Resident Evil 5 was officially announced on June 2005, but it was shown to the public for the first time only two months later in a CG trailer. Capcom created another trailer for the game in 2007. 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.
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.
Granville has wrote an interesting topic in the U64 Forum, in which he showed us some misterious textures that seems to have been found by The Spriters Resource in the Megaman Starforce code. In these textures we can recognize various 3D models from the Megaman Battle Network series!
The problem is that there was no 3D MMBN for the DS and MMBN5 DS was just a compilation port of both GBA versions of Battle Network 5. It was pretty much identical to the GBA as it had the same 2D graphics apart from a couple of models. There were a total of 3 3D models in MMBN5 DS- Megaman, Protoman, and Colonel. The Megaman model that was found in MM Starforce could be from BN5, but that’s about it. Hidden in the MMSF code there’s Lan, some kid, a town, Lan’s room, and some net areas all in 3D and can’t be found anywhere in BN5DS.
As Granville has wrote, it could be possible that Capcom used “MMBN5’s engine as a base for Starforce at first. Likely they intended Starforce to be a true Battle Network 7 originally, but then they modded the game so much that it became its own series.” If this is trye, then these Battle Network 3D models could be the only remains from the original Starforce prototype.
You can read more info about these unused models at Mega Rock Blog!
Here are some beta images from MHFsilver, used in promotional videos and articles:
These images show a wide difference between the beta and final version. Some images include their beta version compared to their final version. For more information, you can check the Rockman EXE Zone Forum!
Thanks a lot to Granville, MegaRockReborn,tgarciao and MHFsilver for the contributions and huge props to MegaRockEXE for the find!
Mega Man X3 was released in 1995 by Capcom. It was the third game in the Mega Man X sub-franchise and the last to appear on the Super Nintendo. GoldS has found some unused objects and behaviors that were still hidden in the game code, and you can see them in the following videos. Props to him!
Ian has made us to notice that:
Video 1:
The Ganseki may have orinnaly droped spiked balls on Zero in the intro stage, In the final the spiked balls just drop from the ceiling.
The Wild Tanks may have orginaly been completly submereged underground as to surprise the player but, in the final the “arm” is left out as to give the player an advantage.
Looking at the bottom entering door in Hornet’s stage may have been a test for doors that enter from another side that the right, Like in Mega Man 1 witch had doors that oped from the top and bottom of the screen.
The Ride Armor Boss may have been a test for a possible fight with Vile’s Ride Armor on Auto-Piolt or somthing, It may have been a fortress level boss as when defeated X does his victroy pose and warps out(Like finishing a end level boss), In the final Vile is in his Ride Armor before it’s destroed.
Video 2:
The Harmfull Carry Arm may have been a trap confusing players into taking damages, or the orignals may have had a timer so that if the player took too long they would begin to take damage.
For the Upside down enimies they may have been a time when these enemy types would cling to a ceiling to attack and or surprise them.
Thanks to Bowsersenemy and xMrNx we can see some unused Zero sprites and a strange W Meter bar that are still hidden in the game code. It seems that the unused W meter could be found in the memory of MMX 1 and 2 as well.
Monster Hunter is an action role-playing game for the PS2, developed and published by Capcom. The tent in the Hunter’s camp was different in the beta version: it looked more “futuristic” and it did not have the top part. It can even be seen in the original Monster Hunter trailer from E3 2003 (and maybe there are even more differences in there? Can you see more changes?)
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