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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:

Concept Sketches

Videos:

This video contains info on the early look at Nevin and some different environments. Here they are:

  • The walls Nevin uses to climb are green. In the final release, they’re blue.
  • The legs of the agile form are green. They’re black in the final release
  • Gun form has a sort of projectile that Nevin throws around, and it ricochets. In the final release, it is like a plasma orb.

Fan-documentary containing insights from Lead Designer Andy Crosby

 

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
  • The 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
  • Blood splatter on the floor

Images of early builds, along with three concept arts

YouTube video documenting the commercial and critical performance of the game

 

Dead to Rights [PS2] — Beta

Dead to Rights was a fantastic third-person shooter inspired by many Hong Kong and action noir thrillers. The game sold more than 500k copies in its prime and was well-received by critics and players alike. This article takes a trek back to the past, covering some of the changes as seen in the E3 2001 footage.

Some of the changes are the following:

  • Different running animation
  • Different combat moves
  • Different clothes
  • Different environment
  • Special finishing moves are absent from the final game
  • Different HUD for both your HP and weapons
  • Different aim pointer

Images:

Video

Beta vs Final differences

  • Different gun sfx
  • Some pick-ups are in different places
  • Hildy’s posters aren’t on the wall
  • Different NPCs waiting to get into the club
  • Different truck when chasing Augie Blatz

E3 Footage of the game, back when the controls were inspired by Syphon Filter. (Confirmed by one of the designers)

 

Rygar 2 [Xbox-PS2] Cancelled

Rygar: The Legendary Adventure is a fun action adventure on the PS2 released in 2002. The game was well-received among critics, going as far as receiving nominations for various awards. While it did well critically, it sadly failed commercially. Rygar was unable to dethrone competitors like Shinobi and Devil May Cry. While Tecmo was working on a Ninja Gaiden game back then, rumours began to surface about a potential Rygar sequel in the works. The first mention of a Rygar follow-up appeared in an Electronic Gaming Monthly magazine issue and an IGN article in 2004 where journalists reported that Tecmo was gearing up to showcase the next chapter in the Rygar franchise. Game Informer caught up on the news and interviewed Tomonobu Itagaki to obtain more scope on the matter. The aforementioned assured everyone that he would make an announcement regarding Rygar 2, but in the end, he didn’t.

Gamekult reported that Tecmo has renewed the trademark, speculating that the company may indeed release the Rygar follow-up. On the other hand, IGN continued with their investigation, speculating that Rygar 2 may be released in 2005 for the Xbox and the PS2. In the end, nothing happened and the project was silently shelved.

There were attempts to contact Satoshi Kanematsu, Yoshifuru Okamoto and Tomonobu Itagaki to learn more about Rygar 2, but nothing came to fruition.

More details concerning Rygar 2 have been documented in a YouTube video.

Video:

Images: