capcom

Tokimeki Requiem [Working Concept] – Unknown Platform

Here’s a long-lost Dating Simulator game concept from the 1990s, which artist Kinu Nishimura, best known for her work with Capcom, tried to pitch back then. Titled Tokimeki Requiem (working title), it is unknown how far this concept progressed. This particular pitch may have evolved into something else or been cancelled altogether. It’s hard to know. What is known, though, is that this game was going to target women.

Luckily, thanks to a rare page in an old Capcom magazine, we can get a glimpse of what this game might have been. Check out the translation below this picture.

Picture:

Translation (using Deepl)

Top green header section
デザイン室夜一夜 第1夜
Design Room Overnight – Episode 1

発掘! 西村キヌのまぼろし企画!
Unearthed! Kinu Nishimura’s Phantom Project!

“いまを去ることン年前……西村キヌが本業の合間につくった!? 温めていた謎の恋愛シミュレーション。その名は『ときめきレクイエム(仮)』!!”
“Many years ago… was this made by Kinu Nishimura in between her main work!?
A mysterious romance simulation she had been keeping warm. Its name: Tokimeki Requiem (working title)!!”


Pink text on top-left with picture of the two characters:
愛は力なり!!
Love is Power!!

“女性になるため、彼女の心のよりどころであった男子、2回も失恋した。いやいやすべての主人公はプレイヤーのキンチョーの糸をたぐりよせるように進行していくのだ。なんといっても彼の愛を勝ち取るのが目的。しかも全宇宙の女子制服の逆シンパターンを初公開!”
“To become a woman, she relied on this boy as her emotional support — but was rejected twice. No no, every protagonist advances as if pulling in the player’s tension thread. The goal is, of course, to win his love. And for the first time ever: a reverse-pattern lineup of girls’ uniforms from across the universe!”


Orange/yellow text block mid-right:
ターゲットの男の子は全部で11人!
The target boys total 11 in all!

“ビジュアルからタイトル構成まで、それぞれ一長一短ありまくりますが、なんとかひとつにまとめようと苦労したのがこれ…夢か幻か!! いやしかし、全部人間じゃない!? えっ…宇宙人に獣人、天使や悪魔まで…? わかるかな? わかんねぇだろうなァ…”
“From visuals to title composition, each had its strengths and weaknesses, but this was the result of trying to bring them together into one… was it a dream or an illusion!? Wait a second — not all of them are even human!? What the… aliens, beast-men, angels, even demons…? Can you believe it? Nah, you probably can’t…”


Small red text bubble near top right next to two characters
似てる!?
Do they look alike!?

ゲームシステム
Game System

“これが自分の分身となるヒロイン。ちなみに彼の名前は…って書こうとしたら、まだ決まってなかったらしい。”
“This is the heroine who becomes your alter ego. By the way, his name was… well, I was going to write it, but apparently it hadn’t been decided yet.”


Lower-left section, game screenshots:
更にゲーム画面では…!
And furthermore, in the game screens…!

“日常もままならない!! テストや部活で忙しい毎日、追い詰められ授業の居眠りは毎度恒例!! サーモの姿勢や部屋(簡単な模様替え)、校内探検、そして突然のバトル展開などイベントも盛りだくさん!”
“Daily life isn’t easy!! Busy days filled with tests and club activities, cornered into dozing off in class as always!! Adjust your posture or room (simple rearranging), explore the school, and enjoy plenty of events like sudden battle developments!”


Screenshot captions:

  • コップを割れれになった!!
    The cup got broken!!

  • 問題を解いた!!
    Solved the problem!!


Bottom-left red burst text:
ここまでやるとホントにゲームになりそう?
If we go this far, it might really turn into a game!?


Character list on right-hand side (vertical small captions next to each watercolor illustration):

  • 天使くん – Angel-kun

  • ゴーストスイーパー教師 – Ghost Sweeper Teacher

  • 設くん – Construction-kun

  • 改造島 – Modified Island

  • 人気アイドル – Popular Idol

  • PAロボJrくん – PA Robot Jr-kun

  • サイキッカー – Psychic

  • ホーミンくん – Homin-kun

Important: This game is not related to any Tokimeki games made by Konami. 

Onimusha: Dawn of Dreams [PS2] – Beta

Onimusha: Dawn of Dreams is the fourth mainline instalment in the Onimusha franchise, developed and published by Capcom. This instalment revamped the combat of the previous trilogy, introduced a new main character, a new RPG system, and a different direction altogether. However, before being released to the world, the game underwent several changes. One of which I think should have remained.

Images:

Differences:

  • Different stance when absorbing souls
  • Soki can charge up his sword to execute a powerful attack (just like in the Onimusha trilogy)
  • Visible HP bar on top for your companion
  • Requiem (Sword of Purification) once had a separate magic bar
  • Different lock-on stance
  • An online co-op feature was once planned, but wasn’t really implemented

Videos:

Differences:

  • Unused Requiem attack move
  • Different Ohatsu and Tenkai fascial
  • Different transformation (bright green flames)
  • Cutscenes were originally all in CGI
  • Ban Danemon soldiers are regular Genmas
  • The Issen attack lacks special effects (usually, the screen blurs for a few seconds, and your surroundings turn dark)
  • Faster Issen attacks
  • Marcellus appears as a boss briefly in the promo trailer
  • Unused battle stage  (It is possible that it was part of the Test of Valour missions, or a boss)
  • Slightly different save portal (Likely uses one from Onimusha 3: Demon’s Siege)
  • Soki is able to charge his weapon (similar to Onimusha 3)

Other Cut Content discovered by Murad58

  

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
 

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

Videos:

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

 

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