stealth game developed by IO Interactive and published by Eidos Interactive in 2006 for the PlayStation 2, Xbox, Xbox 360 and PC. Vicente noticed various differences in the beta screenshot that you can see in the gallery below:

Less persons and guards in the level “You better watch out”

Agen 47 disguised as a bartender in the same level (does not happen in the final?)

Beta 3D model for Lorne de Havilland (sitting near the fireplace)

Different concept design for Lorne de Havilland

Different concept design for Anthony Martinez

An unknown enemy

Agent 47 had a slightly different face

Beta Flatline level (different layout?)

Beta model of the optional target called “?” with a tattoo on her back.

Vinnie’s wife in the pool, in the level “A new life”

Thanks to Vicente for the contribution!

Images: 

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!

Images:

Videos:
 

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!

Videos:

 

Too Human [X360 – Beta]

Too Human is an Action RPG developed by Silicon Knights and published in 2008 by Microsoft Game Studios for the Xbox 360. The project is of particular interest to prototype video game enthusiasts. Development lasted more than a decade, and it was planned for three different consoles (Playstation, GameCube and Xbox 360). Silicon Knights promised a game of a grand scope and daring design. It was to be a game that changed genre depending on how the player would customize his character.

On the PlayStation, it was estimated to be 80 hours long and spanned four discs. IGN stated the following as the original story and game play:

Far into the future, when earth has become a mega-civilization of androids, robots, cyborgs and Big Brother companies, players take on the role of cop whose partner was killed by a cyborg. Angered by this death and moved to seek vengeance, the main character will take a job as a security operative in this monolithic chip corporation to find out just what happened.

In this futuristic world, people are part human, part machine, and your character’s limbs, neck, head, and just about everything else except his organs can be replaced by chips and machinery. The player will have the option of enhancing his body with cybernetic enhancements at the start of missions, and will be able to customize the character in line with the way they choose to play the game

For example, a player who prefers the Metal Gear Solid approach may wish to enhance leg strength to be able to move more quickly and stealthily through the game, whereas another player might wish to increase arm and torso strength to be able to carry more deadly implements of destruction. The choices made by the player will have a direct bearing on the gameplay in this manner.

Ancient legends did not have an impact on this version of the game. Briefly mentioned was that Japanese history was used in a small amount, but not for the whole game. The first name they gave the protagonist was John Franks, his name on the final is Baldur.

Multiple endings were planned but axed. Although the basic premise of the game did not change, the game was overhauled when it jumped on the Xbox 360. The final game uses Norse mythology as reference material. You take control of Baldur, one of the cybernetics enhanced soldiers revered as gods. For ages man has been in a war with bloodthirsty machines. To make matters worse, the god Loki has betrayed those he once served.

The Too Human that one can go to a store and buy is a strict action RPG that has a loot drop system. Four distinct classes are available and a “skill tree” gives astonishing customization options. The player may only change body armor and weapons but not body parts.

Even after arriving on the Xbox 360, certain features were altered. Dyack claimed that the game was too big and had to be split into a trilogy.  It’s possible that the 2nd and 3rd Too Human chapters could never see the light of the day, as the first game received low scores and did not sell many copies. In earlier Xbox 360 builds the game had strict control of the camera. Although IGN boasted the game did a great job with the camera views, camera control was ultimately relinquished to the player. Silicon Knights had attempted to omit a HUD from the game.

Four player cooperation was slated for the game as well, but only two players may play together in the final.

In the gallery below we can notice many beta screens, with scenes that were not in the final game or changed before the final version (as the Thor design). There is even a different loading screen. If you can notice more specific differences, please let us know!

For more info on the development of the game and its original unseen concepts, check our article: Too Human, the game that will never be. Also, take a look at our archive for images and videos for Too Human on the Playstation and Too Human on the GameCube!

Images:

 

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!

Images:

Videos: