PC / MAC

Duke Nukem Forever [PC – Prototype]

Duke Nukem Forever (DNF) is a first-person shooter that was being developed by the now-defunct 3D Realms. It follows Duke Nukem 3D as the next game in 3D Realms’ Duke Nukem series.

Duke Nukem Forever was officially announced on April 28, 1997 along with the purchase of a license to use the Quake II engine and the intention of releasing the game no later than mid-1998. Original prototype work on the game had begun as early as January. However, 3D Realms did not get the Quake II engine code until November 1997, and the earlier screenshots were simply mock-ups with the Quake engine.

In June 1998, the 3D Realms team switched to Epic’s Unreal Engine. Broussard said that the transition from the Quake to the Unreal engine would take from “a month to 6 weeks” and that the game would not be significantly delayed. He also reassured gamers that the items unveiled in the May 1998 E3 demo would carry over on the Epic engine. He also said that DNF would be released in 1999.

Images (1997 / 2001 version):

In 1999, 3D Realms announced that they had upgraded to the newer version of the Unreal Engine. They released a second batch of screenshots on November 1 that showcased Duke Nukem Forever on the Unreal engine for the first time. In December, 3D Realms released a Christmas card that suggested that DNF would be released in 2000.

At the May 2001 E3, 3D Realms released a second video that showed a couple of minutes of in-game footage, which notably showed the player moving in a what appears to be Las Vegas and a certain level of interactivity (the player buys a sandwich from a vending machine and pushing the keypads).

In 2002, after hiring several new programmers, the team completely rewrote the renderer and other game engine modules, beginning work on a new generation of game content. Broussard estimated that around 95% of the previous level design work was scrapped in the process. He also later stated that they were never less than two years away from shipping with the UT based version of the game.

On September 9, 2004, GameSpot reported that Duke Nukem Forever had switched to the Doom 3 engine..On March 20, 2007, Scott Miller explained in an interview with YouGamers that they were still using the Unreal Engine, albeit a heavily modified version at this point.

Rumors in April 2005 suggested that the game would appear at 2005 E3, along with 3D Realms’ previously canceled Prey. While Prey did make an appearance, the rumors of Duke Nukem Forever’s appearance turned out to be false.

In April 2006, Broussard demonstrated samples of the game, including an early level, a vehicle sequence, and a few test rooms. One notable  demonstration, according to the May 2006 issue of Computer Games magazine featured the interactive use of an in-game computer to send actual e-mails.

A new video was released on December 19, 2007 claimed to be made by employees of 3D Realms during their spare time to show at the annual Christmas party.

On June 5, 2008, in-game footage of the game was featured on the premiere episode of The Jace Hall Show. Filmed entirely on hand-held cameras but not originally expected to be publicly released[50], the video showed host Jason Hall playing through parts of a single level on a PC at 3D Realms’ offices.

Images (2007 / 2009 version):

Two unlockable screenshots were included with the September 24, 2008 release of Duke Nukem 3D on the Xbox Live Arcade. Located in the game’s art gallery upon earning all of Duke Nukem 3D’s achievements, one DNF screenshot featured a first person view of Duke reloading his pistol, while facing an Octabrain, with another in the distance, in a Dam. The other screenshot depicted a frontal close-up of Duke in a strip joint.On May 6, 2009, due to lack of funding, major staff cuts were initiated with the entire development team being laid off and other employees being given notice of their employment with the company being terminated.

It was reported on May 14, 2009 that Take-Two, holders of the publishing rights of Duke Nukem Forever, filed a breach of contract suit against Apogee Software Ltd (3D Realms) over failing to deliver the aforementioned title. Take-Two has asked for a restraining order and a preliminary injunction, to make 3D Realms keep the Duke Nukem Forever assets intact during proceedings.

On May 18, 2009 3D Realms key executives released the first full official “press release” with their side of the developments. “… 3D Realms (3DR) has not closed and is not closing. … Due to lack of funding, however, we are saddened to confirm that we let the Duke Nukem Forever (DNF) development team go on May 6th,… While 3DR is a much smaller studio now, we will continue to operate as a company and continue to licence and co-create games based upon the Duke Nukem franchise. … Take-Two’s proposal was unacceptable to 3DR for many reasons, including no upfront money, no guarantee minimum payment, and no guarantee to complete the DNF game. …we viewed Take-Two as trying to acquire the Duke Nukem franchise in a “fire sale.” … …we believe Take-Two’s lawsuit is without merit and merely a bully tactic to obtain ownership of the Duke Nukem franchise. We will vigorously defend ourselves against this publisher.”

[Infos from Wikipedia]

An interesting article on Wired also explains better the problems with Duke Nukem Forever’s development:

Broussard simply couldn’t tolerate the idea of Duke Nukem Forever coming out with anything other than the latest and greatest technology and awe-inspiring gameplay. He didn’t just want it to be good. It had to surpass every other game that had ever existed, the same way the original Duke Nukem 3D had.

But because the technology kept getting better, Broussard was on a treadmill. He’d see a new game with a flashy graphics technique and demand the effect be incorporated into Duke Nukem Forever. “One day George started pushing for snow levels,” recalls a developer who worked on Duke Nukem Forever for several years starting in 2000. Why? “He had seen The Thing” — a new game based on the horror movie of the same name, set in the snowbound Antarctic — “and he wanted it.”

[…]

Developers want to make their product superb, and the publishers just want it on the shelves as soon as possible. If the game starts getting delayed, it’s the publisher that cracks the whip. Broussard and Miller were free to thumb their noses at this entire system. Indeed, they even posted gleeful rants online about the evil of publishers and their deadlines. “When it’s done” became their defiant reply whenever someone asked when Duke Nukem Forever would be finished.

[…]

But the money was finally running out. Broussard and Miller had spent some $20 million of their own cash on Duke Nukem Forever — and their current development team would likely burn through another several million dollars a year. Miller and Broussard were forced to break their cardinal rule: They went to Take-Two with hat in hand, asking for $6 million to help finish the game.

[…]

Many observers think Take-Two is attempting to bleed 3D Realms dry until it has no more cash, then convince a judge to force Broussard and Miller to hand over intellectual-property rights to the Duke Nukem franchise to repay the $2.5 million advance. “It’s an IP grab,” says one Dallas-area developer.

In June 2011, after 14 years of development hell, Duke Nukem Forever was officially released worldwide by 2K Games, with development handled by 4 studios: 3D Realms, Gearbox Software (who helped polish and port the game), Triptych Games (a studio comprised of ex-3D Realms members that worked on DNF in their homes until Gearbox began helping them), and Piranha Games (who worked on the multiplayer). While the past iterations (2001, 2003, etc.) of the game can be considered cancelled due to the vast differences between those versions and the final, the footage from 2009 can be considered beta footage, considering that most of the elements of the footage appear in the final game.

As a reward for finishing the game, Duke Nukem Forever includes never-before-seen footage and screenshots from the game throughout all of the years of development, all of which can be seen below.

Thanks to Timothy Adkins and destructor for the contributions!

Videos:

1998

2001

2003

2006

2009

2009 Triptych Trailer

Screenshot Gallery

 

Team Fortress 2 [Proto / Beta / Unused Models]

Originally planned as a free mod for Quake, development on Team Fortress 2 switched to the GoldSrc/Half-Life engine in 1998 after the development team Team Fortress Software – consisting of Robin Walker and John Cook – were first contracted and finally outright employed by Valve Corporation. At the point of Team Fortress Software’s acquisition production moved up a notch and the game was promoted to a standalone, retail product; to tide fans over – since, as well as time issues, much of the Team Fortress player base had purchased Half-Life solely in anticipation of the free release of Team Fortress 2 – work began on a simple port of the game which was released in 1999 as the free Team Fortress Classic (TFC).

Notably, TFC was built entirely within the publicly available Half-Life SDK as an example to the community and industry of its flexibility.

Images [Proto]:

Preview article from Incite gaming magazine, January 2000.

Images [Final Version]:

Walker and Cook had been heavily influenced by their three-month contractual stint at Valve, and now they were working full-time on their design, which was undergoing rapid metamorphosis. Team Fortress 2 was to be a modern war game, with a command hierarchy including a commander with a bird’s-eye view of the battlefield, parachute drops over enemy territory, networked voice communication and numerous other innovations. This initial design for Team Fortress 2 is quite possibly the only game to have spawned a thriving sub-genre without ever being released itself.

E3 1999

The new design was revealed to the public at the 1999 E3, where it earned several awards including Best Online Game and Best Action Game. By this time Team Fortress 2 had gained a new subtitle, Brotherhood of Arms, and the results of Walker and Cook working at Valve were becoming clear. Several new and at the time unprecedented technologies on show: Parametric animation seamlessly blended animations for smoother, more life-like movement, and Intel’s Multi-resolution mesh technology dynamically reduced the detail of on-screen elements as they became more distant to improve performance (a technique made obsolete by decreasing memory costs; today games use a technique known as level of detail, which uses more memory but less processing power). No date was given at the exposition.

In mid-2000, Valve announced that development of Team Fortress 2 had been delayed for a second time. They put the news down to development switching to an in-house, proprietary engine that is today known as the Source engine. It was at around this time that all news ran dry and Team Fortress 2 entered its notorious six-year radio silence, which was to last until July 13, 2006. During that time, both Walker and Cook worked on various other Valve projects – Walker was project lead on Half-Life 2: Episode One and Cook became a Steam developer, among other tasks – raising doubts that Team Fortress 2 was really the active project that would be repeatedly described.

“Invasion” design

When the Half-Life 2 source tree was leaked in late 2003 three Team Fortress 2 models were included, along with direct references to the game in the stolen source code. They consisted of an alien, Combine-like grunt and a very cartoon-like and out-of-proportion soldier. The code was interpreted by fans as making references to the Seven Hour War, an integral part of the Half-Life story; however, the two leaked player models did not look combine or human.

The Source SDK was released with the Half-Life 2 source code, and also provided references to the game. Some code merely confirmed what was already believed, but other segments provided completely new information, such as the presence of NPCs in multiplayer matches, the possibility of the game taking place in the Half-Life 2 universe, fixed plasma gun and missile launcher emplacements, and more.

None of the leaked information appears to have any bearing on today’s version of the game. This iteration was mentioned in an August 2007 interview with Gabe Newell by GameTrailers, in which he mentions “Invasion” as being the second-phase of Team Fortress 2’s development under Valve Software.

Final design

The next significant public development occurred in the run up to Half-Life 2’s 2004 release: Valve’s Director of Marketing Doug Lombardi claimed both that Team Fortress 2 was still in development and that information concerning it would come after Half-Life 2’s release. This did not happen; nor was any news released after Lombardi’s similar claim during an early interview regarding Half-Life 2: Episode One. Near the time of Episode One’s release Gabe Newell again claimed that news on Team Fortress 2 would be forthcoming – and this time it was. Team Fortress 2 was re-unveiled a month later at the July 2006 EA Summer Showcase event.

Walker revealed in March 2007 that Valve had quietly built “probably three to four different games” before settling on their final design. Due to the game’s lengthy development cycle it is often mentioned alongside Duke Nukem Forever, another long-anticipated game that has seen many years of protracted development and engine changes.

The beta features three multiplayer maps which contain commentary on the game design, level design and character design, and provide more information on the history behind the development. The commentary suggests that part of the reason for the intentionally cartoonish style was the difficulty in explaining the maps and characters in realistic terms — questions like “Why would two teams put their bases so close to each other?” become more relevant when there is an emphasis on realism in a game.

The art style for the game was inspired by J. C. Leyendecker, as well as Dean Cornwell and Norman Rockwell. Their distinctive styles of strong silhouettes and shading to draw attention to specific details were adapted in order to make the models distinct, with a focus on making the characters’ team, class and current weapon distinct and easily identifiable.

The commentary also explains why the commander (a single player who sees a top-down map and is responsible for organizing the team) was not included in the final design: it was too hard to make the experience fun given a poor team and a good commander, or a good team and a poor commander.” [info from wikipedia]

The Scout was one of the first TF2 classes that was created when Valve decided to try out a more stylized approach to the game. Various character designs were drawn before find the final one.

Images Concept Arts:

Also, various weapons were removed from the final game and even the levels were a bit different in the beta (as you can see from the videos below) . In the beta version of Team Fortress 2, the Demoman had six grenades to spill out. However, they were removed for balance issues. Many more unused and beta models can still be found in the game’s code, as you can read from Uber Charged!

Images (unused models):

Thanks to FullMetalMC, Ace.Dark and NastyKill for the contributions!

Videos:

 

Half Life 2 [Beta / Concept / Prototype]

The book Half-Life 2: Raising the Bar revealed many of the game’s original settings and action that were cut down or removed entirely from the final game. Half-Life 2 was originally intended to be a far darker game where the Combine were more obviously draining the oceans for minerals and replacing the atmosphere with noxious, murky gases. Promotional shots and gameplay videos released before the game became available showed parts of these scenes, and also showed enemies that do not appear anywhere in the final game, such as the “Hydra,” a massive, gelatinous, translucent, neon-blue creature that lived in the sewers. It was planned as a massive bulk far below the city with tentacles that would reach up and spear through enemies, including Combine soldiers. The Hydra was apparently cut because its AI proved troublesome: while impressive when attacking NPCs, it was less interesting, and more frustrating for players to fight, and was also difficult to code.


Images:

Other enemies cut from the game included Combine assassins (their AI was salvaged to form the Fast Zombie; they were females, very similar in attitude to the Half-Life black ops; they are included in Half-Life 2: Survivor), a newly skinned bullsquid, houndeyes, various Synths and Combine soldiers. There was also a planned creature called the Cremator who would clean the streets of bodies after a skirmish with a massive acid gun called an Immolator, which would double as an offensive weapon when the Cremator would become an enemy. The Cremator’s head would eventually be featured in Eli’s lab in Black Mesa East, encased in a jar of formaldehyde, which Eli will make comments about when the player nears the jar and views it.

The game was originally intended to be much more diverse in settings (to the extent that the game felt almost overblown, and little time being spent on developing existing characters; one of the key reasons for it being cut). Parts of the book detail how Gordon would fight alongside characters such as Odessa Cubbage, albeit under a different name and in a different place, as well as fighting together with Colonel Vance – a character that was later merged with Eli to become Doctor Eli Vance – and Vance’s forces. Originally, Eli and Alyx Vance had no relation, and Eli’s lab was originally intended to resemble a form of scrapyard and town in a cave than a better equipped laboratory within a hydroelectric power station; the scrapyard area where the Gravity Gun tutorial takes place resembles the original concept; being an auxiliary area as opposed to the bulk of the lab. The Citadel also looked very different, it was more round than the bulky Citadel from the final version.

Other cuts from the game included a drivable jetski, which was eventually replaced by the airboat in the final game because it was too much like running around on foot. Another vehicle to be included was what looked like a large mining device, to be used in Ravenholm. Also, many weapons were cut.

The E3 video “Traptown” shows that at some point in the game’s development it was also possible to shoot any gun while using the HEV suit’s zoom function and that the player could discard weapons, indicating they could only carry a specified amount of firearms at a time. Traptown was to be a section of the Ravenholm chapter. It seems to share some similarities with a section from the Ravenholm chapter from the released version of Half-Life 2, mostly the setting of the section. The trailer also showed the ability of Combine enemies to try to break down doors, which did not make it in the final release.

This is thought to be a scripted sequence for the E³ video. At the end of the video, the player shoots an explosive barrel that was behind an old car, which made the car explode and jump into a nearby zombie. This wasn’t possible in the final version, although there is a roadblock in the Highway 17 chapter of the finished game where the player does something similar to a barrel-toting truck. Also, Ravenholm (or probably only the Traptown section) featured both Combine soldiers and zombies in its beta stage, as well as Father Grigori, which, according to Raising The Bar and the leaked sound files, was to be tougher and less humorous.

Initially a small mining town called Quarrytown, which was more of a puzzle solving section of Half-Life 2, with zombies added as the town’s pests, Valve liked the idea of having a town full of zombies, so Quarrytown eventually became a big town, which was full of traps, made by Father Grigori, the town’s priest and only remaining survivor. The E3 video, Traptown, featured both Combine Soldiers and zombies, the soldiers being added probably because Valve thought that the video wouldn’t have been as interesting only with the zombies, which are slow and easy to kill.

It remains unknown if most of the cut Half-Life 2 scenes will eventually be completed and released, or if they are lost forever. A removed section of the original Half-Life was eventually released as the Half-Life: Uplink demo; a similar situation was in place with the HDR technology demo, Lost Coast, which was based on a scene that was cut from the sequel. It is possible or even likely that more removed sections of HL2 will be seen in future expansion packs, as Half-Life 2: Episode One didn’t contain any of the aforementioned content. There’s a possibility that Kraken Base might be in the further episodes of Half-Life 2 because Doctor Judith Mossman is only seen in Episode One on a monitor in the Citadel reporting from an Arctic base. This might mean that Kraken Base (possibly under a different name) is being put back into the storyline.

Episode Two includes areas of gameplay based around the “Antlion hive” areas cut from Half-Life 2, and the presence of the cut “Antlion King”, now renamed to be an ‘Antlion guardian’. Episode Two also makes references to the Borealis icebreaker that was cut from Half Life 2, a research vessel revealed to have been created by Aperture Science for some unknown purpose. It is likely that players will explore the Borealis and related arctic base in Episode Three.

Info from wikipedia: www.en.wikipedia.org/wiki/Content_cut_from_Half-Life_2

Two very similar prototypes were leaked months before the game came out. Obscene amounts of Half Life 2 development data have slipped out of Valve’s grasp and can easily be found on the internet. This includes concept art, sound files, models and countless maps. Thanks to this we can see just about every change ever made to Half Life 2. To read about its original story and see pictures not featured here check out Half Life Wikia.

A mod for HL2, know as “Missing Informations” add some of the beta / unused stuff back in the game. You can download it in here. Some videos with unused models and beta stuff can be found at HL202 Youtube Channel!

Chris put together a site where anyone can download the Leak, patches, WC Mappack and more: http://hl2betapage.webs.com/

Thanks to D-vide, Nastykill, Megalol and discworld for the contributions!


Videos:

 

Shadowrun [Prototype on Halo Engine]

ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)

ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)

Images:

Source: http://blogs.ign.com/FASA_Studio/2007/05/02/53792/

Videos:

 

Prey (1995 / 1997 Version) [Cancelled – PC]

In 1995, the first incarnation of the game was announced. Prey was envisioned by 3D Realms as the first of a number of games to be running on unique, cutting edge game engine technology, developed in house. In this sense the project played the same role as Unreal did for Epic Games, and it would retain this role in the company’s strategy throughout its development time in the 3D Realms studios.

Prey as a game was to go through many different forms during this first development period. A rapid succession of different designs were outlined by Tom Hall (previously of id software and later of Ion Storm), who was at that time fresh off the Rise of the Triad team at Apogee Software. After about a year’s worth of work, however, Tom Hall abandoned the project and left the company to form Ion Storm with ex-Id compatriot John Romero. At this point 3D Realms brought on Paul Schuytema to begin the next phase in the game’s development.

Images:

For more screens: www.apogeegames.com/prey/files/files.htm 

The new team would go on to create the most coherent design the game ever had. The alien abduction theme from Hall’s work was retained, but now the game was to be set on a massive, living alien space ship inhabited by a number of different alien races (three of them collectively known as the “Trocara” and a fourth called the “Keepers”), the player himself would take the role of a Native American hero, called Talon Brave.

The game was the first in the genre to make use of portal technology, a feature that allowed rips in space to be created, moved and reshaped in real time. This was to be a core feature of the gameplay, along with heavily destructible environments. It was also thought at the time this engine would be used for Duke Nukem 5 (the game after Duke Nukem Forever). Demonstrations of these features drew widespread acclaim at the 1997 and 1998 E³ exhibitions – the television program Infinite MHz was able to capture exclusive footage of the game’s private behind-closed-doors demo at the games both E³ showings.

However, despite the best of starts, Prey’s development was troubled. Seemingly insurmountable technical problems ground development to a near-halt, and this version of Prey too fell apart. Later, on an internet discussion board head engineer William Scarboro would comment that “In hindsight, portal tricks such as these should be used as tricks, not as an engine paradigm.”

Shortly after the Schuytema variant of Prey disbanded, 3D Realms attempted again to revive the project by bringing on tech programmer Corrinne Yu in November of 1998. Development of the game itself was not part of this effort, Yu was working by herself on the game engine exclusively. However, after a time, this iteration of Prey fell apart as well. 3D Realms and Corrinne Yu parted ways, and Prey began its long period of inactivity in 1999. The title was put on indefinite hold (although never formally cancelled, contrary to popular opinion).

On March 8, 2000, Prey.net (an early Prey site with a section about KMFDM) released a Real Audio file of a third KMFDM song: “Missing Time”, which was going to be part of the Prey soundtrack[10] but was featured in the movie Heavy Metal 2000 instead (under the name MDFMK which is a side project of KMFDM members during their temporary break-up).

In 2001, 3D Realms began development on a new version of the title. This time, with the advantage of the necessary portal technology already being a stable and functional component of all modern game engines, 3D Realms was able to license the necessary technology instead of having to develop it. 3D Realms chose the id Tech 4 game engine from id Software, and Rune developer Human Head Studios was commissioned to develop the game using the previous designs as a base.

Rumors of this new project leaked out to the public in 2002, through the website Evil Avatar, but were at that time neither confirmed nor denied. It wasn’t until 2005, when the cryptic clue “Keep your eyes open for the unveiling of our next game very soon. ;)” appeared on the 3D Realms website that the previous rumors were confirmed in any way. This was followed by a CNN article by Chris Morris, claiming that Prey was not only in development, but that it would be shown at E³.

Soon afterwards, the official Prey teaser site was launched, confirming the game’s existence, and hinting that more would be revealed in the June issue of PC Gamer, which indeed featured a seven page article on Prey. On April 26, 2005 Prey was officially announced in a press release by 2K Games. On June 28, 2006 it was announced that Prey had officially gone gold for PC and XBOX 360.

[Info from Wikipedia]