Bio Hazard

Resident Evil Outbreak [PS2 – Beta]

Even if Capcom had already planned an online version of Resident Evil in 2000, Outbreak (aka Network Biohazard) was officially announced only at E3 2002. This beta version was much more ambitious than the game that we got in the end: originally there were about 20 playable scenarios, some of which were completely removed, notably a Dock stage and The Raccoon City Hotel, while others later appeared in Outbreak File 2, like “Flashback”, the episode located in the forest.

Of course, more levels meant more characters, and unfortunately they had to renounce to include personalities such as little girl with a gun (!), some UBCS members, the fan-favorite Hunk, a policewoman, and on so on. Their polygonal models are still inside the two outbreak games, and it is possible to access them using Gameshark codes.

Another feature prominent in the original trailer was a four player split-screen mode, probably dropped for technical reasons. At the end, Capcom decided to divide Resident Evil Online in two different games: Outbreak and Outbreak File 2. A File 3 was supposed to follow shortly, but Capcom never bothered with the series again.

Here we can also find the videos of the beta versions of the characters endings.

Thanks a lot to daisu1 for some of these images!

Beta Scenarios

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The removed dock level.

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This removed level was located in the Raccoon City Hotel.

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The forest level that later became the “Flashback” scenario in Outbreak File 2.

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This is the location of the Raccoon Hospital from Resident Evil 3. We don’t know if it was supposed to be a separate scenario.

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This sewer was later included in the “Underbelly” scenario of File “2.

Beta Characters

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Four Players Split-screen

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Images

Videos

 

Resident Evil 2 Trial [PSX – Beta]

Resident evil 2 Trial was a demo of Resident Evil 2 included in Resident Evil Director’s Cut. After dropping Resident Evil 1.5, Capcom made a first version of Resident Evil 2, now called Beta 1, that was remarkably different from the released version and with more leftovers from RE 1.5. Unfortunately we don’t know much about this beta, but the trial should document a build between the beta 1 and the less interesting (and leaked) beta 2. In the screenshots and the video in this page we can see some beta items, the unfinished rooms of the RPD station and a few layout changes.

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A removed ventilation shaft. It is likely that it was used by Sherry, because there was no hole in the RPD room corridor in the trial.

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This screenshot is from the removed last cutscene from the demo. In the final game, we encounter Ada much later. It is likely that at this point of the development the story wasn’t finalized yet,  and the various encounters with the support and the playable characters were different.

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A removed reference to a switch that was supposed to open the card lock of the evidence room.

For more informations check our article about Resident Evil 2 Backgrounds

Thanks to Helegad, Pickyeater, KEK8 and Dark Biohazard of the THIA Forum for some of the pics! Thanks to OKei for the “unused voices” video!

Images:

Videos:



 

Resident Evil 3 [PSX – Beta]

Resident Evil 3: Nemesis, released in Japan as Biohazard 3: Last Escape,  is a survival horror developed and published by Capcom for the original Playstation. RE 3 had a much quieter development than Resident Evil 2, but we can still find a few unseens in the game, like some beta items and a room that was never used in the final game.

Thanks to Helegad for the beta pics!

Resiyoyoyo From the Resident Evil 1 2 3 Modding Forum Also Found Out what the chain item could have been in place of here is a quote :

Oh, about the chain: this was used as a replacement for the fire hose (item ID 35) [which in earlier versions was still seperated from the metal cylinder (item ID 3E)] so Jill could obtain exactly that 35 hose part that was installed inside the red box above the stairs (which in the retail versions is empty from the beginning, because there’s only the full hose item 3F). You can look at the pictures (here) it’s BH_3_0096 – BH_3_101 as well as BH_3_0016 – BH_3_0018. IIRC, the chain had to be put there as a substitute because whenever you took the hose the stairs would go up and thus hinder you to get down and away with your hose trophy. That puzzle could be played for example on the E3 presentation of an early Resident Evil 3 build in 1999, if my memory serves me right. Thought I had this in my RE3_HEX_FAQ, but couldn’t find it there, must be one of the things I wanted to add a long time ago.

LeonSK a very kind person came at the Resident Evil modding Forum and provided us with

a link to the RE3 Promo Disc Here is a quote :

Here [PS1] Biohazard 3 Last Escape [J] [Promo From Russia with Love ;)

as it seems this Promo Disc has all the left over pics and maps …. Now we no longer need these water marked pics !

Source : http://z4.invisionfree.com/Resident_Evil_1_2_3/index.php?showtopic=1078&st=15

Tyrant of resident-evil-beta.de found many interesting beta leftovers in a promotional disk of Resident Evil 3:

Beta Maps

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Beta Intro

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Beta Epilogue

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See the gallery for more images.

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Video:

 

Resident Evil 5 Beta Analysis

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Article by yota

Resident Evil 5 was officially announced on June 2005, but it was shown for the first time to the public only two months later in a CG trailer. This video was essentially one of the concepts that the developers were working on since the release of Resident Evil 4: in what at time seemed to be the Middle East or Africa, we saw Chris exploring the alleys of a city and then being  attacked by a group of enemies.

The graphics style and the general mood were already much similar to the released game, even if Chris looked somewhat younger and less bulky.It is interesting to note that producer of the game said, in an old interview, that originally the time of the day and the weather were supposed to have a major impact on the gameplay and affect the main characters abilities. Also, Resident Evil 5 was intended to be single player. Sheva was originally a NPC and a member of a local militia.She would have meet Chris only later in the game.

Anyway, Capcom created another trailer for Resident Evil 5 in 2007. The beginning of this video was not that different from the final game:  Chris walked for a bit in the village and then suddenly all the natives seemed to vanish.  There were, however, many important differences:  Sheva and the dealer were nowhere to be found, Chris didn’t  have his safari dress, cutscenes and dialogues were shorter,  the  location where we fought for the first time was completely removed, enemies had some attacks that can’t be found in the released game, such as the headbutt, and so on.

Even in the last year of the development Capcom was still moving things around. For example, the crash site of the helicopter was originally a fully playable section, not a series of QTE’s.

2004 Beta artworks

The merchant from Re 4 was supposed to return in Resident Evil 5. There were many shops around the town and you could even stole weapons and ammo. 

Resident Evil 2: Beta Backgrounds Comparison

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This article is intended to be the definitive comparison between the Trial edition extracted backgrounds which are dated from 1996 to 1997 and comprise of Resident Evil 1.5 and Early betas for Resident Evil 2. Most of these images are likely old to some of you, but are presented here in a coherent format to be compared. The reasoning behind this is to entertain and inform you and also to aid in weeding out faked beta images. So if you’ve seen someone saying they have Beta 1 and they show an image where the door frames are from the Final release or there’s a box that didn’t appear until way later, then you’ll know it’s a fake. This is the first incarnation of this article. The work consists of images provided by Sardeljka and Albert and text analysis by me (Leatherface74).

This article is far from complete and may have errors, as I am only human (for now…). If you find any errors or additions please post them. Also, I did not post any images that I saw as redundant, like different camera angles or untextured rooms. The reason I didn’t do this is because those are clearly beta images and for the most part do not contain any apparent structural changes to the game. This article will only detail rooms that have changed from the Trial until the Final release.

Special Thanks to Sardeljka, for finding the 1.5 images and to Albert, for supplying me with pristine RE2 backrounds to compare with the beta ones (which he also supplied). Images on the left are extracted from the trial edition, Images on the right are from the final game unless otherwise noted. Let’s Begin…

[Article written by Leatherface74 – Thanks for the contribute!]

Chapter 1: Door Door A-GO-GO

As the RE2 team began work yet again on the RPD it seems that the structure was not completely planned in advance, as there are doors in the Trial Edition backgrounds that do not appear in the Final and vice versa.

In the first floor Police office in the West wing, a door that appears in the Final is absent in the Trial Edition. The door, which led to the second floor Crow Hallway, has been replaced with what looks like a medicine cabinet.

Trial Edition (left) – Final Game (right)

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The next missing door is quite possibly one of the most interesting Trial backround images. There is a door behind the statues in the Statue Pressure Plate Puzzle Hall that simply does not exist or has been referenced (at least to my knowledge) in any other screenshot. The Door is of course missing in the final game. In the same hall, a door that was in the Final (yet locked) is absent in the Trial Edition.

Trial Edition (left) – Final Game (right)

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It is possible that the door in image 1 was intended to lead into the door Sherry crawls under in the Final, but Capcom realized that placing the door there made the layout of the hallway a structural impossibility since it would technically be going through the STARS office; Therefore, the door was moved to it’s correct location as is present in the final. Also note that the door does not have a hole at the bottom for Sherry to crawl through like it does in the Final, possibly meaning that it hadn’t yet been scripted at the time the backround from the Trail Edition was created.

Chapter 2: Altered States

The title of this chapter refers to differences between Trial Edition backgrounds and Final backgrounds. These differences do not include missing doors or missing items (unless otherwise stated), they only include architectural changes. This chapter will have sub-sections as there are many architectural changes between the backgrounds.

Streets

Upon exiting Kendo’s Gun store, one can see a building looming in the background. In the Trial Edition, the building continues unbroken and has no windows. In the final, the building ends mid-way and has a window. The color of the pipe has also changed from a rusty red to a green.

Trial Edition (left) – Final Game (right)

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In the 2nd image, a building that looms in the background of the final is absent in the Trial Edition. A pipe has also been removed from the left wall in the final, but it is present in the Trial Edition.

Trial Edition (left) – Final Game (right)

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Upon reaching the basketball court several differences are instantly apparent. In the Trial Edition, the graffiti in the court reads “Murder on the dance floor” but in the final it is replaced with “Above the Rim.” The dance floor graffiti was recycled and placed on the wall across from the the “Above the Rim” wall. Another difference is that the building above the court is missing a section in the Final that is present in the Trial Edition.

Trial Edition (left) – Final Game (right)

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Ok, the following change is subtle, yet major. Under the fire escape past the basketball court, there is a red brick facade on the first floor wall in the Trial Edition. In a strange move, the wall was made completely into a flat gray wall in the final. On analysis, this seems like an error from a 3d modeler who shifted the Grey brick wall from the Trial Edition (where it sits just slightly behind the red brick wall) forward and just never put it back. This is supported by the fact that all the architectural details (window sills and such) are still present but the window outlines are not.

Trial Edition (left) – Final Game (right)

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The most famous altered setting in the game is the alley leading to the RPD, since it is playable in the Playstation version of the game with a gameshark code. There’s not much to say about this drastic change other than the obvious fact that it reduces the time it takes to get to the RPD considerably. Likely, Capcom decided late in development to extend the path to the RPD as it was just too easy to get the RPD.

Trial Edition (left) – Final Game (right)

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RPD 1st Floor

The room that was most drastically changed in the RPD is easily the Media Conference Room. The Layout and size remain almost identical, but the decor is completely different for both rooms. Also, note the absence of any puzzle elements in the Trial Edition backgrounds.

Trial Edition (left) – Final Game (right)

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The window shutter hallways also went through considerable changes. In the Trial Edition, the shutter hall with the Licker has normal windows with no shutter equipment attached. In the other shutter hall, the windows have been boarded up.

Trial Edition (left) – Final Game (right)

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RPD 2nd Floor

The hall with the door Sherry crawls into in the Final has been altered from the Trial Edition. In the Trial Edition, the wall on the left contains an electrical panel of some sort and the door does not have the hole for Sherry to crawl through like in the Final. In the Final, the electrical panel has been placed on the opposite wall and the left wall contains lockers.

Trial Edition (left) – Final Game (right)

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RPD Lobby

Ah yes, we all remember the first time we first set foot in the RPD Lobby and were amazed by it’s sheer scale and grandeur. Minor changes are strewn about in this area, mainly in regards to doorways. In the Trial Edition, the doorways are simple and their frames are small, but in the Final some of the doors have been made bigger and their frames more elaborate. This was likely because the old doors and frames were were too boring and simplistic. One other notable change is that the fire escape is missing from the Trial Edition, likely because it had not been thought of at this point.

Trial Edition (left) – Final Game (right)

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Helicopter Hallway

The Helicopter Hallway leading to Cheif Irons’ office had alot more damage in the Trial Edition than in the Final. The Trial Edition damage seems more realistic (the hallway was not only hit by a helicopter, it was blown up as well), but it was likely lessened after realizing that it made the hallway too tight and cluttered. Also note that the color of the hallway in the Trial is very cartoony and resembles the style of RE1. The Door to Irons’ office is also different.

Trial Edition (left) – Final Game (right)

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RPD Basement

As a far as I can tell, there are only three architectural differences from the Trial Edition and Final Basement:

In the hall leading to the Jail Cell and Kennel, the door through which you enter is different and there is what looks to be an air conditioning shaft on the right wall added to the Final. There is also an electrical panel across one of the jail cells in the Trial Edition. It is missing in the Final.

Trial Edition (left) – Final Game (right)

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In the electrical room, the switch puzzle has been altered.

Trial Edition (left) – Final Game (right)

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Door to the Evidence Room

At first the door to the Evidence room was electronically locked, as shown in the two images on the left (the first is missing the keycard reader). In the Final, it is a regular door.

Trial Edition (left) – Final Game (right)

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Police Office

Ok, this one is really subtle, but it is a definate change. The blood spatter next the doorway is different in the Trial version than in the Final. It also seems like another layer of grime was added to the walls.

Trial Edition (left) – Final Game (right)

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Weapons Storage

The Lockers in the Trial version look new while the ones in the Final are wrecked.

Trial Edition (left) – Final Game (right)

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Chapter 3: There is a Thief amongst us! (missing items)

As RE2 evolved into it’s final form, many items were either moved, replaced by other items, or were simply removed from the game. This list catalogs those items.

The Morgue

One of the coolest missing details in the game are the body bags. They appear in the morgue in the Trial Edition, then in a later beta they appear again only empty, but in the Final game they are just gone. It’s a shame as they looked pretty cool. There is also a stretcher and a yellow piece of equipment (top right corner of morgue) missing in the Final that did appear in the Trial Edition. There are some details that were added to the Final that did not appear in the Trial Edition, including some gas canisters, a table, and some missing pipes on the wall.

Trial Edition (left) – Final Game (right)

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Basement Hallway

Originally, the basement hallway was littered with stretchers. As with other changes, they were likely done to reduce the onscreen clutter.

Trial Edition (left) – Final Game (right)

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Also, the yellow sign for the Weapons storage has been moved.

Trial Edition (left) – Final Game (right)

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Jail Cell Hallway

A shelf has replaced the pipes from the Trial in the Final game.

Trial Edition (left) – Final Game (right)

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Lobby

There are a pile of Boxes in the Trial on the top east corner of the second floor balcony. They are Replaced by a puzzle in the Final.

Trial Edition (left) – Final Game (right)

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West wing Reception office

A book is present on the couch in the Trial and not in the Final.

Trial Edition (left) – Final Game (right)

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Police Parking Lot

A box is in the security office in the Trial but not in the final.

Trial Edition (left) – Final Game (right)

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Basement Exterior leading to Sewers

There is detailing missing in the Trail that is present in the Final.

Trial Edition (left) – Final Game (right)

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1st Floor West wing hall leading to the Media Conference Room

A bench from the Trial is absent in the Final. Also note that the door to the Media Conference room has changed due to the room being redesigned.

Trial Edition (left) – Final Game (right)

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Cheif Iron’s Office

The office remain almost identical, the only difference being that many items are missing or unfinished and the couches have been moved and replaced in the Final game.

Trial Edition (left) – Final Game (right)

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West Wing Shutter Hall

A flourescent light fixture is missing in the Trial.

Trial Edition (left) – Final Game (right)

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2nd Floor Crow Hall

A locker is present in the Trial Edition but not in the Final.

Trial Edition (left) – Final Game (right)

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Chapter 4: Random Musings

This chapter covers anything which did not fit in any other category or just anything in particular.

Notice the use of RE 1.5’s Lobby couches in this Image.

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This image was amongst the extracted images. It is likely from a really early beta created before they had the actual statue model ready, since this one is clearly the statue from the Art Storage Room.

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The Weapons room has the same dimensions (as does most of the RPD basement) of its RE 1.5 counterpart. Note the recycled shelf models on both sides.

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Ah yes, we all remember the infamous Coca Cola look-a-like signs that appeared in both the beta and early release versions of the game. For those who don’t know, Coke threatened to sue Capcom, so all the references were removed in later releases of the game.

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Copyright Infringement! Woohoo!

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That’s pretty much all I have for now, more will be added or fixed as it is needed. I hope you enjoyed my massive waste of space and time!

[Article written by Leatherface74 – Thanks for the contribute!]

If you have some questions, comments, more infos or theories about this article, you are welcome to join us in the Unseen 64 Forum!

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