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Metal Gear Solid 3 [PS2 – Beta / Proto on MGS2 Engine]

Metal Gear Solid 3 [PS2 – Beta / Proto on MGS2 Engine]

Metal Gear Solid 3: Snake Eater is an action-adventure stealth video game developed by Konami Computer Entertainment Japan and published by Konami for the PlayStation 2 in November 2004. A video from the official DVD of Metal Gear Solid 3 Premium Package showcase an early version of Metal Gear Solid 3 Jungle featuring Metal Gear Solid 2 graphical 3D engine.

Early production demo (dated 2002):

Take a look at the differences between this video and the official E3 2003 trailer, using the final engine.

E3 2003 Official Trailer:

If you notice more beta differences in the old MGS3 screens and video, let us know in the comments below! :)

Thanks to Solidshake for the contribute!

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Dark Cloud [PS2 – Beta]

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Dark Cloud is an Action RPG developed for the Playstation 2 by Level-5 and published by Sony Computer Entertainment in 2000 and 2001 for Japan and American/PAL regions respectively. As we can read in Wikipedia, Dark Cloud was the first game of the Japanese developer Level-5, headed by designer Akihiro Hino. When the PlayStation 2 was announced on March 2, 1999, Sony president and CEO Ken Kutaragi used a demo of Dark Cloud to showcase the capabilities of the platform. However, many elements of the demo were not used in the release version of the game.

In 1999, Sony had an early playable version of Dark Cloud at the Tokyo Game Show. This version focused on a character who needed to return a floating piece of land back to where it originally came from but its location had been replaced with an evil kingdom. The world building parts where demonstrated in this version. At the Tokyo Game Show in 2000 a more complete demo was available far more similar to the final version.

CallingCard noticed various differences in the early video:

  • The main character, Toan, had a fair redesign between this demo and the final release.
  • The magic carpet never appears in game as far as I’m aware.
  • The ability to jump in and out of the water as seen around the 1:00 mark was removed.
  • The world map is pretty much the same, can’t see anything new aside from the floating island town area which I don’t recall being in the game. Given that it’s just a large blank area, it might’ve been used for demonstration purposes only.
  • Georama system looks almost identical in-game as it does in beta, though the volcanoes never made it in to the final product.

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Okami [Beta – PS2 / Wii]

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Okami in its beta version was much different from the final one. The game was originally planned to be rendered in a more photorealistic 3D style. However, Clover Studios determined that the more colorful sumi-e style allowed them to better convey Amaterasu’s association with nature and the task of restoring it. This change did not increase the game’s performance. You can play a video clip of Amaterasu in her original realistic style after beating the game. – [info from Wikipedia]

Also, on 1UP we can read an interview with Kamiya that talks about the early prototype of Okami:

“When I first started talking about it with [producer Atsushi] Inaba, the only starting point we had for Okami was a game that depicted a lot of nature,” he said. “I couldn’t say ‘I don’t know if this’ll be fun or not’ because than nobody on the dev team would be enthusiastic about it, so instead I was like ‘This is gonna be great! I know it will!’ So eventually the discussion shifted to a wolf running around, and we made this minute-long video depicting a wolf running through a field and trees sprouting up behind him and I told the team ‘See, isn’t that neat?'”

Eventually Okami made it to the prototyping stage, but Kamiya’s problems didn’t end there. “Our first test run was incredibly boring to play,” he recalled. “I was grinding my teeth at night, I was so worried. At one point, we were so far off-track that it had turned into a simulation game — you had hexes and trees sprouted on them. It was total garbage. A couple of devs said to me afterwards ‘Something was definitely wrong with you around that time, Kamiya!'”

Thanks to Robert Seddon for the contribution!

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PS2 Tech Demos

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The PlayStation 2 was first revealed in 1999. Many beloved game developer that released their games for the original Sony PlayStation 1 such as SquareSoft, Namco, or even SCE themshelve, shown a series on interesting tech demos for the PS2. Namco tech demo was the leather tech demo, then the Ridge Racer tech demo shows the facial animation CGI in-game, Tekken tech demo also shown too, it show the texture smooth feature, both Ridge Racer and Tekken was released for PS2 except for leather tech demo never found in any game, and it presumed to be unreleased.

SquareSoft shown a fighting tech demo that could later known as “The Bouncer“, also a face of a old man character from a FF series with the same as Ridge Racer purpose, a dancing scene from FFVI also get it debut, showing the power of PS2, in-engine CGI animation without a pre-rendered animation video cutscene. Sony was shown a Gran Turismo tech demo that showing a Reflection effect, also ducky with water demo.

Thanks to Thomas for the contribution!

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PS2 Original Tech Demo Presentation

 

Psychonauts [XBOX/PS2 – Beta / Concept]

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Originally, the main character was an ostrich suffering from mental imbalance and multiple personalities. Tim Schafer killed the idea because he strongly believes in games being “wish fulfillments,” guessing that not many people fantasize about being an insane ostrich. Raz was originally named Dart and it had many different design before the final one. Even the Censors were different, with a more “green monsters” look. The HUD, the Menù, the Psi Challenge Markers and the Telekinesis style were changed too. Some “brains” were in different positions in the beta version, as the one at the top of the wall in front of the asylum. The Milla’s Lab does not exist in the final game.

Tim Schafer first conceived the idea for Psychonauts while working on Full Throttle, which originally was to have an interactive peyote trip sequence. The idea was deemed unsuitable for a family-friendly game, but it led to Schafer’s desire to do a game featuring psychological trips or interactive dream sequences. – [Info from Wikipedia]

 

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