ps2

Rygar: The Legendary Adventure [PS2] – Beta

Rygar: The Legendary Adventure (or known as Argus no Senshi in Japan) is a fun action-adventure game released exclusively on the PS2. Despite the game being a critical success, that didn’t translate to acceptable sales. A sequel was planned and teased by Ninja Gaiden creator Tomonobu Itagaki, but nothing came out of it. It is possible that the game hasn’t gotten past the drawing board. We’ll never know.

Prior to the game’s release, we can observe a few differences in the HUD. Additionally, the prototype builds of the game came installed with a Making of DVD where Satoshi Kanematsu — the game’s producer— speaks a bit about his game. Also, in the September, October 2001 builds, and the E3 trailer of the game, enemies will keep respawning in certain areas infinitely until you clear the level.

In short, here are the differences I noticed:

  • Different HUD
  • Different running animation for Rygar
  • Different SFX
  • Lack of boss fights (as soon as you enter the arena, you’re welcomed with a GET READY TO ROCK screen)
  • Enemies keep respawning infinitely
  • Different blue orb colour for teleporting between levels
  • Heaven Diskarmor has a different colour and shape
  • Different Diskarmor icons altogether
  • Missing the glow from the orbs Rygar uses to attach his Diskarmor to

 

Austin Powers [PS2-Cancelled]

Austin Powers was an action-adventure game in development by n-Space and was intended to be published by Rockstar Games exclusively for the PS2. Development started around the late days of 1999, and was silently cancelled sometime in 2003. Take-Two officially announced on February 27, 2001, that they were delaying the game to 2002. And since then, nobody has heard anything from the game.

From IGN’s write-up, we get to have a glimpse at what the game was going to be all about:

“Being developed by n-Space, the team responsible for Danger Girl and both third-person Duke Nukem adventures on the PlayStation, the as-yet-unnamed Austin Powers adventure was to feature dancing, photography, and mini-games in addition to a multi-character third-person action core — in theory, you’d be able to play as Powers, Felicity Shagwell, Fat Bastard, and all the rest of the movie’s cast. It’s likely that the game will see some reworking, though, in order to sync better with the theme of the next movie. The delay should also give n-Space a little more breathing room in its crowded development schedule, which includes the first PS2 Duke Nukem game, also to be published by Take-Two.”

Bear in mind, this game had no link to Mojo Rally whatsoever. This was to be a separate game in the Austin Powers franchise. 

Alter Echo [PS2/Xbox] – Beta

Alter Echo was a strange, ambitious beast—an action-adventure title that dared to fuse multiple gameplay systems into something boldly experimental. It had style, ideas, and a confident strut all its own. But despite all this, the game didn’t walk away with awards. THQ’s gamble didn’t pay off commercially, and Alter Echo quietly faded into obscurity—at least for a while. Years later, it would resurface as a cult favourite, remembered by those who stumbled onto it as something genuinely ahead of its time.

But before Alter Echo became the shape-shifting, time-bending spectacle it’s now remembered as, it went through some major changes in its earliest form.

Back in its early development days, the game looked—and played—differently. The camera system mirrored that of Devil May Cry, relying on fixed cinematic angles to introduce players to action. Nevin, the game’s protagonist, was also nearly unrecognisable: a different face, a different suit, and different visual effects altogether. It was only after internal feedback from a THQ producer, who pointed out the visibility issues caused by the original camera, that Outrage made a drastic shift. The decision not only overhauled the game’s visual design but also impacted its performance, cutting the framerate from the intended slick 60 frames per second down to 30.

With the new direction in place, Alter Echo moved to a fully controllable 3D camera, and Nevin received his final redesign. His allies, Arana and Stom, still wore the original red/orange suits late into development—until the team finally settled on their now-iconic bluish armour for the retail release.

Apart from the visual differences, in the early E3 trailers shown, the time dilation for Nevin was much slower than the final release. There were different gunshot and slashing effects as well as different icons for the Time Dilation.  The HUD colour was different. The running and jumping animations for Nevin were also different. Below, you’ll find a comprehensive gallery of the early changes, and more!

Early Footage of Alter Echo Build:

Later Build:

Videos:

Fan-documentary containing insights from Lead Designer Andy Crosby

 

Pitfall: Return to the Jungle [Edge of Reality] — PS2 (Original Pitch)

Pitfall: The Lost Expedition is one of the most unknown 3D platformers of all time. The game featured robust gameplay mechanics, a fantastic storyline, and an amalgamation of Metroidvania elements all installed into the game. However, did you know that way before the game was even made, the folks at Edge of Reality had an entirely different vision in mind?

According to Richard Ham, the original concept of the game would have played more like the Uncharted series; Pitfall Harry would fight against dinosaurs and huge creatures, along with an emphasis on using guns more than fists and kicks. Unfortunately, this concept was denied by Activision, as they wanted a robust platformer that would stand tall face to face with other prominent mascots like Jak & Daxter, Mario, and Crash Bandicoot. Activision, basically, wanted to have their own Mario killer. A cartoonish take on the Pitfall series as opposed to Pitfall 3D on the PS1.

There isn’t much information about this original concept apart from a document made by Richard Ham and a video of the legend himself mentioning RTTJ in a few lines. (More details from the document will be available in a separate article!)

 

Director Richard Ham talks about the original concept in a few lines starting at 9:32

 

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
  • 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

Images of early builds, along with three concept arts

YouTube video documenting the commercial and critical performance of the game