7-Zark-7 |
04 September 2003 05:58 |
Re: Re: What about previews that look different from the final game?
Quote:
Originally posted by the wolf
That's a good point, Tim.
Personally, I don't see any interest in beta version with graphic less detailed or coloured (Fightin Spirit, for example), because the differences between this and the finished version is only a global restyling and nothing else.
But when we find evident changes, I think we can consider it not a totally different game, but at least a pre-working title which had many improvements (or worsening!), and maybe could be of some interest.
Spheris Legacy, Donk, Galactic, Lethal Weapon (and surely many others) have for example the main sprite totally different. Dunno if other gfx were changed, inserted or removed. Let's take good only the main sprite is changed... In this case we really need to insert this as a GTW?
Hmmm... quite doubtful... but we have to listen Akira's choice...
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As The Wolf was saying, there are all sorts of reasons mid-development why graphical changes would occur. I seem to recall in The One's preview of Ocean's Kid Vicious for example they changed the main game sprite because it was felt the original main character wasn't thought appealing enough.
I think Frank Gasking's C64 GTW site,points towards other interesting instances-for instance I was stunned to learn that a completely different conversion of R-type was being worked on prior to the Factor 5/Menfred Trenz/Rainbow Arts Katakis legal settlement with Activision,(That they would code the R-type computer versions instead).
That said,I also get curious about gameplay aspects that were altered/dropped/changed. For instance early days in Uridium 2 Andy Braybrook had a completely different idea for destroying the reactor after you landed,(Mock up's showed a top-down view & a Paradroid style game style). And of course he'd also had been working on a dual-playfied,less colourful main game version which lasted a couple of Dev diary issues,(before returning to the 32 colour version that featured in the finished game.)
I also recall Martyn Brown's intial Alien Breed 2 diarys mentioning, something about a sprite playfield(?) idea for the A1200 version, but the idea was dropped for technical reasons.
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