PC / MAC

Darkest of Days [PC X360 – Beta]

Darkest of Days is a FPS developed by 8monkey Labs and published by Phantom EFX / Valcon Games in September 2009 for Microsoft Windows and Xbox 360. DCodes7 found some beta differences in the promo screen shots for the game:

The character “mother” is only seen in the game as a pair of eyes on screen. In the beta, mothers eyes are green; In the final her eyes are a grey type color. In the same screenshot the panel in front of the character – witch access mission briefings – is black in the beta but a silver-grey in the final.

 

Metro 2033 [X360 PC – Beta]

Metro 2033 is FPS / survival horror based on the novel with the same name, written by Russian author Dmitry Glukhovsky. The game was developed since 2005 by 4A Games in the Ukraine, but it was released only in March 2010 for Xbox 360 and PC, after more than 5 years. In all this time Metro 2033 changed a lot: the graphic engine shown in the screenshots from 2006 had to be updated with a more powerful one, more details and characters were added to the explorable areas.

Thanks to Megalol and Anonymous for the contributions!

Images:

Here’s a video from the final 2010 version:

More Beta / Tech Demo videos:

 

Sato City [Playstation, PC – Cancelled?]

Sato City is a cancelled action game that was in development for the original PSX and PC, it would have been published by Merit Studios. The game was set in a post-apocalyptic world, generated with pre-rendered backgrounds (ala Resident Evil). Sadly we dont have any more info about this project, but Merit Studios never published any game for the Playstation. Could Sato City have been released on the PC with a different name?

Thanks to Celine and Isatis Angel for the contribution! (Scans from PlayMag issue #4 and CD Consoles #18 of June 1996)

Images: 

Ultima IX (9) [PC – Beta]

Ultima IX (9) is a RPG in the Ultima series, developed by Origin Systems and released for PC in 1999. Ultima 8 was released in 1994 and in those 5 years between the 2 titles, the “Ultima IX project” had a long and troubled development. As we can read on Wikipedia, there have been at least 4 distinct beta versions of Ultima IX, with different storyline and technological implementation.

The first version was already conceived by Ultima creator Richard Garriott when Origin began to work on Ultima VII, but this early concept was soon canned. The second version was developed between 1995-1997, following the feedback received by fans of the series.

By late 1995 or early 1996, the first beta screenshots of Ultima IX appeared in gaming magazines: it had a 3D graphic engine in which the camera appeared locked into an overhead view that approximated the isometric point of view of Ultima VIII, but could be rotated about its vertical axis and zoomed in or out. The game was planned to have a party system with multiple characters and pre-rendered cutscenes.

With the unexpected success of the beta phase of Ultima Online in 1996, Origin moved most of the Ultima IX team to work on that game. By the time work was resumed on Ultima IX in late 1997, corporate interest in Ultima IX had greatly diminished, many of the original team members had left Origin, and the 3D engine was already becoming out of date.

The third version of the game was developed between 1997 and 1998. The Ultima IX team experimented with different camera angles in a new 3D engine and decided that a third-person over-the-shoulder perspective, would have been more immersive. The game would no longer have a party of companions for the Avatar and would once again be a single-character game.  In early 1998, several designers of Ultima IX left Origin.

In early 1999, Electronic Arts set Origin a deadline so that the game HAD to be shipped for Christmas. However, Ultimaa IX was still notoriously bug-ridden and it was impossible to implement the scale of the world and the big story in the given time. Trying to rescue what they could, they shrinked Britannia considerably, rewrote the plot to make it much more simple. In the final version of Ultima IX: Ascension, some elements of the previous  beta storyline were kept, presumably to make use of the existing (and expensive) pre-rendered cinematics, but most of them were either heavily edited or used in a dramatically different context than originally intended.

In the gallery below you can see many screens from Ultima IX 1995 / 1997 beta version, so much different from the final 1999 version that it could be considered as a cancelled game of its own. You can find more info at Ultima Wiki!

Unused maps and models in Ultima IX: Ascension were found still hidden in the game’s code, as we can read from Hacki’s Ultima Page and Ultima Wiki:

  • Useable Halberds
  • Gremlins
  • Red Moongates
  • A Keyring
  • Asylum
  • Cove
  • Several islands
  • Britain Catacombs
  • Several dungeons

Thanks to Celine for the contribution! Scans from Edge magazine #41

Images:

Here’s a video from the final version of Ultima IX:
 

Advent Rising [XBOX PC – Beta / Unused]

Advent Rising is a science fiction action adventure developed by GlyphX Games and published by Majesco for Xbox and PC in 2005. As we can read on Wikipedia, Advent Rising was the first in a planned trilogy which also saw the development of Advent Rising PSP, a side story that took place at the same time as the first game. However, the first game’s retail performance fell short of expectations. By the end of 2005, Majesco Entertainment had completely revised its business plan and canceled plans for future Advent Rising games. Advent Rising was an ambitious project, but even the only released chapter was cut and changed before the final version.

Greg was able to find a lot of unused content in Advent Rising that is still accessible through the PC version’s console. This includes content that was promised in trailers, E3 demos, and the like, but cut for various reasons. Much of the content still exists in partially usable form once you spawn it into the game.