FPS

Halo 2 [Beta – XBOX]

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Halo 2 was officially announced in September 2002 with a cinematic trailer. The trailer was subsequently packaged with later Halo: Combat Evolved DVDs. A real-time gameplay beta video was shown at E3 2003, which was the first actual gameplay seen by the public; it showcased new features such as dual-wielding and improved graphics. Bungie informed the public on development with weekly Halo 2 development updates which started on January 16, 2004 and ended June 25, 2004; the weekly updates became standard on the Bungie website even after the release of Halo 2. With only a year to go until release, Bungie went into the “mother of all crunches” in order to finish the game. The cliffhanger ending of the game was not originally intended, and resulted from the frenzy to ship on time. [Info from Wikipedia]

Thanks to FullMetalMC, Randy 355 & Earthwormjim for the contributions!

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A beta enemy cut from the game called the Flood Juggernaut! Although it is still in the disc it does not have any spawn points and no dying animation. Some people think its a Hunter Flood form but the Hunter can not be turned into a Flood because it is made up a bunch of worms and have no central brain system. Personally, I think its a Flood version of an enemy that was also cut called the Sharquoi. [by FullMetalMC]

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This beta vehicle was called the Mongoose and although it didn’t make it to Halo 2 it has been officionally announced that it will come out in Halo 3. This vehicle’s advantage was its speed and was good at getting to places in a short time but did not have any weapons. [by FullMetalMC]

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Another cut enemy or the Drinol. It is based on an enemy from Bungie’s previous series, Marathon. Since the other Covenant have human nicknames such as Elite for the Sangheili I believe that the Sharqoui and the Drinol are in fact the same enemy. I have come to this conclusion because there are no other beta pictures that prove otherwise. [by FullMetalMC]

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A Jackal Carrier? Whatever it is, it was obviously cut from the game. Also still in the disk but unused. [by FullMetalMC]

From an article at EuroGamer we can read more info on the development of Halo 2:

“The graphics engine that we showed at E3 2003, driving around the Earth city… That entire graphics engine had to be thrown away, because you could never ship a game on the Xbox with it,” Butcher sighs. “Through putting ourselves through hell, we were able to do a five-minute demo of it, but after we came back from E3 we had to admit that this graphics engine was never going to work – it was never going to support the kind of environments that are really important for a Halo game. So we literally scrapped the entire graphics engine and started from scratch.”

“Even that whole environment, the Earth city, was way too big for the engine at the time,” adds Carney. “We ended up cutting out huge parts of geometry from that level, so you never actually saw that.” […]

“We were building stuff that just couldn’t be played, in any engine,” says Butcher. “We built, and detailed, and went a huge way down the path with a whole bunch of environments and levels for the game that just totally didn’t make it. If you look at the level with the Flood, inside the quarantine area – that is the remaining 20 per cent of a gargantuan, sprawling level that was meticulously built and hand-constructed, but that could never, ever have shipped in any engine.” […]

“It was too ambitious. We had a lot of ideas about other games we’d played, and things that we really wanted to try – but when we got in there, we realised that it was going to require a lot more effort to make it as good as our single-player and our standard Slayer and CTF experiences. We had to cut our losses and just ship with what we were all happy with.” […]

“The original plan had you returning to Earth at the end – which you did, at the end of Halo 2, for about three seconds before it abruptly ended,” says Griesemer. “I think if we’d been able to finish that last couple of missions and get you properly back on Earth, a lot of the reaction would have been placated.”

Another removed feature was a sort of “sea monkey fish tank“:

We should have a little fish tank like thing that had little flood tadpoles in it swimming around. We affectionately called them the “flood sea monkeys.” […]

I remember Harold clearly told us we were going to be locked out of the source depot at 6 am. Well Vic is trying to get these things to animate in a cool way keeps making tweak after tweak to them as we’re hurtling toward 6 am. At this point everyone’s slap happy because we’ve been crunching so hard and for so long. Somehow at the last minute that we’re checking in we notice that Vic’s last tweak to the sea monkeys totally breaks their animations and now they were floating around in their tank it a hilariously ridiculous way, but it’s 6 am and Vic is freaking out. […]

In the videos below you can see more about the game’s development and the removed weapons, levels and characters.

More light was shed on Halo 2’s hectic beta development by the extra content in the Halo 3 collector edition. The first iteration of the space station was expansive enough to drive vehicles around it. Master Chief was to tow the Covenants’ bomb using a Warthog and dispose of it. Following this he boarded a Covenant ship (in place of that deleted level is the cutscene where decimates with it an explosion). Miranda Keyes was introduced inside the ship, and the Chief was tasked with destroying it from the inside. He accomplished this by using a Wraith and shooting its power core.

Miranda had a different role in older plots. She distrusted the Master Chief because of her father’s death and did not comprehend the Spartan’s dire concern for the activation of the rings. Arriving from a mission, the Chief stumbled into her making a truce with the Prophets inside a Phantom. The unlikely allies conspired to plant an explosive on the Spartan’s back and detonate it to eliminate him and the Gravemind. The Gravemind appeared more frequently in older builds. Its tendrils emerged from fissures in the levels, occasional attacking and obstructing pathways. To reach the Flood mastermind the player had to go through some caverns.

On the topic of removed campaign segments, a map that went by the codename “Forreruner Tank” was abandoned. The Arbiter was to race the Master Chief to the Activation Index. Bungie’s original plan was to have the player play through three additional stages instead of ending the game with the Chief arriving in Earth’s orbit. The heretic faction was initially compromised of only Hunters. They were fought on a moon adjacent to one of the Halo Arrays.

Images:

Various Concept Arts:

Videos:

Tech demo + Prototype UI & Live

Making Of and team’s comments:

Removed Scenes, Weapons Vehicles and Characters:

Multiplayer:

 

Perfect Dark Zero [XBOX – Cancelled]

Perfect Dark Zero started out as a prequel to Rare’s highly successful Nintendo 64 FPS title “Perfect Dark”. Originally planned for a release on GameCube, Perfect Dark Zero became a Xbox game as Microsoft acquired both Rare and the Perfect Dark franchise. Perfect Dark Zero first appeared on an E3 2001 list for the Nintendo GameCube lineup. However, it was not until Microsoft’s X02, where they announced the acquisition of Rare Ltd,  that Perfect Dark Zero appeared again. While it was said to be released until late 2004 at latest, nothing but a few artworks of a cel-shaded Joanna Dark were shown, which saw heavy criticism from fans of the N64 classic. This criticism as well as internal issues led to the game being started again. While the game got a more realistic art style, several key people who had also worked on Perfect Dark left the studio including PDZ’s original lead programmer Brian Marshall, Jamie Williams and B Jones. Thus the title saw several delays. In late 2004, it was decided to release Perfect Dark Zero to Xbox 360, on which it was released as a launch title  in 2005.

Mai-hem, a Chinese super villain with a comedy name. With her long pig tails weighted down at the end the idea was that she would use them as a fighting weapon even though she looked unarmed. In the final version Mai-Hem was still a villain, but looks vastly different and she no longer uses her hair as a weapon.

Images & concepts from the Xbox version:

Videos:

 

House Of The Dead 3 [Cell Shading Proto]

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House of the Dead III in cell Shading?!? It seems impossible, but let’s take a step back in time … It was 2003 and House of the Dead III, the famous Sega shooter, raged in the arcades, like previous episodes of the series.

Sega decided to port it to a home console, and since it was based on the Sega Chihiro hardware, they decided on the Xbox. So, SEGA announced the development of a port for Xbox was under way and showed some screens to the public. The early screens had a special feature, using the technique of Cell Shading which made ​​the game look like a color cartoon, with characters drawn with a black marker.

However, the idea was soon abandoned. The causes of abandonment are still unknown, but it is thought that the idea of a graphic “cartoon” in a game as violent as HOTD III would not satisfy the fans, who would definitely prefer “normal” graphics.

Thanks to UK Boogie for the english translation!

[spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]House of the Dead III in cell Shading?!? Sembra impossibile, ma facciamo un salto indietro nel tempo… Era il 2003 e il gioco House of The Dead III, il famoso titolo sparatutto SEGA, imperversava nelle sale giochi; come per i precedenti episodi della serie, si era deciso di realizzare un porting per una console casalinga, e dato che il Sega Chihiro, la scheda su cui girava HOTD III, era basata sull’ Xbox, si decise per quest’ultima. Così, SEGA annunciò al pubblico che lo sviluppo di un porting per Xbox di HOTD III era stato iniziato e mostrò al pubblico alcuni screen. Quest’ultimi, avevano una particolarità, utilizzavano la tecnica del Cell Shading, un particolare sistema che faceva assomigliare il gioco a un cartone animato, grazie a colori un po’ più carichi e al contorno dei personaggi, che era tracciato con un pennarello nero, proprio come un disegno di un cartone.

Tuttavia, l’idea fu presto abbandonata. Le cause dell’abbandono sono ancora sconosciute, ma si pensa che l’idea di una grafica “cartoonesca” in un gioco violento come HOTD III non abbia soddisfatto i fan, che preferivano senz’altro una grafica “normale”.[/spoiler]

Images: 

The Y-Project [PC,XBOX – Cancelled]

The Y-Project (announced in summer 2000) is a cancelled FPS that was in development for the original Xbox by Westka Interactive (later known as Joy Labs), conceived as something like a german version of Deus Ex. It would mix shooting action with role-playing elements and many different devices, from guided missiles to magnet boots for walking on ceilings. The game used the Unreal 2 engine, so the graphics looked pretty good at the time:

“Players assume the role of a hero who must keep a genetically altered race of insects from destroying the human population. The game is set in and around a huge city infested with dozens of different kinds of insect enemies. Players can join a military faction and blast their way through the game using 16 different types of upgradeable weapons, or they can join a scientific faction and reason their way through the game by solving puzzles. Players can also freely switch factions at any point during the game.”

Unfortunately VIVA Media Germany (owners of Westka Interactive) refused to give more money to complete the game: in spring 2003 the team had to be closed and Y-Project was officially cancelled. Former Westka Interactive developers then opened another company called “Joy Labs” and started a new game titled “Das Reich 2005” (announced in early 2004). It was set in an alternative history in which the Nazis not only won World War II, but also seized power over the entire world. The only hope of all mankind was a small group of those who clandestinely resisted the Nazis (among them was the game’s protagonist). Like in The Y-Project, the graphic in Das Reich 2005 was quite impressive for its time.

Unfortunately no publisher was found for Das Reich 2005: Joy Labs could not finance development and their new project was also abandoned.

Thanks to Josef for the contribution! Details from «Игромания» magazine, 02 (113) 2007

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Video

 

EXO [PS2 – Cancelled]

EXO is a cancelled FPS that was in development by Particle Systems / Infogrames for the Playstation 2. It was going to be released in 2002, but during the development something went wrong and the project was canned. It’s possible that EXO was axed when Particle System was aquired by Argonaut and became Argonaut Sheffield. The studio was officially closed down in october 2004.

In the original press release we can read some features of the game:

Tactical combat throughout 18 diverse indoor and outdoor locations;

Intense combat against 14 distinct enemy types with multiple variations, each demonstrating advanced artificial intelligence and the ability to learn;

The story unfolds across the whole game with cinematic cut-scenes and through 12 intelligent, individual team members with their own hopes, fears, and motivations

Physics-based character animation and a new photometric graphic engine show unparalleled levels of realism of characters and their surroundings

You can find a nice gallery of artworks realized for this project at Gar HJ’s Website!

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