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Resident Evil: The Mercenaries 3D [Beta – 3DS]

Resident Evil: The Mercenaries 3D is an action game developed by Capcom for the Nintendo 3DS. Before the final product was released Capcom had a different idea for 2 game modes 1 called “scene attack” and the other called “survival”. Not much is known other than they were scrapped into one mode.  In the beta demo you could play a level known as 4-1 and in the video below you can see at 2:49 an Ax guy walking towards the player, but in the final game the boss was changed to a Garrador, a totally different boss. Also, you can notice that where the players score is in the HUD, there are six 0’s, but in the final it was changed to seven 0’s

Post by Nick Sena

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Resident Evil: Umbrella Chronicles [Beta – Wii]

Resident evil: Umbrella Chronicles is a rail shooter, released in 2007, and developed by Capcom for the Nintendo Wii. This is the first installment of the Resident Evil Rail Shooter titles for the Wii – with the sequel being Darkside Chronicles. Before the game’s release, an early beta gameplay video was released on the web. The gameplay video demo is titled “Gamer’s Day Version” and certain aspects of the game shows various beta differences not in the final product.

Here is the list of differences as seen in the video:

Note: Some of these differences are placeholders, while other differences can be considered beta.

1) Dialog:

Chris and Jill’s Dialog in this video is different in comparison to the final product. It can be assumed that their Voice-overs were re-recorded before release.

2) Different HUD:

In the video it shows the HUD with the health bar on the left-hand bottom  of the screen and the weapon selection system is on the upper left-hand corner. In the final product the HUD is all in one (health and weapon selection) and is located in the left-hand corner of the screen in the final product.

3) Forest Zombie Placeholder:

During the video, Chris and Jill scream in “Horror” when they run into Zombie Forest. Zombie Forest isn’t seen in this video and that a normal zombie enemy is in it’s place. It can be assumed the zombie forest model wasn’t completed before this video was recorded.

4) Placeholder sound effects:

If you listen carefully you can hear Resident Evil 4 grunt and death sound effect used (Zombie and Zombie Dog grunts and death grunts). It can be assumed that these sound effects are placeholders.

5) Different Counter Animations:

In the video, Chris has a different counter. The counter animation shows Chris stabing and then kicking the zombie down. While in the final product it was changed slightly – In the final it shows chris sticking a knife into a zombies head and then kicking the zombie down. Not much of a change, but it’s different.

6) Cross Hair:

The cross harl is slightly different. In the video it’s just a cross hair. While in the final product it shows not just the crosshair but how much ammo you have in your weapon. The same cross used in game (as shown in the video) can be seen in the final product as a way to navigate the menu.

7) Different Zombie Locations:

One difference can be noted in the video is on the walkway in the main hall, before the giant snake battle. Bellow chris comments: “I thought we already killed them?!” The camera then pans over to the zombies in the main hall, showing the player what chris is talking about. In that very same video you can normal zombies, as opposed to the crimson head zombies seen in the final product.

You can watch the entire Gamer’s Day Video below:

 

Resident Evil Revelations [Beta – 3DS]

Resident Evil: Revelations is a survival horror developed by Capcom and published for the Nintendo 3DS in January / February 2012.  It seems that the beta version of Resident Evil Revelations featured an almost completely different story line where Chris and Jill were on an unnamed ship. For some reason the two protagonists turn against each other. The original trailer shows a Chris look-alike tied down to a chair. Jill asks Chris if he has some sort of object and Chris replies “You’ll have to kill me to find out.” The characters and story in Resident Evil Revelations seem to have been heavily changed during its production.

Fun note: prior to its release, Capcom sent North American copies of Resident Evil: Revelations to reviewers, with the game’s title misspelled as “Revelaitons”.

In the second video, there’s another beta cutscene that didn’t make the final game. [Spoiler] When you first meet Rachel as Jill you just see her getting killed through the glass window in game there is no cutscene. In the Resident Evil Revelations pilot version demo in merc 3d, Rachel is not used and there is a different person that sounds like Raymond.

If you find more beta differences in the old trailers and screens, please let us know!

About tech-demo:
http://nintendoeverything.com/50136/resident-evil-revelations-graphical-details-screenshot-comparisons-withwithout-effects/

Early arts
http://nintendoeverything.com/56966/brand-new-resident-evil-the-revelations-screenshots-and-art/

Thanks to David Garcia, Matt, Stalfos, Pycckuu! and king for the contributions!

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Resident Evil: The Darkside Chronicles [Wii – Beta]

Resident Evil: The Darkside Chronicles is a rail shooter developed and published by Capcom in fall of 2009.

In one of the gameplay trailers, Claire uses Leon’s Handgun in the chapter Game of Oblivion (Code Veronica).

E3 2009 Stage Demo:

At E3 2009, gamespot.com posted a video of a stage demo that was playable at the event. The stage demo presented at E3 shows different character and chapter selection screens.

Final note: the E3 demo’s pause menu had an option called “Equipment Screen”. It was changed to “status” in the final product.

 

In an interview – posted on videogamer.com – MK was asked about Darkside Chronicles (scrapped) online co-op:

VideoGamer.com: Will you be able to play co-op online?

MK: No, unfortunately not.

VideoGamer.com: Why?

MK: Time lag. Especially wi-fi connection is not that stable. The time lag issue is the main reason that’s stopping multiplayer online. Having said that we have introduced a wi-fi ranking system, so you can compete your score with other people around the world.

Source: http://www.videogamer.com/wii/resident_evil_the_darkside_chronicles/preview-1839.html

In another article, kotaku writes how the first person camera for Darkside chronicles was toned down due to some complaints of how the camera shook around too much.

Source: http://kotaku.com/5342088/resident-evil-the-darkside-chronicles-on-steadier-ground

Developers recently toned down the shake of the camera in documentary-styled shooter Resident Evil: The Darkside Chronicles to make the upcoming Wii title a bit easier to play, Capcom developers say.

“It was a bit of a trial and error, this shaky cam,” said Masachika Kawata during a meeting at this week’s Gamescom convention in Cologne. “It was probably a little too much, so it’s a little toned down now.”

 

Resident Evil Zero 0 [GC – Beta]

Resident Evil 0 is the prequel of the first Resident Evil. It was originally developed by Capcom for the Nintendo 64, but at the end it was ported and released on the Gamecube. In October 2009, Tyrant of resident-evil-beta.de discovered many beta backgrounds and some removed items in the trial disc of the game.

Also, Trebla Yevrah noticed other unused items in the japanese trial version:

If one has the proper tools available, they can view many unused and early versions of items in the Japanese demo of Resident Evil 0. Using GCNrd, I modified the item slots and browsed through the values. As one would expect, most of the items that can be uncovered cannot be obtained ordinarily in the demo, but the majority of them are found in the finished product.

An unused hand grenade is present in both the trial and the final version of RE0. I was curious to see the state of this item in this early version of the game, but although the model and icon are still present, it cannot be equipped (like the released game). Actually, almost all weapons are unusable in the trial if you hack them into your inventory. The only ones operational are the handguns, knife, and hunting gun. The only exception, or at least, the only other equip that won’t freeze the game, is the shotgun. Your characters can hold it, but the weapon model itself is unfinished with no textures to speak of, and it cannot be fired.

Almost every item that can be examined has a slightly different texture when compared to the final game. One prime example is the key card used to operate the brakes on the train. I have tried using some of the key items in their proper place on the train, but they either don’t work, or freeze the game. For example, the hook shot can’t be used in the window that normally leads to the roof.

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