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Feed: Forgotten Playstation - AggScore: 45.8



Gex 3: BETA/ALTERED Content


This demo of Gex: Deep Cover Gecko is found in Eidos Demo Disco Volume 4. It showcases Clueless In Seattle, one of the first few levels in the game. There are some notable changes, some bigger than others. I also found a video that includes content you never see in the retail version of the game. Enjoy! I know I have been getting lazy with the updates, but I'll definitely do my best from now on.



In the retail version of Gex 3, this bear had a plaque attached to it. However, the most interesting thing about this bear is that in this version, he is not an enemy unlike the retail version which had him walking about and attacking you. Yet, if you touch him you take damage. Tail-whipping him will stop him from hurting you but reentering this room respawns the bear. Strange.

Clueless In Seattle uses the mystery genre as it's theme, so Gex, like Sherlock Holmes, uses a magnifying glass throughout the level. In this demo, switching to first-person mode does not use the magnifying glass at all.

Gex's butler, Alfred, does not appear at all in this demo, and that wall you see there was replaced with a window in the final version of the game.

Instead of a symbol on the floor, the demo instead used a spinning magnifying glass to teleport you to various mini-games.

I'm not completely sure about this but if I remember correctly, you can't play the level's mini-games while wearing the vampire outfit in the game's finished state.

If you've played Gex: Enter the Gecko, you'll recognize these remote controls. I guess they were used as placeholders because they eventually got changed. Here are some other differences I found in the demo:

  • This level had much more coins than the final version.
  • Enemies had incomplete death animations.
  • A very small change in the control scheme.

Moving on, the trailer below shows a ton of different content.

  • The beginning of the video shows Gex naked!
  • At 0:15 you can see a part of a Western-themed (the final version does have one that is hilariously called the Organ Trail) level that is not in the final version AT ALL. In fact, I think it must have been a mini-game and a part of a scrapped level.
  • The coins are completely different.
  • The camera icons shown in the bottom right corner were taken from Gex 2. 
  • 0:22 reveals a strange box icon.
  • At 0:25 you can see more scrapped content from the Western level.
  • The stove enemies at 1:30 are absent in the final version. Not sure why.
 You can see this demo in action here.


Date Published:



Silent Hill 1: BETA/ALTERED Content


 Here are some interesting videos and screenshots of Silent Hill and the changes it went through before it's official release. I apologize for the messy layout.




 The vial is an important part of Silent Hill and the liquid plays a big part in the ending you eventually get. Here, it just went through a cosmetic change.

 
Just an earlier version of the Buffalo Police Station.

Another cosmetic change. Hmm, Pulp Fiction?





 A key that later got renamed.

In the final game, that disturbing piece of cloth depicting The Order symbol became a painting.


The pipe in a completely different location.

 

In the final version of Silent Hill, the children in the picture above were simply black ghosts that posed no threat to the player. As you can see here, you were at one time able to shoot them.

The seats in the cafe are much brighter and there are no voice-overs during cutscenes yet. At 7:05 you can see a very simple version of the map to Silent Hill.


At 0:52 you can see the unfinished version of the school map.


Once again the small ghost children appear and can be killed. The mumbler (those annoying creatures with the knives) are shown with a different look here. The area with the lizard at the end of the video seems like it wasn't finished yet.

More differences:

The car to the left.


The Japanese demo. One of the interesting things here is the early inclusion of the Claw Finger enemies. You don't encounter these until halfway in the final version.

Sources:

http://silenthillforum.com/viewtopic.php?f=2&t=11096
http://alchemillahospital.net/beta-version-differences/



Date Published: May 12, 2012 - 10:35 am



Double the "vania" in Castlevania Chronicles



Lately, I've been playing some Castlevania Chronicles. It's one of the few Castlevania games I've actually played and it's pretty good. However, this isn't your usual Castlevania, this is basically a remake of the game that appeared on the Sharp X68000 home computer. In this game you bash skeletons with your whip to the beat of cheesy remixed tracks as pink-haired Simon Belmont ascends closer to Dracula. I've played Symphony of the Night and yes it is awesome with fantastic music and yadda, yadda, yadda. Symphony of the Night baited me into appreciating the series as a whole, but Chronicles is the one that got me hooked. To some that may sound disappointing.

Knowing that Castlevania was known for it's difficulty, I tried the remixed mode to experience the headaches, frustration, and moments of tactical thinking. Unfortunately, none of that happened because not only was the majority of the game updated, the difficulty seemed downgraded to suit inexperienced players. So, after breezing through the majority of the levels I simply went back to the main menu and attempted the game in it's original form. Damn, man, it's hard! Stages one through seven were challenging, but stage 10 seems to be the point where the game wants you to prove that you're as courageous as Simon himself. Not only do you have to deal with an annoying first enemy encounter, but you also get constantly attacked by those REALLY annoying Medusa heads! They're cleverly set up to appear while you're making your way from floor to floor. Staircases limit your mobility and Medusa heads are there to make sure you know that. Even when I do get to Medusa, my health and lives are deteriorated to the point where the boss fight only occurs for a minute. I won't give up though, I just have to plan out a strategy and act with caution; which is why I officially now love Castlevania



Date Published: May 03, 2012 - 12:51 am


One: Playstation Promotional Footage


A newly uploaded video containing a promotional montage of gameplay from One. I still haven't finished this game, it's very difficult.

Watch it here. Read the review here.
Date Published: Apr 25, 2012 - 2:42 pm


Xena: Warrior Princess (Alpha Stage)


I uploaded a new video to the Youtube channel. It's a clip from Playstation Underground showing Xena: Warrior Princess in it's alpha stage.

Click here to watch. Click here for the review of the completed game.
Date Published: Apr 21, 2012 - 2:38 am


Review: Blasto


Publisher: Sony Computer Entertainment America
Developer: Sony Interactive
Release Date: 1998

I can't help but compare the similarities between Blasto and Duke Nukem. They both obsess over babes, spout one-liners and quirky sayings, and have egos as big as their biceps. I can see Blasto as a toned-down Duke Nukem game--light on mature content but still heavy with the action. Instead of 80's action stars, Blasto is a parody of the space hero archetype. You know, the spandex-wearing and loud hero who travels through the galaxy fighting off aliens. Kinda like Flash Gordon. The game has a cartoon-like art style with a plot to match. Duke... I mean Blasto(Voiced by the legendary Phil Hartman) must free the planet Uranus(the game loves it's puns) by destroying Bosc, a small but threatening alien who has escaped from a place called the Fifth Dimension. 

Blasto is a third-person platformer with plenty of deadly traps and instant-kill pits. Uranus (shut up) has a multitude of locations to visit and babes that need saving while you unlock doors and collect parts of your map so you don't get lost. Throughout each level you collect power-ups that can make Blasto invincible or upgrade his weapon into other sources of destruction like a flamethrower and a powerful homing-missile launcher. But the way these power-ups appear, as with the enemies, is unique. Like an RPG, enemies will occasionally pop out of nowhere and attack you. Defeating them will spawn power-ups nearby and believe me you'll need them badly. Don't underestimate the game's cartoonish appearance, the difficulty here is balls-to-the-wall hard. What happened if you threw O.D.T.'s frustrating deaths into a blender mixed with One's bullet-hell chaos? You get this. In the first stage, the Uranian Spaceport, I lost all of my lives due to typical moving platforms that require pinpoint jumping skills and aliens that blasted the hell out of me. One section of the Uranian Space port that left me in awe was near the level's exit. I was down to zero lives with half of a health bar left and climbed past a few metal crates and was immediately SWAMPED with countless enemies that appeared not only in front of me but behind me as well. You can strafe, but honestly that only works about 30% of the time! I only managed to beat that level because of a hidden extra life nearby. A list of the hardest Playstation games without Blasto is not a great one, trust me.

Blasto is a perfect example of a good game's quality plummeting because of it's difficulty. Yet, I think the game is still enjoyable despite this flaw. The music is catchy and I like how it instantly changes when an encounter occurs. Phil Hartman's talent makes Blasto a pretty humorous character and his voice-acting is way better than the constant references by Gex as well as Bubsy's screeching. It's a polished game and you can tell a good amount of effort was put in to make it original and fun. If the developers just toned the difficulty down by a few...hundred...notches...the game would have benefited greatly. I recommend it but make sure you're near a wall, you'll want something to unleash your frustration on.

Date Published: Apr 06, 2012 - 1:14 pm


The Mystery Behind LSD



 When I first played LSD I found the game not only bizarre but also overwhelming. There had been multiple instances in which I got lost and my interest began to wane. Indeed, at first you feel like you're not in control and you're just going through the motions. I soon discovered that LSD wasn't just a junkyard of random oddities; there was actually something to this game.

I'm sure most people that played LSD out of curiosity had no idea that the game's areas are actually connected! It's true, with a map you can finally gain some control and travel to areas of your choosing. The game's world is split into various areas: Kyoto, Happytown, Bright Moon Cottage, the Temple, and the infamous and eerie Violence District. Some of the events and characters are labeled on the map. So, if you ever want to see a giant demon that will scare the hell out of you, you'll know where to go. Click HERE for more information by Youtuber MikeNnemonic

 Even with a map, LSD is still a surreal experience with little to no explanation and the big question looms. What the hell is this game about? Without an English translation, it's hard to explain and still would be even if a fan translation occurred. There are theories, some more probable than others, but it seems nothing is completely solid. Disturbing things in the game like corpses and a bloodied TV screen suggest that death is probably key to the plot. The image below may be further proof of that.

A Youtuber that goes by RoyalFunction made a rough translation of the image you see before you. These screens of text appear before a day of dreaming begins and this one, if I'm correct about this, may be about a person who will soon die. If that's the case then it's probably not farfetched to think that game's plot may be about the protagonist's death and dreaming is something related to it. Murder? Suicide? Who knows, everything about this game is pretty much up for debate.

Maybe we're just looking into this too much?
Date Published: Mar 31, 2012 - 1:12 am


New stuff!


Welcome back! Here's whats new:

  • Youtube channel launched along with a video. Check it out above.
  • The Facebook page has been fixed.
  • RSS feed is back up.
  • A link to the twitter page is also up. 
  • A featured post is now available.  

Coming up: A review of O.D.T. 
Date Published: Feb 20, 2012 - 11:29 am


If It Ain't Broke...


Forgotten Playstation went through an erratic series of changes on Sunday as I tried to apply the newly redesigned template. It was a frustrating experience and I apologize for the mess it may have created. For now the site looks okay. One day I'll apply it but for now if it ain't broke don't fix it.
Date Published: Feb 13, 2012 - 5:52 pm


What to expect soon.



Here are a few things I'm looking into regarding Forgotten Playstation:

  • Possible inclusion of a Youtube channel.
  • Fixing the Facebook link above.
  • A possible website redesign.
  • A review of this obscure game, O.D.T.

Hope to see you all again soon...
Date Published: Feb 07, 2012 - 11:10 am


Merry Christmas!


Date Published: Dec 25, 2011 - 4:40 am


Review: 40 Winks



Publisher: GT Interactive
Developer: Eurocom
Release Date: 1999

Ah, now this is a game that was definitely forgotten. Sometimes you'll think of a game, have some quick flashbacks of playing it, but can't remember the title to save your life. This situation happened to me with 40 Winks (thank you internet), a 3D platformer that has a dream-like theme encompassing it. All I could recall about it was a segment that featured Ruff, the boy above, jumping from one platform to another. For some strange reason that insignificant part of the game still remains in my memory. But as a whole is this a game worth remembering?

An impressive looking FMV shows Ruff and Tumble, two kids who had their fun, getting ready for bedtime. In their neighborhood is Nitekap, an evil old man who has stolen 40 Winks, little furry creatures that cause good dreams to happen, and let loose their opposite, the Hoodwinks, so that no one can ever have a peaceful dream again. If this cranky bastard can't sleep well, why should anyone else?

Beyond the simple premise is a game that likes to play it safe. Never wandering too far outside of it's bounderies. Each world holds a number of Winks and dream keys (dream keys allow access to the world's boss) that are needed to progress to the next world. Cogs in every level also act as keys and must be collected to open doors giving you further access. Z tokens refill your health, moon tokens give you the ability to perform shout attacks, and enemies can also be dispatched with the usual melee attacks or with a strong butt stomp. The big feature in 40 Winks are Jack-In-The-Boxes that transform Ruff and Tumble into beings of power such as agile ninjas or prehistoric giants with the strength to match.

But apparently these upgrades aren't enough because fighting enemies can be quite annoying. They land cheap hits whenever you attack them, proving that the standard hand-to-hand attack is ineffective. In order to defeat enemies without taking a hit you have to mix up your attack patterns. Throw a couple of hits, blast a screech at them, and try to finish them off with a butt-stomp. In a way it gives the combat a tad bit of strategy but it feels like a messy desperate attempt at victory. Since this game is obviously aimed towards kids, it may prove to be too difficult for them. Hell, even I had trouble beating a few levels. Another problem I had was with the strange sensitivity when it came to moving my character. Moving around feels like sliding, and there were a couple of instances where obtaining an item took at least a second or a third try. It may sound like nitpicking, but to me it was a legitimate problem.

For the most part 40 Winks is an average platformer. While the problems I mentioned bog down the game, it still can be pretty enjoyable. Just don't expect anything to write home about.
Date Published: Nov 18, 2011 - 2:24 am


 
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