GameCube

Resident Evil: Code Veronica [Beta]

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Code: Veronica was one of the first third-party games announced for the Sega Dreamcast by the end of 1998. The game was originally scheduled for a late 1999 release following the Dreamcast launch, but was delayed and eventually released at the beginning of 2000.

While Production Studio 4 was in charge of the game’s artistic direction, the actual development of the game was handled by Nextech Corporation (a subsidiary of Sega at the time), the same company that ported the original Resident Evil to the Sega Saturn. Although, the game was originally marketed as a Dreamcast exclusive during its initial release, the game was ported to the PlayStation 2 and GameCube later, in the form of the updated version Code: Veronica X. [Infos from Wikipedia]

While the game was in development, Capcom released various screenshots from early versions of the project, in which we can see some differences in Claire’s clothes (changed 2 times before the final ones), enemies (a different looking spider, monsters placed in different areas), camera angles (different fixed visuals) and backgrounds (different items and details).

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Eternal (Skies Of) Arcadia [Beta + Concept – Dreamcast / GameCube]

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Skies of Arcadia, released in Japan as Eternal Arcadia, is a RPG developed by Overworks for the Dreamcast and published by Sega in 2000. Skies of Arcadia Legends, a port with some added content, was released for the GameCube in 2002. Legends was also in development for the PlayStation 2; however, it was cancelled shortly before the GameCube release. The game’s story focuses around Vyse, a young pirate in a Jules Verne-inspired fantasy world, and his friends as they attempt to stop the Valuan Empire from reviving ancient weapons with the potential to destroy the world. [Info from Wikipedia]

In these images we can see a series of early concept arts for the characters, with different design from their final versions and a more “serious” look. In the screenshots from the beta build, there are some places that look weird (as the screen in the jungle) and some scenes (as Vyse on the japanese roof) that were never used in the released game. Can you find more differences?

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Armada 2 Online: Star Command [Cancelled]

Armada was a sci-fi shooter released for the Dreamcast, that allowed 1-4 players to fly about the universe, fighting the enemy, performing missions and improving their ship. The player would gather credits to buy power-ups for their ship, allowing them to voyage deeper into enemy territory, blow up ever more powerful Armada, and perform missions of increasing importance and danger.

A sequel, Armada 2: Exodus, was under development, originally for the Dreamcast, then for the Xbox, Gamecube and possibly the PS2. However, due to repeated delays and redesigns along with limited resources, the game was canceled after spending over 4 years in varying degrees of development. [Infos from Wikipedia]

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Galleon [Beta / Cancelled]

Galleon is a video game developed by Toby Gard and Confounding Factor. Famously announced in Edge magazine in 1997 for the original Playstation, as the original designer of Lara Croft, Toby Gard left Core design shortly after the first Tomb Raider game was released. Galleon was to be his first independent title following the original Tomb Raider. Unfortunately, Galleon was delayed and eventually ported from the original Sony Playstation to the Sega Dreamcast and later to GameCube, PS2 and XBOX. In the end only the XBOX version was released, while all the other versions were cancelled. While still innovative in both design and control, Galleon’s graphics appear fairly dated on the Xbox hardware. Toby has since returned to Eidos as a design consultant for the Tomb Raider franchise. [Info from Wikipedia]

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La storia di Galleon è una delle più assurde nel mondo dei videogiochi, per il suo sviluppo, per il concept originario e per la storia del team di produzione. Nel 1996 la Core Design pubblicò il primo mitico Tomb Raider; il successo fu mondiale. Poco dopo l’ uscita del gioco, uno dei suoi originali designers, Toby Gard, decise di lasciare la compagnia e fondare insieme ad altri ex-membri della Core Design la Confounding Factor. Il loro primo gioco fu annunciato nel 1997, dalla famosa rivista britannica Edge, si trattava appunto di Galleon!

Il titolo prometteva davvero bene, un action-adventure 3d in cui il giocatore avrebbe dovuto prendere il controllo del capitano Rhama. Il gioco, stando a quanto affermato dagli sviluppatori, doveva essere davvero interessante; il giocatore avrebbe trovato di fronte uno scenario enorme, completamente esplorabile senza alcun impedimento. Il sistema di controllo, sarebbe stato funzionale ed interessante da usare. Oltre alle fasi di esplorazione, Galleon avrebbe offerto scontri contro nemici e boss vari, sezioni platform, puzzle, zone subacquee e villaggi da analizzare.

L’ambientazione, come intuibile dal titolo stesso, riguardava l’ universo dei pirati, quindi galeoni, mari, isole e tesori da scoprire. Galleon avrebbe seguito una trama molto complessa; diverse scene di intermezzo molto curate e recitare, senza però rallentare il ritmo del gioco. In poche parole, Galleon = Tomb Raider + pirati.

Fu annunciato originariamente per l’indimenticato Dreamcast, ma cancellato in seguito per lo scarso successo della console. Lo sviluppo passò così su PC (fu la Interplay ad assicurarsi i diritti sulla pubblicazione) e in seguito sulle console dell’allora nuova generazione, cioè PS2, Xbox e GameCube.

In particolare per questa ultima, si parlò di un’uscita al lancio stesso della macchina. Gli anni però passarono e del gioco nessuna traccia. Cos’ era successo a Galleon? Il team di produzione, Confounding Factor, incontrò diversi problemi con lo sviluppo. Il sistema di controllo fu cambiato più volte, la grafica venne aggiornata e migliorata in più riprese, senza però riuscire a sfruttare al meglio le potenzialità della console.

Nel 2003, la Interplay cancellò Galleon a causa dei suoi problemi finanziari. Disperati, i ragazzi della Confounding Factor, riuscirono per loro fortuna a trovare un altro publisher in tempo, la SCi. Questa volle pubblicare soltanto la versione per console Microsoft, così Galleon divenne una esclusiva per Xbox.

Il gioco venne finalmente pubblicato a fine 2004, dimostrando che spesso, i lunghi tempi di sviluppo, non decretano il successo. Galleon si rivelò infatti un gioco d’azione privo di spina dorsale, senza un motivo per essere ricordato.

L’attesa e le premesse per un grande gioco, non furono assolutamente rispettate. La grafica, più volte aggiornata, si rivelò davvero datata, soprattutto su XBOX, la più potente console a 128-bit. A causa dello scarso successo, la Confounding Factor si sciolse e Galleon rimase l’unico loro gioco mai creato. Per quanto riguarda Toby Gard, è ritornato alla Core Design, per continuare a lavorare sulla serie Tomb Raider.

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Nintendo Pennant Chase Baseball [GC – Cancelled]

In 2005, Nintendo announced that Exile Interactive (World Series Baseball 2K2) were working on a new baseball game exclusively for the GameCube. After some months of development, the game was delayed and then it vanished without traces. It seems that this was originally conceived after 2K Sports received exclusive 3rd-party rights to release MLB games, which removed EA Sports’ MVP Baseball series (which released 2 of its 3 entries on the GameCube) from the market. Since a Nintendo-developed game would not apply to this deal, they started work on this. However, after 2K announced that MLB 2K6 would see a GameCube version, this was quietly cancelled.

Thanks to Matthew Calliham for the contribution!

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