Unseen News

Beat Down: Fists of Vengeance [Beta] — PS2 & Xbox

Beat Down: Fists of Vengeance was Cavia and Capcom’s attempt to revolutionize the beat’em up genre and win over the American market. It took heavy influence from crime and mafia films, and it’s evident throughout the game’s environments and narrative. However, Cavia and Capcom ultimately failed to deliver what they envisioned.

The game began development in late 2003 and was released in 2005 for the Xbox and PS2. Before its final release, a few changes were spotted in early builds. Here are the differences:

IGN videos and E3 2005 Previews:

  • Enemies have a different HUD on top (purple)
  • Enemies didn’t have a HUD originally
  • Destructible environment was removed
  • The Money icon position is in a different spot
  • Dirt effect when slaming enemies to the ground
  • Excessive blood effect during intense fights
  • The camera angle when throwing the enemy off the walkway in the Train Station area (seen at 1:53) doesn’t change.
  • Different clothing and hair text in shop.
  • The Buy sign is different
  • Brighter lights for cities in early builds
  • Pressing the circle or B button to pull off the special attack didn’t deplete your health
  • The notoriety symbol uses Raven’s Jacket instead of the Skull

Tatsuya Minami Interview:

  • Different interrogation text color
  • The text showing “recruit your enemy” is in a different position
  • Name texts are different for both the player and the enemy

Beat Down Trailer

  • Raven’s VA is different
  • The call screen is different
  • Different texts across the game altogether
  • The wanted meter uses a policeman’s face in this trailer and the word “caution” near it. The final build uses a police badge instead
  • Different logo of the game
  • Again, the special attack doesn’t deplete your health
  • Breakable environment
  • Blood splatter on the floor

Images of early builds, along with three concept arts

YouTube video documenting the commercial and critical performance of the game

 

Stranglehold (Original Pitch with SEGA)

Stranglehold is a fantastic third-person shooter developed by Tiger Hill Entertainment and published by Midway Games in 2007. However, before Midway partnered with John-Woo to make his masterpiece, the idea actually originated in 2003 when SEGA and John-Woo joined forces for a potential three games. The first game was called Sinner. Players would have to assume the role of an assassin who, after being murdered during a contract, is sent to hell. If they’re able to escape the 18 levels of what the lead character determines is Buddhist hell, they’ll have a chance to avenge your death back on Earth and return to the woman you love.

The second game was called Burglar. The player will play as the estranged son of a world-class thief whose father is ironically killed in his own home by a common burglar. With no experience but a number of tools left behind by their father, the player will turn to thievery and set out to avenge their father’s death.

And lastly, Stranglehold. The original pitch was slightly different from the final product. The game would have revolved around two men on opposite sides of the law whose lives become intertwined when the son of a cop is murdered, and the blame is laid on an innocent gang leader. Little is known about this pitch other than a magazine overview.

Unfortunately, SEGA and Tiger Hill Entertainment’s partnership didn’t last long, and all three projects were cancelled.

 

Blood Will Tell (Dororo) — Beta [PS2]

Blood Will Tell: Tezuka Osamu’s Dororo (known in Japan as Dororo) is a fantastic hack-and-slash game based on the timeless Dororo manga by renowned author Tezuka Osamu. The game was released exclusively on the PS2, and it sold very well in Japan compared to North America and Europe.

The game was originally titled Dororo before being released as Blood Will Tell in America and Europe, as shown in footage from E3 2003. Below are videos that show some differences between the 2003 build and the final release.

The first trailer with the working title Dororo:

The second intended logo and title for the game:

TGS 2003 Gameplay:

Key Differences:

  • Different attack animation for Hyakkimaru
  • Different HP HUD
  • Different attack animation for Dororo

Images:

Early differences:

  • Different attack animation for Dororo and Hyakkimaru
  • Slightly different HP HUD (changed twice)
  • Different enemy HUD (purple)
  • Different fascial texture for Hyakki and Dororo

A fan-documentary of Blood Will Tell and who came up with the game idea

 

Dead to Rights [PS2] — Beta

Dead to Rights was a fantastic third-person shooter inspired by many Hong Kong and action noir thrillers. The game sold more than 500k copies in its prime and was well-received by critics and players alike. This article takes a trek back to the past, covering some of the changes as seen in the E3 2001 footage.

Some of the changes are the following:

  • Different running animation
  • Different combat moves
  • Different clothes
  • Different environment
  • Special finishing moves are absent from the final game
  • Different HUD for both your HP and weapons
  • Different aim pointer

Images:

Video

Beta vs Final differences

  • Different gun sfx
  • Some pick-ups are in different places
  • Hildy’s posters aren’t on the wall
  • Different NPCs waiting to get into the club
  • Different truck when chasing Augie Blatz

E3 Footage of the game, back when the controls were inspired by Syphon Filter. (Confirmed by one of the designers)

 

Altered Beast [PS2] – Beta

Project Altered Beast (commonly known as Altered Beast) was a remake of the legendary game originally released in arcades and on various consoles. The game underwent numerous changes, many of which remain largely undocumented. Luckily for you, this article on Unseen64 attempts to shed light on some of the changes I noticed from both the E3 2003 and 2004 footage.

The HUD (HP and Energy Bar) went through two distinct designs before the final version. The attack animations for the Werewolf and Luke were noticeably different in the E3 2003 and 2004 footage. Additionally, the design of the Wendigo was different in the E3 2003 footage. It seems that much was reworked between the E3 2003 presentation and the game’s 2005 release. However, without access to earlier builds, it’s impossible to determine exactly what was improved and what remained unchanged.

Fun fact: the game was originally developed by SEGA WoW, as noted in both the E3 2003 and 2004 trailers. However, by the final release, there was no trace of the developer’s name. While the exact details are unclear, it’s possible that SEGA WoW was quietly disbanded, and development was transferred to an internal team within Sega of Japan, working in collaboration with Sega Shanghai.

Below are some videos and images of the differences.

Videos:

Apart from the changes mentioned above, we can observe more differences. They’re the following:

  • Different werewolf attacks
  • Destructible environment
  • Different Luke attacks
  • Faster attacks for the werewolf
  • Different Wendigo transformation and attacks
  • Different transformation CGI cutscene

Image Compilation:

A video documenting the making of the game.