New Cancelled Games & Their Lost Media Added to the Archive

Devil May Cry 3: Dante’s Awakening [PS2] — Beta

By now, everyone has already played or heard of Devil May Cry 3. It’s a hack and slash video game and part of the Devil May Cry series that single-handedly revolutionised the genre as we know it today. However, before Devil May Cry 3 hit store shelves, it went through several changes that we can observe in this article.

Originally, when DMC 3 was unveiled at E3 2004, the red orbs, HP, Boss, and Devil Trigger HUD were slightly different. Not only this, but some dodge movements from Devil May Cry 2 were cut from the final release. Saying all this via text won’t cut it, so check the images and videos below.

Images (Pre E3 2004):

Beta changes:

  • Different Red Orbs
  • Different HP/Devil Trigger HUD
  • Slightly different graphics
  • Slightly different Beowulf and Cerberus design (Beowulf is missing his eye)
  • Different demons in the sixth picture (count from left to right)
  • Wild Stomp is not tied to Gunslinger Style
  • Using Sword Pierce with Rebellion results in Dante using Beowulf’s moves instead of the final version’s kick.
  • Different taunt dialogue
  • Unused areas
  • Different entrance to Temen-ni-gru’s main hall
  • Different mission select screen

Videos:

Beta Changes: (observed by HyperSonicXtreme on YouTube)

  • At 00:05 – No red trench coat hanging next to the door. Different door and no poster of the sexy lady on the other side of the door
  • At 0:22 – The pupils in his eyes are only looking in one direction while talking on the phone, while in the final, he’s moving them a bit more.
  • 1:36 – The tip of the pizza is bitten off in the final when he picks it up.
  • 1:01 – The Diamond Window panes on the door changed.
  • 1:10 – The wall had a lot of stuff on it in the final version, no ceiling light, no posters, no rails, etc.
  • 1:27 – Those different swords hanging on the wall are removed in the final.
  • 1:31 – Different door and a picture frame not in the final. Teen Dante’s facial expressions look different from the final.
  • 2:36 – Especially at 1:36 when he’s about to eat the pizza. Just look at those eyelids wide open and compare them to the final. He also slightly sticks his tongue out in the final when he’s about to eat it. Here, it’s just a wide-open mouth. The Pizza Box. (Pizza 1 box with different font changed to just Pizza) Changed the phone and chair design. The pool table looks different. (They changed it from green to red.)
  • Pause at 2:51. When Teen Dante puts the gun in the demon’s mouth, it’s a different demon design. No glowing red eyes, brown cloth, plus the fingers holding the gun look weird. In the late 2004 trial version (When getting the Japanese Biohazard Outbreak File #2 game), they had glowing white eyes with a cracked vertical face. Just watch Devil May Cry HD Collection: DMC 3: Special Edition First 11 Minutes HD – YouTube.
  • Pause at 6:16 for the comparison. The 3-headed Demon Dog Cerberus boss face, eyes and teeth look different.

My observation:

  • At 9:12 – It’s a completely different dodge. It likely uses the same move from Devil May Cry 2.
  • Different enemy design
  • Different Style meter
  • Different coat physics
  • Different Sword Pierce animation
  • Different Dante’s face and animation at 1:37
  • The enemies that attack Dante in the beginning are different
  • Drive moveset lacks the red charge.
  • At 7:45 – Different environment
  • At 7:59 – Different environment
  • At 8:40 – Attacking Hell Wrath with Rebellion is possible
  • At 8:58 – Different screen

Internal Affairs [PC/PS2] — Cancelled

Internal Affairs was an action-driving-based game in development by Attention to Detail in 2000. Internal Affairs was designed as a 12-mission character-based driving and action game, and would have been extended with downloadable monthly episodes via broadband. Each episode would reveal a new area of Phoenix City Island and a new part of the plot, which initially concerned tracking down a group of terrorists.

Internal Affairs was self-funded entirely by the folks at Attention to Detail. While working on the game, they had a tight timeframe to quickly find a publisher to secure the game’s future. Unfortunately, two attempts to secure a publisher fell through, and Internal Affairs continued to rely on self-funding until it was deemed not commercially viable to proceed with the project. In the end, the game was cancelled. Chris Gibbs, who was involved with Internal Affairs, shared the following:

“We had two successive publishing opportunities,” recalls Chris Gibbs, ATD’s managing director. “One fell through due to the publisher folding, the next when the subsequent publisher was acquired.”

Without publisher support and with the broadband part of the game in doubt due to the slow penetration of services, ATD couldn’t wait any longer to secure a third deal, and took a paying commission instead.

Images:

Urban Chaos [PS1/PC/Dreamcast] – Beta

Urban Chaos is a fun 3D open-world beat’em up developed by Mucky Foot Productions and released by Eidos Interactive on the PlayStation, PC and the Sega Dreamcast. Although it wasn’t originally scheduled to appear at the E3 1998 show, Eidos was so impressed with a demo they saw a few days before the show that they eventually decided to show it off to the press. Many images from E3 1998 are unfortunately lost to time, but I did manage to preserve a few that I came across in magazines. Who knows, maybe there’s more out there.

The difference between the E3 1998 demo and the final release is interesting:

  • Different map design
  • Different D’arci Stern design
  • Slightly different graphics

Images:

Legend of Kay [PS2] – Beta

Legend of Kay is a fun 3D platformer developed by Neon Studios and published by Jowood in Europe and Capcom in America back in 2005. Little is known about how the Legend of Kay looked early on or what the early codename of the game was. But, you’re in luck because I found some material. Legend of Kay was initially known as Project K. In my mini-interview, the game was pitched by Anthony Christoulakis, who wanted to make a platformer centred around a cat character. Eventually, his coworkers at Neon Studios liked the idea, and the project began development in late 2001.

Below, you get to see a glimpse of early footage of Legend of Kay. Enjoy:

Differences:

  • Different HP and Magic HUD
  • Gorillas have a different armour
  • Kay’s render here is the same as the one used in the DS game
  • Different stamina HUD when swimming
  • Different currency icon
  • Slightly bigger bomb icon
  • The weapons icon is not present in the final game
  • Kay wears a different outfit in early renders
  • Shun doesn’t wear his red cape. The armour is also slightly different

Videos:

In this video, you can see some of the pre-production sketches of Legend of Kay.

Stolen [PS2/Xbox/PC] – Beta & Concept

Stolen is an obscure stealth game developed by Blue52 and published by Hip Games. The game was originally intended as a PlayStation 2 exclusive, but Sony abandoned the project. Blue52 eventually found a publisher, and the game was released in 2005 for the PS2, Xbox and PC.

Before the game’s release, it went through several changes, which I’ll demonstrate below. From the build dated April 5th,2004, we can observe the following differences:

  • Different HUD (HP, Map, Visibility Meter)
  • Different Gadget Icon

Whereas in the July 26, 2004 build, the only differences I noticed are the following:

  • Different HUD (closer to the final release layout)
  • Different suspicion music (it sounds like a soft version of the final release)

However, in the early build that probably dates to late 2003, we can notice MORE differences in this build. Please check out the video attached below.

  • Different running animation for Anya
  • Different wall run animation
  • Different icons for the mini games
  • Different HUD, gadget icons
  • Different movesets
  • Different walking animation for the guards
  • Different protection systems (if you pass by some machines, you’ll get zapped)
  • Unseen intro cutscene (?)
  • Different theme for the game ” Infiltrate. Neutralise. Vanish“. The final game is “Infiltrate. Steal. Vanish“.

April 2004 Build

July 2004 Build

2003 Build (maybe)

Early Concept Artwork

Anya Romanov, the game’s protagonist, went through several iterations along with Breeze, the game’s main villain. Below, we can observe some of the early sketches:

Videos

Fan-documentary containing insight from Jaid Mindang and Rudolf Kremers.

This trailer of the game is important to note because it shows the following:

  • Different HUD (similar to the July 2004 build)
  • A special take-down technique by Anya that isn’t present in the final game

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