Phase Zero (also know as “Hover Hunter” in early previews) is a cancelled first person shooter developed by Hyper Image for the Jaguar. A playable demo was somehow leaked online and many videos and reviews of the game can be found on Youtube. Phase Zero looked really nice and it was fun enough, but something went wrong during the development and Hyper Image were not able to finish their project.
Thanks to Celine for the contribution! Scans from Cd Consoles magazine, issues #4, #5, #8 and #13.
Resistance 2 is a FPS developed for the PlayStation 3 by Insomniac Games and published by Sony in 2008. Metin has noticed a lot of differences between the old footage and the retail release (and even the private/public beta). The differences are mostly found in the multiplayer mode, as they didn’t change a whole lot in Single Player (or we did not see much from the early development so can’t accurately measure the changes). In Chicago, Hawthorne, Capelli and Warner run with you from the beginning through the alleys. These were previously Black Ops soldiers running with you and it was also a Black Ops soldier who throws a can to the other side of the street to determine where the Hellfire is.
The beta multiplayer mode:
* Objectives had a real names (go take over the gorge, go take over the lumber mill) instead of “capture the beacon” on every single beacon.
* Augers had the RFOM shield (a plate shaped shield in front of you instead of half a circle in front of you).
* Wrath was called the Minigun early on, it didn’t spin up so fast as it does now and it was less powerfull.
* Marksman was called the Sharpshooter early on, and it didn’t have the 3 bullet burst, it had a regular 1 shot with 10 bullets in a clip instead of 33.
* When you killed someone you’d see ammo boxes pop out of there bodies (might sound weird but it actually looks good).
* Grenade boxes looked like the grenade boxes in Co-op.
* Carbine had alot of recoil and a different aim.
* The water on the ground of Orick was not there in the early footage, it only had a dry ground. Also Orick was called Scotia before the private beta began.
* Also in the lumbermill there is a sort of catwalk going to the top, it’s where a Titan spawns in R2 co-op, they had large iron crates there, and wooden poles ontop of eachother there, these were removed in the final game.
* Secondary fire for the Wrath was supossed to be like this: you press R2, you drop a tripod and you get a shield up in front of you. You can’t move, just turn and aim. You could only be killed by a grenade, someone meele’ing you in the back, or a Sniper shot right where the barrel of the gun comes out. (my guess is they changed this because it would not work in a fast paced game like R2).
* Burning cars looked amazing, there was good looking fire, and thick black smoke coming from burning cars. The smoke would not go straight up in the air but it had a small twist to the right, probably due to wind.
Thanks to Metin and Robert_Kendo for the contributions! Thanks to Jason for the english corrections!
Metal Head is a 3D shooter with mechs developed and published by Sega and released for the Sega 32X add-on for the Sega Mega Drive in 1994. Rod_Wod found some screens from an early beta / prototype of Metal Head, in which the main robot was still an unfinished ensemble of basic polygons. Check the video below (from the final version) for comparison!
Warhammer: Dark Crusaders is a cancelled FPS that was in development for PC by Mindscape in 1995 / 1996. This project is not related to the RTS “Warhammer 40,000: Dawn of War: Dark Crusade” expansion pack that was released in 2006. The 1996 Dark Crusaders was going to be one of the few first person shooters based on the Warhammer world, but the gameplay was not that much fun and in the end Mindscape decided to never publish the game, even though it was almost complete.
PC Gamer Online even reviewed a review-copy, with a 65% score:
Initially, the gameplay bears a strong resemblance to another squad-based shooter — Terra Nova — but unlike the sleek, efficient commands and diverse missions in TN, Dark Crusaders doesn’t let you make the most of your squad, and the missions don’t really require you to either.
During each of the 15 missions, which range from kill-’em-all scenarios to more specific reconnaissance missions, there are commands to order your troops to explore, follow, and teleport to and fro. But regardless of which command you choose, the results seem to be the same as if you left your brethren at home.
When ordered to explore, troops merely bump around walls shooting any enemies they encounter, then bump around some more often getting stuck in tight passages or wandering about aimlessly, leaving any and all mission-related work for you.
The weak command interface is so disappointing that during most missions it hardly seems worth the effort to even add units to the roster, since you’ll end up doing all the work yourself.
It seems that the FMV sequences used in Warhammer: Dark Crusaders were later recycled for Warhammer: Final Liberation, a turn-based tactics game published for PCs in 1997.
Derboo found a screenshot of the game in an old Korean magazine, if someone has saved more images or videos from old magazines or websites, please let us know!
Thanks to Jason for the english corrections! Thanks to Michal Fridrich and Tragos2d for the scans!
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