In these screens and in the video, we can see a series of concept arts and tech demos (for the 3D models and the animations) created by Capcom while the Resident Evil gamecube remake was in development. In these we can even find some pre-rendered backgrounds that were never used in the final game, as the “room on fire” or the “dark stairs” ones. It’s interesting to notice that Jill never uses all those kicks animations in the final version.
Resident evil is a survival horror created by Capcom and released for Playstation and Saturn in 1996. A porting of the game for Gameboy Color, developed by Hotgen, was supposed to be released within 1999 in a 4mb cartridge, but eventually Capcom decided to shelve it even if it was almost completed. A preview at ign.com mentioned the presence of new enemies and a quick-save feature.
In February 2012, thanks to a fundrising organized by Assembler forum, two different beta builds of Resident Evil GBC were released to the community. Every room, almost all the items and the cutscenes from the Psx version are present in this porting, but, apart from the zombies, every other enemy is either absent or still not animated. We can only use the handgun, the knife and the shotgun. By changing your location with the emulator it’s possible to get to the eliport, but there is neither a final boss or an ending sequence. In the second build we can play only with Chris and inventory chests don’t work anymore , but this beta seems to be more polished overall.
Interestingly, the build documented in the ign preview seems to be yet another pre-release version of RE GBC, showing brown zombies and a few little changes in the backgrounds.
In the official topic at Assembler Forum you can find more info about this great release!
Dead Rising is an action adventure / survival horror developed by Capcom and released in 2006 for the Xbox 360. As we can read on Wikipedia, Keiji Inafune, designer of Mega Man and Dead Rising, wanted the main character Frank West to be different from the usual Japanese main character. Instead of having a young and beautiful protagonist, he wanted an everyman that looked average rather than beautiful or ugly. Before chosing Frank’s final design, they created different models (especially for the face) that can be seen in the beta screenshots below.
Also, as noted by DCodes7, in the beta Isabella is holding a sniper rifle, but she never holds that weapon in the final game. Isabella’s brother Carlito is the only one who uses the sniper rifle.
In another old screen we see Frank reuniting an old couple in the middle of a zombie apocalypse after being separated. One think to note is that Frank reunites the old couple on the roof of the mall in the final, not at the entrance of the mall as shown in this image.
The camera HUD is different. In one of the images it shows the battery life of the camera exceeds 30 (thirty), in the final version of Dead Rising the cameras battery life is 30+ (thirty). Meaning that the battery life of the camera cannot exceed thirty, but the image shows that the camera battery life exceeded past 30 (thirty) in the beta. There are other small details of the HUD’s camera that are different from the final.
Bio Hazard Zero was going to be the first title of the saga of Resident Evil to appear exclusively on the Nintendo 64, after a perfect conversion of the second episode on cartridge (inclusive of all FMV). As the title suggests, the plot was developed on the events that brought the team the first Resident Evil BRAVO Team to disperse in the famous villa.
English translation by 8PM
Zero was first unveiled during the Tokyo Game Show in 2000. It was believed by the developers that the N64’s cartridge-based media would be more capable in handling the item dropping and partner zapping systems proposed for the game than the disc-based media used by the PlayStation and Dreamcast, due to the lack of loading times. However, production of the game shifted from the Nintendo 64 to the GameCube as a result of the transition to sixth generation consoles. Since the GameCube made use of a disc-based media, the programmers were forced to rely on clever programming methods to shorten the loading times. The graphics were improved dramatically due to the platform change.
In contrast to other known Resident Evil prototypes, which have been known to go through massive changes during production, the story and settings remained mostly unchanged in the released version. Rebecca’s original character design featured her wearing a beret instead of the red bandanna she wears in the original game. In the released GameCube version, she uses the same design from the previously released GameCube remake of Resident Evil.