Sony

Metallica: Damage Inc [Cancelled Game – PS2]

A game featuring the band Metallica was in development  by Black Label Games and it would have been published by Vivendi Universal Games for the Playstation 2. There is little known other than it was to be a racing gaming looking possibly like twisted metal type using vehicular combat game play inspired by metallica’s music with a new exclusive song from the band for the game.

Below you can also see a collection of concept arts from this game, created by calumalexanderwatt. Thanks to Kouban for the link!

Post by Charlie W

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Sonic Generations [Beta – PS3/Xbox 360]

Sonic Generations [Beta – PS3/Xbox 360]

Sonic Generations is a 3D action platforming game developed by Sonic Team and published by SEGA. The game was created to celebrate the 20th anniversary of the company’s famed mascot, Sonic The Hedgehog. It was released in late 2011 and observed a number of small changes on its road to launch.

‘Sonic Anniversary’ & The Cancelled Versions

As revealed by leaked correspondance between SEGA of America and Sony Corporation of America from September 2009, the original working title of the game was ‘Sonic Anniversary’. It is unclear exactly which stage of its development the title was at back then, but we can safely assume a very early one.

The next update on Sonic Anniversary came from Madrid’s Gamefest 2010, courtesy of Sonic news site, Sonic Paradise. As corroborated by Sonic Reikai, a SEGA representative reportedly let slip an abundance of information on the game to one of their reporters. Without the authorisation of SEGA, the rep. disclosed that it was to be a combination of 2D and 3D gameplay, and would be developed for Nintendo Wii, PSP, PS3 and DS. When asked whether or not it was planned to come to Xbox 360, the employee indicated that talks were still ongoing.

Eventually, the game was officially announced as Sonic Generations on April 18, 2011 for Xbox 360 and PS3. It is uncertain how far the Wii, PSP and DS versions progressed, but our sources suggest that they were cancelled not long into development.

Two Three Sonics, One Epic Adventure?

Partway through development, long before the game’s script had been finalised, Ryan Drummond was invited by SEGA to re-audition for his role as Sonic The Hedgehog. Previously, the voice actor had played the character in a number of games, like the Sonic Adventure titles, but was replaced by Jason Griffith in 2004’s Shadow The Hedgehog.

Due to a fundamental professional disagreement with the company, Drummond ended up turning down the opportunity. According to one of our sources, who was formerly of SEGA, the actor would have played a “third Sonic” who would have represented the Dreamcast era of the series.

At another stage, Sonic Team also considered the possibility of Classic Sonic having a speaking role in the game and consulted the staff at SEGA of America about it. Aaron Webber, the associate brand manager at SoA at the time, insisted that if the character were to speak, he would have to be voiced by Jaleel White.

White, who was responsible for portraying the mascot in all three of the Sonic animated shows (Sonic SatAM, Sonic Underground and The Adventures of Sonic The Hedgehog) from the 90’s, was never contacted about the opportunity, however. The idea was soon dropped early on in production and Classic Sonic was made to be mute.

Sonic’s Birthday Beta

Despite the project as a whole being made to commemorate the blue blur’s birthday, the precise date of the 20th anniversary was June 23, 2011. To mark the big day, SEGA began distributing  a beta demo of Sonic Generations on Xbox Live and PSN. This build contained the very first stage, which was Green Hill Zone Act 1, wherein Classic Sonic is playable.

The layout of Classic Green Hill was ever so slightly different in the beta. At the section about midway through when you enter the cave, a buzz bomber present in the final game had not yet been added. Instead, there is a platform. Furthermore, breaking item monitors/boxes would leave a briefly a blue static effect on the screen.

There was also a different loading screen in this build, showing Sonic and Dr Eggman in their Sonic 2 sprite forms:

Modern Sonic Beta

Later in the year, a few weeks before launch, SEGA put out a second downloadable demo on October 18 2011, which was at first exclusively available to Xbox Live Gold subscribers. This second beta contained the second level from the game, which was Green Hill Zone Act 2, featuring Modern Sonic. It was lifted from a build first on show to attendees of E3 and Summer of Sonic in 2011.

Inexplicably, there is a difference between the voice clips used in the demo and the released game. Not only is Sonic’s voice clip for boosting different, he begins the level by saying “Ready? Go!”; similar to how he started each day stage in Sonic Unleashed off by announcing “Here we… go!”. This was later scrapped. It appears to have been an alteration that was implemented fairly late in development.

This assertion is supported by the fact that the clip itself still remains in the sound files programmed for every Modern Sonic stage in the game. Via modding, fans have been able to access these. As it turns out, Sonic Team simply muted the “Ready? Go!” voice clip instead of removing it. A number of hackers have been able to undo this change so the line can once again be heard within the game.

Like Act 1, there are some minor contrasts in the stage design, too. Towards the end of the level, Sonic must homing attack a chain of buzz bombers and extra spikes were present, also. A trick rainbow ring, which sends the player in the wrong direction later replaced these enemies.

Sonic’s blue aura effect, in this version, followed him whenever he uses his jump dash, stomp or homing attack moves; similar to how he did in Unleashed. Furthermore, the game is much more generous with the amount of boost power it allows the player when they use tricks in mid-air.

Unused Cutscene?

In some of the pre-release trailers SEGA used to promote the game, you can get a glimpse at a CGI cinematic which was never included in the final release. Whether or not this is a genuine unused cutscene that was dropped, as opposed to merely something created for promotional purposes remains unknown.

It can be seen towards the closing of the ‘Rivals and Bosses’ teaser and features Sonic and Tails confronting the Time Eater in Green Hill.

Thanks to The Neo JoyIvo Robotnik and Runaway for their contributions!

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Kat Burglar [Cancelled – PS2, XBOX, PC)

Kat Burglar is a cancelled action / stealth game that was in development by Krome Studios, probably planned for PC, Playstation 2 and Xbox. In the beginning of year 2000 Krome Studios announced a new game about a lady burglar called Katherine Kelly, who steals works of art for a collector called Hugo Biggs-Lazenby. There wasn’t much information available on the gameplay, but that sure had to be a stealthy game. Some ideas from that project were later used in Blade Kitten.

As we can read in an article on Games.on.net:

Recounting with a touch of bitterness that it was apparently okay to have a dozen identical “muscular space marine” games on the market at the same time, Steve and the team were forced to shelve the game. “They just weren’t getting it, even if they did like the characters”, says Steve, remembering failed deals with partners like Mattel. “I’ll always remember the guys came back from one meeting with a publisher, and the publishers said ‘We’re pretty sure there’s already a 60’s female thief game with a character that has red hair’, and I’m standing there going ‘Are they… talking about our game?’”.

Set on the island of Mont-St. Michael, Kat Burglar featured a number of adventure-game driven mechanics similar to those found in Flight of the Amazon Queen, as well as AI sidekicks who you could give orders to through hand gestures. The intent was to have a Zelda-style unlockable open world, with the island opening up to you as you progressed. Despite the game being developed to a playable state through one prototyped level, they were unable to secure a publisher. Opportunity did come knocking later in the year, as Sony expressed a desire to publish a cartoony platformer on their PS2 – a desire that Krome were only too happy to help fulfill. That game that would later go on to become TY The Tasmanian Tiger, and one of the company’s most iconic franchises.

Post by Chentzilla

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A screenshot (scan from Russian gaming magazine “Magazin Igrushek”, №2/2000)

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Tomb Raider 3 Beta [PSX / PC]

Overview: After Tomb Raider 2, Core Design released another Tomb Raider sequel in November 1998 for PC and the PlayStation. Based on the upgraded Tomb Raider 2 Engine, Tomb Raider 3 features new vehicles such as the: Kayak and Quad bike. These new vehicles enable players to experience a new challenge from navigating down the rapids of Madubu Gorge to driving quad bikes in the Nevada Desert. In comparison to the older Tomb Raider games, the game play mechanics became more dynamic and the engine supported more triangular room polygons plus coloured lighting. Tomb Raider 3 appeared at E3 May 1998 and ECTS August 1998. The game features locations such as: India, South Pacific, Nevada, London.

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Interview:

An interview with Andy Sandham, former level designer for Tomb Raider 3, was posted on Tomb of Ash with some interesting info:

I believe the optional routes were taken out due to time pressure – as our first Tomb Raider game as a team, we were really up against it, learning new tech, etc., so I believe we held out on the ‘hub’ system until tomb raider 4 to prevent ourselves from having nervous breakdowns!

I remember that Heather, level designer and artist on Tomb 2 had built most of Angkor Watt – but that team were offered their own project (project Eden?) and so jumped at the chance, leaving us with a ¾ complete level that was handed over to Jamie Morton.

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There is evidence that Core Design had planned a section of levels set in Peru. There is no clear evidence as to whether these levels were actually created or if the area name was originally intended for another location, later renamed for the final release. Some of the level names changed during development for example (Final level names in bold):

  • Jungle Ruins -Jungle
  • Temple Of Shiva -Temple Ruins

This screenshot was taken from an unfinished beta copy of the game, it shows clear evidence of Peru’s previous existence. During a magazine interview, Core Design explained that the first level in Tomb Raider 3 would provide insight into the game’s story. Then players would be able to choose the start of their adventure set in 4 different locations: India, London, South Pacific, Nevada. It’s possible that the first level may have originally been set in Peru where Lara Croft was supposed to retrieve the first artifact? This is purely speculation and is completely unconfirmed.

All Hallows which is a bonus level was originally intended to come directly after Thames Wharf, a beta version of the game confirms that this was changed during the last month of development. It would make more sense for Lara to slide down a building near St. Paul’s Cathedral only to end up there.

Core Design did a major makeover on the PlayStation engine, it supposedly makes use of all the power the PlayStation has. It had been confirmed in several magazine reviews that the game would support 1-3 routes of completion. Looking at several magazine scans, some levels show doors to other areas which were removed from the final version. This was possibly to help avoid the gamer from getting confused but it would have been a more adventurous experience in my opinion. Also, the Kayak from Tomb Raider III was originally a boat, but blue that resembled the one from Tomb Raider II. Earlier builds show how Lara’s movesets changed, became more complex but some new moves didn’t make into the final game. An example of this is the roll whilst crouching ability. A video feature for Tomb Raider III also shows Lara Croft utilising a combat knife which they further explained was intended to remove objects from stone, or climb trees which yet again never saw the light of day.

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On-screen Debug:

Polygons

Tomb Raider 3 features an on-screen debug with several functions. One of which displays the POLYGON count on-screen so that the developers would know which environments are too large specifically for the PlayStation engine.

The syntax is as follows:

CURRENT_POLYS | MAX_LOADED_POLYS | POLY_LIMIT

CURRENT_POLYS = Amount of polygons currently loaded (the engine hides some).
MAX_LOADED_POLYS = The highest current amount of polys reached (increases based on the current amount)
POLY_LIMIT = Polygon limit, the game should freeze once it exceeds this limit as it cannot be handled by the engine.

In huge areas the polygon limit is at breach of 1990, 1990, 2000 which is also common in Thames Wharf causing the framerate to drop on the PlayStation version.


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Alpha Stage – Date, Late May 1998 (E3 Build)

The title screen is different and I quite like it. Such a shame it never made it to the final release. It is also known that this build has unique loading screens for the South Pacific level which use an unknown render. Although this looks complete, the levels are in early development and contain some interesting parts which got cut. The only known playable levels are: Coastal Village, Thames Wharf. The deleted roll animation can be seen at 0:32. The flare lighting effects look much better compared to the final release’s cut-down version. My favorite part is when Lara is monkey swinging at 0:57, the animation is different.

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Alpha Stage – Date, July 1998

Screenshots from an unknown July build shown in some early magazine scans.

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Alpha Stage – Date, Late July 1998






The Jungle screenshots are looking close to final but it is STILL in early development stages. There are some level differences on the second screenshot, the wall is missing which divides the water from the land. In the third screenshot you can also see there is no save crystal so it’s obviously using the standard Tomb Raider 2 Save system.

Also, the All Hallows screenshots show early deleted parts and the first screenshots lack the red lighting effects used in the final build.

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Beta Stage – Date, Late August 1998 (ECTS Build)
Platform: PC

This build was shown at ECTS 1998. Some areas differ from the public September 1998 demo featured on various magazine demo samplers.
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Beta Stage – Date, Early September 1998 – ECTS Demo
Platform: PSX

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Beta Stage – Date, Mid September 1998
Platform: PSX

Here is a look at some of the left over weapons which can be unlocked within this demo. Some of them are still from Tomb Raider II like the Automatic Pistols and M16. Due to them being unfinished, Lara’s animations seem to glitch whilst using some weapons.


In this version of the game, Peru is on the map. No modifications are needed to unlock it, but the level itself is not there so the game freezes.

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Late Beta Stage – Date, October 1998
Platform: PSX

Full playlist:

About this beta

This is a beta build compiled close to final. Almost everything is done but there are minor/severe bugs which can prevent you from completing the game. The beta still has the deleted sprint and crawl + pickup animation. The sprint makes Lara seem to be more ‘butch’ I believe it’s why they changed it. Whilst picking up items when crawling, Lara will reach out to her bag pack like she’s putting it in there which doesn’t happen in the final.

Glitch 1 – River of Ganges, Quadbike

Another glitch is where the quadbike is too bouncy or can be used underwater. If you drive into a wall whilst falling into the water, Lara will be able to use it underwater without it exploding allowing the level to be completed easily.

Glitch 2 – Rx-Tech Mines, Mine Cart

The most severe bug is with the mine cart, it easily picks up speed causing it to become uncontrollable. Along with this, it bounces up and down like a ball. It is impossible to complete Rx-Tech mines because there is a speed issue which causes the lower mine cart to crash every time if used. The only way around this is to use the DOZY cheat to fly rather than using the mine carts.

Glitch 3 – Lost City of Tinnos, Fire Room

In the fire room, you can walk on the floor which should burn Lara Croft.

Glitch 4 – Rx-Tech Mines, Mine Cart

There is a bug when putting in the scitimar it will not work if you press X (action) you must go through the inventory.

More differences

In the Jungle the first secret located near the tree doesn’t exist and there is no shotgun.

In Lud’s Gate in the room near the end where there’s a switch in the water. It is not there, there’s actually a button to open the next area.

Editors:
1. Gh0stblade

Change log:
Gh0stblade – Reordering and several video/spelling fixes. 16/03/16
Gh0stblade – Fixed some problems, partial re-write in progress. 21/02/15
Gh0stblade – Added info on debug info and fixed errors 09/12/12
Gh0stblade – Fixed mistakes added stuff. 12/05/12
Gh0stblade – Added August 1998 E3 PC, July PC Screenshots. 2/04/12
Gh0stblade – Started write up, added October 98 beta info 14/12/11, Added Late August info, Added September 1998 Info.
Gh0stblade – Added E3 info, ECTS screenshots. 16/12/11
Gh0stblade – Added more general info, E3 video updated 09/01/11 

Ed, Edd n Eddy: The Mis-Edventures [Beta – PS2 Xbox GameCube]

Ed, Edd n Eddy: The Mis-Edventures is a 3D platform game based on the animated television series Ed, Edd n Eddy. It was originally developed by A2M and Cartoon Network Interactive, published by Midway Home Entertainment and released on October 2005 for the Nintendo GameCube, PlayStation 2, Xbox and Game Boy Advance. In the beta version double d had a different sling shot than the final version and the coins were yellow instead of silver.

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