Project Flame was a cancelled 2D run-and-gun game that began development in 2008, originally conceived as a Flash-based title with plans to expand onto PC, iOS, Android, and even consoles (Xbox 360 Arcade). Spearheaded by a Syrian developer based in the UAE alongside a small team of artists and programmers, the project reached a playable demo stage that showcased a couple of levels.
Unfortunately, by 2010, internal disagreements and funding issues led to the team’s dissolution and the eventual cancellation of the game. To preserve its existence, the developer later uploaded the demo to their Behance page, allowing others to experience a glimpse of what Project Flame could have been.
Credit: Huge thanks to TunisianRetroGamer for the discovery
Castlevania: Lords of Shadow is a modern reboot of the Castlevania franchise originally developed and published by Konami. Mercury Steam managed to revamp the combat of the original franchise, injecting a well-done combat system undoubtedly inspired by several action games of that era. Not only this, but the art direction of the Lords of Shadow is nothing but a work of art. Before the game was released for the PS3, Xbox 360, and PC, it underwent a few changes. Most of the beta content is challenging to find, but there are a few differences and cut content we can observe below.
Images:
Videos:
This video is important as it shows a glimpse of the initial pitch of Castlevania: Lords of Shadow. The game was originally going to feature Simon Belmont, but that didn’t happen. Eventually, Simon Belmont, Alucard and Trevor were incorporated into Mirrors of Fate.
Below, you’ll find a couple of iterations and cut characters. One of whom looked fascinating in the design process.
Frankenstein Dracula
While attempting to create a compelling design for Lord Dracula, Mercury Steam generated a host of iterations. One of them was a Frankenstein Dracula that didn’t make it past the cutting room floor.
Menacing, bloody and gruesome are just some of the words one can use to describe these early designs of Lord Dracula. While Dracula didn’t make an appearance in Lords of Shadow or Mirrors of Fate, he was the main character of Lords of Shadow 2.
Alucard
Another character that went through various iterations was none other than the Prince of Darkness himself, Alucard. In these early designs, we can see that Alucard bore a slightly different look. That is pretty much everything I can find from the beta footage of Castlevania: Lords of Shadow.
Dead to Rights: Retribution is often remembered by fans as a gritty, no-nonsense third-person shooter released in 2010 by Volatile Games and published under the Namco Bandai umbrella. This game was a reboot of the Dead to Rights franchise that brought back cop Jack Slate and his loyal companion Shadow, delivering a hard-hitting experience that combined close-quarters combat with gunplay. But what most people don’t know is that Retribution wasn’t always the game we got.
Long before the final build took shape, the project began life under a very different title— Dead to Rights: Redemption. This early version aimed to be a grounded reboot — more noir, less neon. Gone were the exaggerated shootouts and over-the-top spectacle. In its place was something colder, leaner, and more emotionally restrained. Jack Slate’s original design reflected this direction: vulnerable, more human than action hero.
Several experimental ideas were on the table during this phase. A set of mini-games, deeper Shadow integration, Co-op features, and even a multiplayer mode originally titled “Banged 2 Rights.” Many of these never made it past early prototyping.
So what brought about the change?
According to Assistant Lead Designer and Story Writer Ben Fisher, the game’s tone was restructured after a shift in Namco’s internal direction, specifically from the American branch. Fisher noted:
“With a producer change at Namco US, the game shifted more towards a ‘core’ Namco tone. What they had in mind was more like Tekken, so we layered up some of the more operatic tone over time — in fact you can see the roots of a more grounded tone in the mocapped cutscenes because they were recorded first.”
What started as a slow-burning crime drama gradually morphed into the stylised, bombastic action game we now know as Retribution. That shift wasn’t just tonal — it bled into every corner of the design, from visuals to pacing to Jack’s final character model, which bore more resemblance to comic book anti-heroes like The Punisher than his original noir blueprint.
Below, you’ll find rare concept art and early design documents from the Redemption phase of the game, showing a version of Jack Slate that almost was.
Concept Art:
How Different Was Redemption to Retribution:
Redemption had an entirely different look for Jack Slate
Different Voice Actor early on
Different locations
Slightly different combat
Different story (returning characters from DTR1)
Different environments (obviously)
Planned multiplayer mode
Planned mini-games
Planned adrenaline mode (kinda like those games where time stops and you do multiple executions)
Planned morality mode (either kill or spare)
Videos:
Fan-documentary containing a mini-interview with Ben Fisher and other trivia
Huge thanks to Evan Hanley (extra research) and Mr Pinball64 (document)
Dead to Rights: Retribution, or Redemptionas it was known early in development, is a third-person shooter developed by Volatile Games and published by Namco in 2010. This is the 4th and last game in the DTR franchise, originally created by Namco Hometek. Below is a trailer that shows several changes prior to the game’s release.
Videos:
Different running animation
Different walking animation
Captain Innesse looks different here
The guy Jack beats to a pulp in the final release looks different here
Slightly different combat animation
Temple Tower is different on the outside
Tseng shoots Triads instead of Police Officers in the trailer
Lack of blurred focus during special execution
Slightly different pause menu
The enemy’s blood splatters on the suit. This isn’t present in the final release.
Early young Jack Slate’s look and outfit
Different HUD
Gun smoke when you fire
Beta gun recoil
Early combat
Early executions
Different environment
Different enemies
Images:
Credit: The environment screenshots are made by artist Darren Nourish.
However, few people know that Shadow of Chernobyl was planned to be released on Xbox 360. Not only that, when the game was called Stalker: Oblivion Lost, they also wanted to release it on Xbox Original, but the idea was postponed.
After the long-awaited release and the start of development of Clear Sky, GSC announced that Shadow of Chernobyl would be released on Xbox 360. However, this idea was discarded after the release of Call of Pripyat.
Quite recently some build of Shadow of Chernobyl was leaked on the Internet. In many ways it was the same game, but with one “but”: it had an inventory wheel, stylized for a gamepad, and in the tutorial instead of the keyboard keys, as it was in the PC version, there were console keys (and from the Xbox!).
Whether this was the exact build that was talked about back in 2007, or whether it was a relatively recent version meant to be re-released on modern consoles is unknown. Well, time will tell.
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