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  • Dark Void [PC, Xbox 360, PS3] – Alpha, Beta & Concept Art Work

    Dark Void was a fantastic Double-A hidden gem developed by Airtight Games and published by Capcom in 2010 for the Xbox 360 and PlayStation 3, with a PC version following shortly after. While the game introduced two genuinely interesting mechanics: a fully functional jetpack and an ambitious vertical cover system, it ultimately failed to generate the commercial success Capcom had hoped for. As a result, all plans for a sequel were quietly scrapped.

    That outcome is particularly unfortunate given how turbulent and imaginative Dark Void’s development history was. Before it became the jetpack-driven shooter we know today, the game went through several radically different conceptual phases.

    According to Jim Deal, the project’s earliest pitch leaned heavily into an Indiana Jones-inspired adventure. Players would traverse exotic environments using motorcycles, jeeps, horses, and even airships, with a grappling hook allowing them to latch onto surfaces and swing their way forward. It was less about aerial combat and more about pulpy exploration and cinematic traversal.

    Pre-conceptualisation artist Stephen Daniele later revealed that, before the jetpack ever entered the picture, Dark Void was built around a shadowy enemy faction known as The Invisible Hand. A technologically advanced organisation clearly echoing the iconography of Nazi-era villains. The narrative framed them as an existential threat, one that needed to be dismantled before their influence spread further.

    Visually, the game was also very different in its infancy. Daniele noted that the original setting was intended to be the Mediterranean or North Africa, with heavy artistic influence drawn from Egypt in particular. Ancient ruins, desert landscapes, and sun-scorched architecture shaped much of the early concept art. At this point in development, the game was a stylised shooter similar to a Pixar film. However, as the project moved forward, the developer eventually opted for a realistic look.

    Only after multiple iterations did the jetpack flight system emerge. A decision that would ultimately define Dark Void. It is worth noting that Dark Void began development in early 2007 as a spiritual successor to Crimson Skies: High Road to Revenge because, at the time, Fasa Studios wanted to implement some on-foot third-person interaction, but unfortunately, it didn’t happen. Dark Void seemed like the right opportunity.

    Update: 16/5/2026

    Dark Void Content

    Sketches and Early Prototype:

    Don’t be confused if you recognise the image from the prologue. There’s a perfectly good reason for it. According to Stephen Daniele, Capcom wanted Airtight Games to adopt an approach similar to God of War: begin the game by handing the player almost every tool upfront, then gradually teach them how everything works.

    Because this opening sequence functioned purely as a tutorial, the developers placed it at the very start of the game. At the time, nobody realised they were actually controlling an early iteration of Will Grey! A small but fascinating detail that only makes sense in hindsight.

    Videos:

    A 1-hour chat with Stephen Daniele about the early concepts of Dark Void and some of the cut content, like the Motorcycle!

    Images from the 2008 E3 build

    Magazine Coverage With Early Preview:

    A fan-documentary of Dark Void covering the early codenames and more details on the initial concept of the game and the sequel.

    Credit: Huge thanks to Stephen Daniele for the early sketches and details that have gone unknown for 15 years!

    Alpha Footage of Dark Void

    Before Dark Void soared into the sky, and Will Grey kicked ass, the game had a completely different vision, graphics and, of course, character. In this early phase of development, the game had an entirely different name. The graphics were very reminiscent of a Pixar film, as shared by Stephen Daniele in a previous interview. However, Jose Perez III went on to reveal that some of the ideas in the early iteration of Dark Void were already in place way before Just Cause released. This iteration had a parachute, a grappling hook, a motorcycle (with guns!), aeroplanes which you could hijack anytime you wanted, and so many ideas.

    In many ways, the alpha footage of Dark Void had glimpses of the real spiritual successor to Crimson Skies: High Road to Revenge, because it included everything the developer wanted to show in the cancelled Crimson Skies 3.

    Videos:

    The alpha footage of Dark Void was revealed 15 Years later!

    Interview with Jose Perez about Tales from the Black Cloud and other interesting facts!

    Credit: Huge thanks to Jose Perez III for sharing a lot of never-before-heard details that have gone unheard of for 15 years!

  • Shadow of Rome [PS2] – Beta

    Shadow of Rome was a brutally satisfying hack & slash game on the PS2. It was also the game that laid the foundation for Dead Rising after the sequel was canned. Before the game’s release, it went through various changes. Check out the images below:

    Differences:

    • Different HUD for Agrippa and Octavianus
    • Different icons for the chariot race
    • Originally, Octavianus could throw a sleeping dart at enemies
    • The body catapult technique doesn’t have an SFX when the body hits the ground
    • Slightly different blood effect (more like tomato juice)
  • 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 & Concept Art Work

    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:

    This video contains these early differences:

    • Early boss HP bar
    • Different lightning in the Rabbit village
    • Different HUD
    • Different Bees colour texturing (?)

    This video contains these early differences:

    • Su Ling is wearing a different kimono
    • Kay is wearing a blue armour

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

  • 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

    https://www.youtube.com/watch?v=7lWsf3IEvSo

  • Legend of Kay 2: Black Cats [PS2 – Cancelled]

    Legend of Kay is a fun hack-and-slash 3D platformer developed by the German-based developer Neon Studios and published by Jowood in Europe and by Capcom in North America in 2005. The game was released to mixed reviews, but major critics were pretty positive about the game.

    There is no data on how Legend of Kay performed sales-wise, but after deep research, it turns out that there were plans to make a Legend of Kay 2. Unfortunately, Jowood ran through financial troubles back then, which led to its demise. As a result, the sequel was cancelled in 2006.

    Actual development on a prototype build began shortly after the original game’s release, and a few concept artworks were made. Unfortunately, that’s everything there is to see. There were plans for a PSP game that was also cancelled early in development!

    A fan-documentary video was made, detailing the inception of Neon Studios, the cancelled sequel, the PSP port and information on the remastered release. Please, Enjoy.

    Important: For those encountering these images elsewhere, they were originally unearthed and archived by me. and shared first here on Unseen64. I had to watermark them later.

    Sadly, someone  on YouTube reused them in a video without credit and removed my comments asking for attribution. I just wanted to set the record straight for anyone curious about the origin of these. Thanks for supporting original research.

    Video containing a mini interview with Lead Artist and Game Designer Anthony Christoulakis

    Credit: Huge thanks to Peter Thierolf!

    Images:

  • Ghosts ‘n Goblins 3D [Playstation – Cancelled]

    Ghosts ‘n Goblins 3D (AKA Makaimura 3D in Japan) is a cancelled chapter in the titular Capcom series that was planned in 1994 for the original Playstation, 3 years after the release of Super Ghouls ‘n Ghosts for the Super Nintendo. As far as we know this canned PS1 game was never officially announced by Capcom (but they did announce Ghosts ‘n Goblins for Nintendo 64) even if rumors about a 32-bit Makaimura were around at the time. In September 2020 a former Capcom artist shared a few pieces of concept art on Twitter, but later removed their message: those drawings are preserved in the gallery below, to remember the existence of this lost game. By looking at one of the remaining drawings, we speculate the game may have had an isometric top-down view.

    It seems Kouji Ogata (at the time a Capcom employee who worked on the opening of the SFC version of Super Street Fighter II) was originally in charge of Ghosts ‘n Goblins PS1 character design, but was later replaced by someone else (Pink Head?) before the project was just canned.

    Images:

  • Maximo: the Dark Knight [PS2 – Cancelled Pitch]

    Maximo: the Dark Knight is a cancelled “Adults Only” (AO) game pitch that was considered by Capcom USA to develop as a spiritual sequel to the Ghosts ‘n Goblins series. After Capcom of Japan shown their Ghosts ‘n Goblins N64 prototype to the press in 1996 (a game that was never released), a year later Capcom USA conceived their own pitch for Maximo on the Nintendo 64. As revealed by William (Bill) Anderson (Senior Game Designer for Maximo) in an interview published in our book “Video Games You Will Never Play”:

    “Bill: When I came to Capcom to develop Maximo the N64 was still the hot market, but Capcom USA only had one development team at the time and they were all working on Final Fight Revenge, which I was told would wrap up soon. Well soon doesn’t mean the same thing in Japan I guess for FFR had a producer over here from Japan and he wasn’t in any great hurry to finish the game. So it took a really long time to finally get a start date for the production and by then the N64 wasn’t king anymore and I was asked to change all of my designs to Playstation.”

    Final Fight Revenge was available in the arcades in mid 1999, but Capcom USA already started their new Playstation 2 pitch for Maximo: the Dark Knight in late 1998, to be able to start development before Sony’s second console would be released in March 2000. Their idea was to create an action game for adult gamers, with violent gameplay, realistic visuals and a mature storyline. To conceive a dark medieval fantasy setting suitable for their new game, David Siller (Creative Concept and Studio Director for Maximo) got in contact with Joe Pearson, writer and producer for such series as Roswell Conspiracies and Kong: The Animated Series. As written by Joe to Ross Sillifant:

    “It all took place in 1998. This was a paid gig from Capcom who approached me through a contact via David Siller whom I had worked with on the first Crash game. At the time, Capcom was seriously considering doing a hard R-rated for violence and sex dark Maximo medieval fantasy game and they wanted me to write up a concept Bible and opening game cinematic/introduction.

    This was a dream come true as I was a big fan of Michael Moorcock’s brilliant Elric book series and a real opportunity to delve into my own dark side and cut loose with some edgy over-the-top world building and scenarios. The result you can read for yourself. I think it’s pretty, horrifically successful in a dark fantasy way.

    It wasn’t easy as I was in full production as the Show Runner on the 40 episode animated Roswell Conspiracies series, but it was such a rare opportunity to cut loose, I made the time over a long weekend to write it up. Well, Capcom paid me for it, and then shifted over to the G-rated mode for the game itself so I never got to write out the script scenarios for the sexed up “Princess reward levels”.  Oh well, that’s entertainment.”

    In this opening scene written by Joe for the undeveloped Maximo: the Dark Knight pitch we can read:

    “FADE IN on a tortured landscape of jutting rocks and twisted trees. Flames burn from crevices torn in the barren earth. Smoke and fumes fill the screen. Distant, giant shapes can be dimly seen dwarfing the stunted trees. As the narrator speaks we slowly PUSH IN. The shapes emerge from the smoke—a deformed, one eyed cyclops with huge, misshapen hands and a second, tusked face embedded in its chest, a dead white giant worm, with the multiple legs and clawed tail of an earwig and the face of a baby, a jet black female Centaur with red burning eyes and hair, a sickly green, multi-limbed octopus with the face of a beatific, painted geisha (each tentacle ends in a lamprey toothed mouth), and a hairy, spider-like creature with the head of a ravening wolf, etc. (go wild, use your imagination)

    We move past the monsters to reveal Lilith on her titanic obsidian throne. She is supremely beautiful and terrifying. A giant, red skinned demoness, with black bat shaped wings and huge bull like horns (I’m picturing a beautiful female version of the Tim Curry character from “Legend”. Her lower legs and feet are goat-like. She caresses the head of a massive catlike creature with the spiked tail and armor of a stegosaurus. Piles of thousands of human skulls form pyramids on either side of her throne.”

    The original draft script for Maximo: The Dark Knight’s prologue is preserved in here.

    In the end Capcom USA sent their pitch for this adult-only Maximo to Capcom of Japan, that unfortunately rejected their idea. As told us by William:

    “No, no prototype of a realistic Maximo was ever produced. Once we submitted the full game design document to Capcom Japan, along with the concept art we produced they pushed back and said that they wanted all of the realistic looking games to come out of Capcom Japan, so that’s when we had to change the look and feel of the game. It was our intent to make a gritty and dark game from the start, so we were a bit ticked off when our producer rep from Japan showed up with a first playable demo of Devil May Cry, for it had the look and feel of what we had originally proposed. Oh well, nonetheless we ended up with a game more successful than even Capcom Japan had expected, so much so that they asked us to convert the game to Japanese first, so they could do a big launch of the game in Japan, before here in the US.

    Their second concept for a Ghosts ‘n Goblins’ spiritual sequel was Maximo: Ghosts to Glory, later released for Playstation 2 in December 2001. Maximo became a cult-classic for the console, but unfortunately the second episode “Maximo vs. Army of Zinsold poorly and the third Maximo game had to be cancelled.

    Thanks to Ross Sillifant for the contribution!