FPS

Iron Hammer [SEGA VR – Unreleased]

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Sega, flush with funds from the Sega Mega Drive (released as the Sega Genesis in North America), announced the Sega VR add-on in 1991. It was based around an IDEO virtual reality headset (HMD) with LCD screens in the visor and stereo headphones. Inertial sensors in the headset allowed the system to track and react to the movements of the user’s head. Because of development difficulties the Sega VR remained only a prototype, it was last seen at computer shows in 1993 and vanished from the release schedules in 1994. Four games were apparently developed for the system, each using 16 Mb cartridges that were to be bundled with the headset. [Info from Wikipedia]

One of these Sega VR games was Iron Hammer, a first person shooter with futuristic aircraft. A prototype of this game was somehow saved from the limbo and thanks to Nicola from Gamescollection.it, we had a brief chance to play it at the VGH 2008, a little videogames expo that took place in Monza (Italy) the last May. You can check the video below to see Iron Hammer in motion.

Video:

 

Gears of War [X360 – Beta]

It’s not often that current generation beta games fall into the hands of the ‘public’. So I was quite excited when I got the chance to play with a beta of Gears of War for the Xbox 360. The game’s size (as in, harddrive space), is quite small, so I’m unsure just how far the differences ago (as it may be audio languages or similar, I have no idea). But even in this late beta, some differences show themselves. 

Portal [PC – Beta / Concept / Unused]

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Portal is Valve’s professionally developed spiritual successor to the freeware game Narbacular Drop, the 2005 independent game released by students of the DigiPen Institute of Technology; the original Narbacular Drop team are now all employed at Valve. Certain elements have been retained from Narbacular Drop, such as the system of identifying the two unique portal endpoints with the colors orange and blue.

A key difference in the signature portal mechanic between the two games however is that Portal’s “portal gun” cannot create a portal through an existing portal unlike in Narbacular Drop. Portal took approximately two years and four months to complete after the DigiPen team was brought into Valve, and no more than ten people were involved with its development.

Portal writer Erik Wolpaw, who along with fellow writer Chet Faliszek of the classic gaming commentary/comedy website Old Man Murray were hired by Valve for the game, noted that “Without the constraints, Portal would not be as good a game.”

Portal Gun [Concept Art / Proto]:


Images still at Portal on Steam Store, Notice that some differences are:

  • The Colors of Portal gun was still in beta, but Portal Gun was changed.
  • Graphics looks a little better.
  • The Portals graphics was a lot of different.
  • When the portal gun shoots and open the gate, the graphic was a lot of different, there was more effects

The Portal team worked with Half-Life series writer Marc Laidlaw on fitting the game into the series’ plot. Wolpaw and Faliszek were put to work on the dialogue for Portal. GLaDOS was central to the plot, as Wolpaw notes “We designed the game to have a very clear beginning, middle, and end, and we wanted GLaDOS to go through a personality shift at each of these points.” Wolpaw further describes the idea of using cake as the reward came about as “at the beginning of the Portal development process, we sat down as a group to decide what philosopher or school of philosophy our game would be based on. That was followed by about 15 minutes of silence and then someone mentioned that a lot of people like cake.” According to Kim Swift, the cake is a Black Forest cake which she “thought looked the best” at a nearby bakery.

The austere settings in the game were a result of finding that testers spent too much time trying to complete the puzzles using decorative but non-functional elements; as a result, they minimized the setting to make the usable aspects of the puzzle easier to spot, using the clinical feel of the setting in the film The Island as reference. While there were plans for a third area, an office space, to be included after the test chambers and the maintenance areas, the team ran out of time to include it. They also dropped the introduction of the “Rat Man”, the character that left the messages in the maintenance areas to avoid creating too much narrative for the game.

The textures of the Old Portal Gun are still found in game files, however, the Purple and Blue color was changed to the original (orange and Blue):
*Click to Enlarge*

GLaDOS [Concept Art]:

The player’s model was at the beginning a male character, but then it was changed for the actual female character known as Chell. Chell’s face and body are modeled after Alésia Glidewell, an American freelance actor and voice over artist, selected by Valve from a local modeling agency for her face and body structure. Ellen McLain provided the voice of the antagonist GLaDOS.

Erik Wolpaw noted that “When we were still fishing around for the turret voice, Ellen did a ‘sultry’ version. It didn’t work for the turrets, but we liked it a lot, and so a slightly modified version of that became the model for GLaDOS’s final incarnation.”

Mike Patton’s voice also appears in the game performing the growling and snarling of the final core-chip of GLaDOS. The Weighted Companion Cube inspiration was from project lead Kim Swift with additional input from Wolpaw from reading some “declassified government interrogation thing” whereby “isolation leads subjects to begin to attach to inanimate objects”;

Swift commented that “We had a long level called Box Marathon; we wanted players to bring this box with them from the beginning to the end. But people would forget about the box, so we added dialogue, applied the heart to the cube, and continued to up the ante until people became attached to the box. Later on, we added the incineration idea.”

GLaDOS Protos:
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According to Swift, the final battle with GLaDOS went through many iterations, including having the player chased by “James Bond lasers”, which was partially applied to the turrets, “Portal Kombat” where the player would have needed to redirect rockets while avoiding turret fire, and a chase sequence following a fleeing GLaDOS. Eventually, they found that playtesters enjoyed a rather simple puzzle with a countdown timer near the end; Swift noted that “Time pressure makes people think something is a lot more complicated than it really is”, and Wolpaw admitted that “it was really cheap to make [the neurotoxin gas]” in order to simplify the dialogue during the battle. [Infos from Wikipedia]

In the beta trailer below, you can notice many rooms that were removed or heavily changed from the final game (also, the portals look different). The game seemed to originally have a more dark color scheme.

Video [Beta Trailer / Gameplay]:

Unused Stuff

This game contains some beta unused stuff, some of those images appeared in trailers, such as Red Portal, and the Effect of the Red Portal:

There was one unused sign that was never saw in any trailers, a sign with a Joke of the 300 Movie. It might be rejected due to copyright issues:

There is also a Unused GLaDOS voice in the game files, would might be used at the end of the game:

Thanks to FullMetalMC and Gabrielwoj for some of the images!
Also Thanks again to Gabrielwoj for the unused Stuff! 

Time Splitters 2 [XBOX/PS2/GC – Beta]

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TimeSplitters 2 is a first-person shooter available for the PlayStation 2, Xbox, and GameCube. The game was published by Eidos and developed by Free Radical Design, a company founded by some ex-Rare members. In February of 1999, 20 months before the release of Perfect Dark, several members of Rare who had worked on GoldenEye 007, including Steve Ellis, Karl Hilton, Graeme Norgate, and David Doak, left to form their own company called Free Radical Design. After they developed the first TimeSplitters, Free Radical Design began work on TimeSplitters 2, with the goal of creating a more fulfilling story mode alongside the Arcade and MapMaker modes. [Info from Wikipedia] In the beta version of the game, there was a different HUD and different design for some of the weapons. You can see a comparison below:

Thanks to Danny33 for the contributions & to Jay for the english corrections!

Beta Electro Tool:

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Final Electro Tool (beta HUD):

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Beta Laser Gun:

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Final Laser Gun (beta HUD):

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Beta Plasma Autorifle?:

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Final Plasma Autorifle (beta HUD):

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Beta Tactical 12-Gauge:

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Final Tactical 12-Gauge (beta HUD):

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Beta Soviet S47:

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Final Soviet S47 (with beta HUD):

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More beta images: 

Geist [GC – Beta]

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Work on Geist (early working title: Fear, changed to avoid legal issues with F.E.A.R., an unrelated video game) officially started in 2002. N-Space learned that Nintendo was interested in backing a first-person shooter/action game with a unique feel to it. N-Space came up with the idea of a game with an invisible man as the protagonist. From there, the concept changed from being an invisible person to being a ghost.

After about eight months of work, n-Space finished the prototype and sent it to Nintendo of America, from which it was sent to NCL. Nintendo latched onto the game, and it was decided n-Space and Nintendo would work closely together on development.

After six months of work, Shigeru Miyamoto suggested the idea of object possession as a game mechanic. Geist was first shown to the public at the E3 2003 and it was later stated that Geist would even be released in that same year. In the months after the E3, both companies realized they “weren’t working on the same game”; N-Space had envisioned Geist to be a first-person shooter while Nintendo (more specifically, Kensuke Tanabe) considered it to be a first-person action-adventure. Geist was present at both E3 2004 and E3 2005 – the separate visions each team had for the game led to many delays until it was finally released in 2005, two years after the initially stated release date.

A lot of gameplay mechanics had changed during development in these two years. From the E3 2003 demo of Geist, it can be concluded that many areas have been redone and placed in a different order. The story also appears to be a bit different. For instance, Bryson is not dying, but simply locked up when you meet him. In an early screenshot we can see a monster that isn’t in the released game. As for gameplay, much more has changed. In the demo, Raimi does not have the violet tinge to his vision when he is not possessing anything, nor does the physical world gets slower. Dispossessed hosts in the demo are unconscious, while in the game they are awake. In the finald game, Raimi looks roughly like an ethereal version of his physical appearance, but in the E3 demo, he’s a far more traditional ghost with a skeletal appearance and no legs.

Also, in the released game, Raimi does not fight other ghosts until the final levels, while they appear to be common enemies in the demo. Two abilities ghost-Raimi possesses in the demo were heavily adjusted. In the demo, Raimi can shoot ethereal blasts in this realm, while he can only do so in the ethereal realm in the released game. The ability to influence objects from a distance through psychokinesis was removed and replaced with the ability to influence objects through possession. [Info from Wikipedia]

There were at least two different HUDs in the beta version.

Thanks to Jay for the english corrections!

Images:
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Videos: