Action

Zone of the Enders 2 (ZOE 2) [PS2 – Beta / Concepts]

Zone of the Enders: The 2nd Runner is an action game with mechs that was developed and published by Konami for the PlayStation 2 in 2003. Most mecha were designed by Yoji Shinkawa, the character and mechanical designer for the Metal Gear Solid series, with the exception of Lloyd and Inhert who were designed by Kazuma Kaneko of Megami Tensei fame.

From the official Konami website we can read a series of interviews with ZOE 2’s developers and artists, in which to see early designs of the mechs (some of wich were designed by Shinkawa in his school days).

Please let us know if there were any obstacles you had to overcome when working on the animation look.

Shinkawa : What was tough was deciding in the very first days of planning in which direction we would like to proceed. Initially the models had clearer outlines and looked more 2D. The modellers came up with many test models and then we boiled them down.

Unique charasterics of the Orbital Frames are the flowing lines and the silhouette along the legs. How did you come up with these ideas?

Shinkawa : As for the silhouette, I looked over sketches I did as a student, and we were like “Why not go with this!” The energy lines were expressions of shadows used in those sketches. Then Mr. Kobayashi (modeller) and I chatted as said “Let’s make these into grooves!”, “Let’s make them glow!” When we incorporated this in the game, we made the energy lines change color to indicate how much damage you have incurred. It comes down to coming up with logical explanations to make everything work and enjoyable.

I would like to ask you things about “Anubis”.

Shinkawa : As I said last time, it is basically the sketch I did in my school days.

If we look at your old sketched, Anubis hasn’t really changed much.

Shinkawa : It did not have wings, but it always had its spear. (bozzetto)

I guess Anubis was evil since your school days. It now has a really intimidating face.

Shinkawa : The face was not intended to look like this. In my school days, it was a simple dog face. The face on the bottom (energy line face) was actually a bug of the texture screwed up when I viewed an early model of Jehuty. That screwed up texture face is what you see on the bottom. We were like, “Hey, this bug…looks cool!” (laughs)

This is the new Orbital Frame “Ardjet” whose motif is “Geisha”. Why “Geisha”?

Shinkawa : In the rough sketches for the previous gamewas a coffin-shape mech. Director Shuyo Murata wanted to include this in this game. And he wanted the heroine of the game to pilot it. The original sketch I did really looked like a coffin with a skinny fellow like a zombie or mummy inside. It just wasn’t a mech for the heroine. I tried to modify it and turn it into a girly mech. But then I didn’t want to turn it into something too girly. After some trial and error, I ended up with this design that looks somewhat like a Geisha. Its hairstyle and long cape — I hope this looks like a Kimono.

Thanks to John Doom for the contribution!

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Tarantula [PSX Saturn PC – Cancelled]

Tarantula is a cancelled action game that was in development by Scavenger (Team Mescal) in 1996 / 1997 for the Playstation, Saturn and PC. The concept of the game was somehow similar to the released Spider (PSX) and Deadly Creatures (Wii), in which the player would had take the role of a spider to explore natural areas and human houses, fighting against other insects and animals.

As noted at  Sega Collection, Tarantula was shown at E3 1996, along with other Scavenger’s games that seem to have been vanished too: Angel, Aqua, Into The Shadow, Mudkicker and Spearhead. Sadly the studio was closed down in 1997 / 1998 for economic problems.

As we can read at MobyGames:

Scavenger, Inc., with offices in Boston, California, Denmark, England, Sweden, was a short-lived interactive entertainment company specializing in the development of video games […] The President of the company in 1996 was Daniel Small. In April of that year, Scavenger and GT Interactive Software Corp. entered into a publishing agreement for several titles.

Problems occurred between the two companies concerning GT Interactive’s failure to pay according to contract, and a lawsuit resulted. Debt forced Scavenger to close its doors in approximately 1997. Even though Scavenger was awarded $1.9 million in the Supreme Court settlement (Feb. 2000), it was not enough to resurrect the company.

Thanks to Celine and Rod_Wod for the contribution!

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Devilman [NES – Beta / Unused]

As we can read on Wikipedia, a video game based on the popular Devilman manga / anime series was developed by ISCO and published by Namco in 1989 for the NES / Famicom. The game is an action RPG where players take control of Akira Fudo and the objective is to follow clues that will lead the heroes through a ruined city, into underground caves, around a hidden military base and finally into a confrontation with Zenon.

John Doom discovered that in the game’s code are some hidden images, taken directly from the comics, which were not used in the final version. It’s possible that these scenes were meant to be used during the fights against the various demons (Silen, Agwell, Ghelmer, etc.). Another shot shows a dying Miki (as in the comics).

Thanks to John Doom for the contribution and to Jason for the english corrections!

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Phantom Dust [XBOX – Proto / Beta]

Phantom Dust is a pseudo-card-based fighting / action game developed by Microsoft Game Studios and published for the Xbox in 2005. The game soon became a cult hit among hardcore gamers. Players construct “arsenals” similar to decks of cards and then use them to do battle against other players. The game incorporates strategy and action elements into a game that requires both mental and reflexive skill. [Info from Wikipedia]

In a 1UP article about the game are a couple of images from a Phantom Dust prototype / beta build, in which we can notice the early graphic, different HUD and a removed arena.

From an interview published on Xboxphreaker we can read even more info about those removed areas and other missing content:

If we had more development time, I would have really liked to increase the number of missions in the single-player mode. I also wanted players to be able to move from one underground town to another. (Take a look at the area near the town shop. The driller-like machine is the remnants of this plan.)

We had more than 500 skill ideas. From that large batch we organized them, edited them, and cut them down to the present level. At first, we had intended to create a lot more environments, including:

The Aquarium

This would be the ruins of an aquarium, with only water and fish still remaining. Only in the middle of the fish tanks would be lit up, and that light would be destroyed as players fought and destroyed things around them.

We also envisioned the floor to have leaking water on it.

The Station

The other stage we had in the planning stages was a station. In Tokyo there are a number of different subway lines, and we wanted to isolate one of them and make that into a 3D stage. In that one area there would be a memory train that was still running. Players could ride that train to different platforms. Inside the trains we would place the regenerating capsules. This is one of the very dynamic stages I had wanted to make.

You know, practically speaking it was just too much production work for our time to make these two maps, but I think we could have done it if we were creating the game on Xbox 360…

Lastly, we had also wanted to create maps to be used exclusively for multiplayer, but creating stages took longer than expected. Including normal-mapping took longer than expected, then getting designers to be comfortable with the development took a lot of time, so map creation was quite difficult.

Thanks to Jason for the english corrections!

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Here’s a video from the final version:

 

Bean Ball Benny [MD GEN – Cancelled]

Bean Ball Benny is a cancelled beat ‘em up / action game that was in development in 1990 / 1991 by Nuvision Entertainment for the Mega Drive / Genesis. Nuvision is a rather obscure company that only released Bimini Run before closing up shop and cancelling their 2 projects (Bean Ball Benny and The Swamp Thing), but with some researches it’s possible to find out some more info.

Thanks to an interview with Charlie Heath (who worked at Parker Brothers and Activision’s Boston office) at GDRI we can read more about the studio:

Nuvision was formed by a couple of Parker Brothers people, one an executive, the other a designer/artist. They had some venture funding, but got trapped in the credit crunch of 1990.

We had two additional games in the pipeline almost ready to ship, one called “Beanball Benny,” which was an original theme (baseball player/vigilante goes cruising around the city – streets, subways – trying to bean criminals and dodge obstacles. Modeled a bit after the old Keystone Kapers theme, but advanced by a decade), and the second, I believe, a licensed property called Swamp Thing.

Nuvision got caught with a bridge loan for the production of Bimini Run cartridges coming due at the same time that new credit was required to get the other two games from Alpha to release and into cartridge production.

In October 2009 The Red Eye shared the Bean Ball Benny’s CES flyer in The Lost Levels’ Flickr account. In March 2010, Bmpedrums from the Digital Press Forum found a playable prototype of the game and shared some screens and a video:

Beanball benny: playable, but very incomplete. The cutscenes even have developmental notes in them, like “Subway: trains not yet implemented”. Hit detection seems good, but instead of restarting the stage when you die, you actualy progress further in the game. There are also numerous places where the stage just simply cuts off and you’re walking in pitch black.

Thanks to Jason for the english corrections!

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