Post by STiP0 on Apr 13, 2014 15:55:00 GMT -5
DISCLAIMER! : All of the documentation written here is written completely by me and taken from sources provided to me, however HUGE shout outs to all of those who filmed / helped with the preservation of photos and videos, Names credited below! - STiP0
(2016/06/18 UPDATE - Thread revised)
BEFORE WE START
For those who are not fond of reading, here is a THREE Part Series of videos that are a rather much less detailed look at the betas and alphas of Dead Rising 1.
If you would rather a very in-depth look, continue reading...
Part 1, 2 & 3
INTRODUCTION
Video game companies have one thing in common, they tend to make a game, then forget it's development history. The reason for this is video game creators don't feel the need to hold onto their oldest assets, as to them its obvious the look of a game changes through out its development. The thing about this is that the early footage, images & documentation of games is the largest part of the games history! We absolutely love looking back at earlier points of video game production before release to get a sense of the creators mindsets at the time, and what made them want / need to change various things into what BECAME the final game. So I thought it would be a good idea to talk about the differences from Prototype, to ALPHA, to BETA and then to release for Dead Rising.
Video game companies have one thing in common, they tend to make a game, then forget it's development history. The reason for this is video game creators don't feel the need to hold onto their oldest assets, as to them its obvious the look of a game changes through out its development. The thing about this is that the early footage, images & documentation of games is the largest part of the games history! We absolutely love looking back at earlier points of video game production before release to get a sense of the creators mindsets at the time, and what made them want / need to change various things into what BECAME the final game. So I thought it would be a good idea to talk about the differences from Prototype, to ALPHA, to BETA and then to release for Dead Rising.
First off, Its important to list the different builds of the games and list their names so we can further explain them in this thread, below this is a full detailed list of the betas/alphas/dev tests, and Press review copies. Now of course there MUST have been WAY more than this, but these are what we know so far.
- Builds listed in RED are builds we have little to no information on -
- Builds listed in BLUE are all builds we will talk about here-
2004/01/01 - 2005/07/25 - (Dead Rising Prototype)
Of course there were builds before Xbox summit, but they were never shown publicly. These are known as Prototypes. Footage like this is very rarely ever shown, and we could imagine if there was footage out there it would just be a lot of test models.
2005/07/26 - "Xbox Summit / E3 2005"
First ever footage captured of the game over at Xbox Summit, EVERYTHING was subject to change at this point. This build went through two types, a stage demo, which was presented to a small lucky crowd at Xbox Summit in japan, This build was also used to create the first ever trailer for E3 2005.
2005/09/15-17 - TGS "Tokyo Game Show"
The only publicly playable 2005 build for the Tokyo Game show convention. This build is known as a vertical slice. The build has shown dramatic changes since the showing of xbox summit. Frank has a new model, new zombies are thrown in, and entirely new stage is created, and a HUD is now finally shown.
- YEAR JUMP -
05/09/18 - 06/02/16 - Unknown
From here to Pre-E3, there wasn't anything shown to us publicly.
2006/02/17 - Pre-E3 Alpha
The assets shown are not very different from Tokyo game show, however now a more final appearing mall is introduced. A new zombie model "EM04" is added and Frank now has his VERY near final model. New health bar added which resembles final with the addition of grey health blocks. This build was playable by the press who attended the convention, kind of like TGS. There seemed to be two versions of this build, however the only noticeable difference was the placements of the HUD icons.
????/??/?? - Pre-E3 Beta (internal)
This build was not shown what so ever in video documentation, and we currently only have 3 images that were pulled from the xbox live market place. This build was very similar to the next build (Pre-E3 Beta) However this build seemed to be a massive prototype for testing only, Hence being an internal Beta. The Female zombie models were using their non-zombified NPC models. I'd imagine that's because their zombie versions were not ready yet. There are also a few other differences we shall note down.
2006/03/20 - Pre-E3 Beta
The game is near its E3 Showcase state. It is missing a few zombie models and frank was still using Pre-E3 hair (map lighting still incomplete) The HUD is unknown what it looked like at this point. This build however was a private Capcom build exclusively for in game shots
2006/05/10 - E3 Beta
Frank has been upgraded with new hair, animations, and Textures (health is now yellow)
The only visual differences in this build is the HUD, the level icon is placed differently, and the items in your inventory flashed RED when they were about to break, as appose to flashing black like in the final game. another difference is the fact cutscenes didn't involve any type of night time at this point, the game did have a Day-night cycle, but cutscenes weren't ready for it.
This build still has performance issues, shown by the game freezing when an item breaks, or hitting too many zombies at once.
This build likely did not contain the MT Debug menu. However the main menu states "E3 Version" in the debug font.
The only visual differences in this build is the HUD, the level icon is placed differently, and the items in your inventory flashed RED when they were about to break, as appose to flashing black like in the final game. another difference is the fact cutscenes didn't involve any type of night time at this point, the game did have a Day-night cycle, but cutscenes weren't ready for it.
This build still has performance issues, shown by the game freezing when an item breaks, or hitting too many zombies at once.
This build likely did not contain the MT Debug menu. However the main menu states "E3 Version" in the debug font.
~2006/05/10 - 2006/06/29~ - Gamespot/IGN E3 Preview
Pretty much the same as the E3 build, but with a debug menu.
This build was only sent to the major press companies as far as i can tell.
2006/06/30 - General Press / Microsoft confidential Preview
This build is now as close as it can get to the final game while still containing visual differences. This beta only runs on xbox360 Devkits and is intended to bug test / Preview the game before launch. Differences are very hard to spot from a visual standpoint. The game boots using the ESRB splash logo, which the final does not. The main menu has text placed in different locations, and a few cutscenes have lighting differences. Most noticeable is the lag in-game due to an unpolished engine, Similar to E3. It's likely most of the smaller review companies were sent this build to write their online reviews.
2006/07/04 - BRADYGAMES Review
This build was used to write the BRADYGAMES Strategy guide. It is nearly identical to the build listed above this one, although this build has debug build date text on the main menu, similar to the E3 2006 BETA. It's likely this was the very last build to come out before the final game / PNET release.
This build was only sent to the major press companies as far as i can tell.
2006/06/30 - General Press / Microsoft confidential Preview
This build is now as close as it can get to the final game while still containing visual differences. This beta only runs on xbox360 Devkits and is intended to bug test / Preview the game before launch. Differences are very hard to spot from a visual standpoint. The game boots using the ESRB splash logo, which the final does not. The main menu has text placed in different locations, and a few cutscenes have lighting differences. Most noticeable is the lag in-game due to an unpolished engine, Similar to E3. It's likely most of the smaller review companies were sent this build to write their online reviews.
2006/07/04 - BRADYGAMES Review
This build was used to write the BRADYGAMES Strategy guide. It is nearly identical to the build listed above this one, although this build has debug build date text on the main menu, similar to the E3 2006 BETA. It's likely this was the very last build to come out before the final game / PNET release.
- Xbox Summit 2005 / E3 2005 -
(July 26, 2005)
Here is the first ever publicly shown build of Dead Rising, The build was first shown at Xbox Summit in japan, however the footage taken there was extremely low quality. Capcom eventually took the build they used in japan and used it for the american E3 2005 showcase. Some extremely interesting differences will be seen through out this section of the thread as this build was ENTIRELY different from the final game, so let's not waste any time shall we!
The meat truck was labeled "Chie Club" instead of Michelle club at this point. The model is FAIRLY early and shows some interesting differences, this trucks frame points were black lines, and had construction lights on the front which are not present in the final model

Here is a very high quality shot of Seons food and stuff! Which at the time was just known as "The Market" or "The Supermarket" As you can see in the far distance, there was no entrance doors, as well as to the far right, there is no decorative tall thin windows that, proving this store did not lead to north plaza what so ever (as it didn't exist yet) There is also many tiny differences that aren't so easy to notice such as the fruit racks, as you can the ones nearest to camera show two racks of grapefruit, however in the final it has grapefruit and oranges. The refrigerators to franks right are differently placed as well, the second row should be the pizza isle, however shown here, its the kitchen appliances and products.

Here's another really high quality shot, this time showing the entrance doors to the hardware store, the exterior mall model really resembles a *finished* North plaza, in a sense where Capcom perhaps decided to change that idea to a *unfinished* north plaza in the retail build, with the walls all falling apart and the roof incomplete and such, however in this version it seems to be the exact opposite of that and looks very clean and nice! This also shows face crusher was an early skill move, however the name was not nailed out yet. At this point in time it was called "grapple maneuver"

here is some more shots of the exterior plaza (unknown what it was called)










This is the earliest version of the EM01 zombie (more commonly known as the fat male zombie) his face resembles nothing of what was put into the final game, nor does his most of his textures. The only remaining part of this zombie that was carried over to other builds was his pants.

Alpha introduction was something that was added while still heavily in development. The zombie that bangs on the car door has no cheek bite in this shot. The basic layout of this cutscene was down, however the design was incomplete, along with models and animations.

We can see the highway sign pointing to Willamette existed this far back.

Here is one of the best shots of the camera sprite we could get, it uses quite a lot of buttons that are almost completely removed from final, such as the bottom ones that state : "LS RT left right"


Alpha Dakota was very low poly. The car model she sat in was different too, the seats are blue in this shot instead of brown in the final game. The interior seems to resemble the white car found in the maintenance tunnels in the final game. This is one of the only quality shots we have of her in this setting.

Another shot of Dakota.

Up close on her face.

Another very rare shot

Connie and Dakota together, no facial animations.

Not much has changed in this scene besides the zombies, however the most noticeable difference is the cars headlights didn't flicker. (can't really be shown in a picture ...) They just stayed illuminated.

No one is driving the car that hits the zombie in this shot (understandable, this is very old)

It doesn't seem there is much different in this shot.

Zombies spawned in the security room by default.

No entrance doors again, this also shows the Unused Demo survivor up close. As you can see there was no reflection on the ground in this build, perhaps the tech or the idea wasn't ready yet, Most likely an engine limitation at the time.

This shot does a little better justice to show the missing doors.

Another shot of just that. funny to see the bowling mechanic working this early

Here we can see frank running through Seon's food and stuff, and to his left is a lawn mower which seems very out of place, ahead of frank is the doors which lead to the pharmacy , however in the retail they are moved over to the left hand side of the store, perhaps those doors ahead are the ones that lead back into the mall? it's a crazy thought, but since the store had no doors, maybe that was the exit / entrance?

here we can see the beta hardware store which had the checkout counter at the FRONT of the store as oppose to the rear!

.. However in this shot you can see there is now the Item racks near the front of the store which were not present in the previous photo, its also safe to assume the check-out counter moved as well, as the complete layout of the store is now different.

As you can see in this shot, the racks holding the lead pipe and the Sledgehammer are located on the left of frank, and the misc item racks are located on the right, you can also see the cashier check-out counter WAS indeed at the front here. This is clearly not how it is in Retail.

HOWEVER, In the same trailer, not to long after, we can see a version of this store that is MUCH closer to retail. (check-out now in the back) It's as if they flipped the whole store over .... which is what i would assume they did.

Zombies pressing against the windows, presumably breaking them slowly.

Wood planks are stood up against the right side of the store instead of the back like in retail.

Franks jacket was not only a different shape from the final model, but was much darker. His hair also had some seriously bad clipping and Alpha transparent issues.

His face was also completely different, more of a broad expression, his eyebrows protruded much more than in retail, however it still resembles final frank in a way.

Franks camera has also gone through some revisions.

The camera icons also completely looks different. We can see some low poly renders of zombies in this shot (must have been needed at this point in the engines life to render this many on screen) Green and yellow thug zombies shown.

We can see the reflection shaders were working to the left of frank.

Again, The face crusher skill move was ready this early.

Alpha doors. The doors say "East Area" "West Area" "North Area" and "South Area" (image one)

Image two.

Image Three

image Four

Image Five (We can see a hydrogen tank in here for some reason)

Very rare security room image here, yellow garbage bag is shown, texture still remains!

Here we can see zombies breaking against the windows again (different angle)

Same thing here.

Zombies breaking the doors down!

Another shot of the doors smashed down.

It can very slightly be seen here as well.

Due to an early lighting engine, the walls didn't have ANY lighting effects to boost their bump maps, they just looked bland and dull

Hallway now shown! Yellow exit door is shown here.

Bigger image here

It's much more visible in the image shown here.

Another slight shot of the security room.

In the computer room

Frank didn't hold his camera what so ever while holding another weapon.

"Press the A button and X button simultaneously to preform a grapple maneuver" - In game hint.

Up close on the text (thanks to -BNJ-)

This plaza had a Sun light on the ceiling (which is not present in the current North plaza)

"Escape via the elevator!" - In game hint. We can see the elevator is at floor 2 in this shot..

However in this shot its on floor one presumably ready to pick up frank.

Here we can see frank escorting a cut survivor, or perhaps she became one of the survivors we know today? however it is depicted in the trailer that she faints from perhaps a zombie bite. We can see the background was extremely dark, and didn't seem like a playable area.

Frank finally shown running THROUGH the isles (rare shot)

Another wider shot of the isles

Franks was able to escort the survivor from Seon's food and stuff to the hardware store!

A quick shot of the maintenance tunnels, Not much has changed it seems.

Zombie heads exploded into chunks which don't remain in the final game.

- Tokyo Game Show 2005 -
(September 15, 2005 -- September 17, 2005)
And here ladies and gentlemen, is the most sought after build of Dead Rising by many, highly including my self .. Tokyo Game Show. This Build housed the newer edition of the Hardware store, As you can see everything has changed from xbox summit. Many new zombies models were thrown into the game as shown in the left, proving not much was shown in the time BETWEEN Xbox summit and TGS. No matter how early this build was, it was considerably much more built than Xbox summit. The Hud is now finally shown for the first time... what a great looking Hud! Every bit of it was changed, sadly none of this Hud element remains in the final builds files. This build is known as the "Tokyo Game Show Beta" as this build was allowed to be played publicly by people! However it is not the only Build that can be codenamed "TGS", Two days before the public showing, there was a build showing off a very early entrance plaza, which also happens to be the build where we see Isabella armed with the Barrett sniper rifle. This build only went as far as to be used to make the TGS trailer, nothing more.

Here we can see Seon's food and stuff is situated right across from the hardware store in the TGS build, something we all know is not like this what so ever in the retail build. Garbage can and bench seem to have their final models and textures, and Seon's food and stuff now has doors to match final build.

Another shot of looking out to the plaza.
Candy dispense kiosk which serves no other purpose than to act as a barricade (model completely scrapped from retail)

"Willamette Mall Goods" kiosk. This model was only used in this demo and was deleted later on like the one above, and never appeared in other builds.

The texture still some what remains however! which is odd.

Pickup item buttons were dramatically different (this build is the NTSC-J build however...)

Frank didn't drop his large object or chainsaw when grabbed by zombies!

Two new survivors Kathy and Freddie.

Green marker that flashed to signal a new survivor to save.

Entrance to the Hardware store finally shown!

Many zombies flooded the store.

Franks items flashed red when about to break.

Frank looking into the hallway. (image 1/2)

And again (Image 2/2)

A very early TGS zombie animation to franks left

There was a Hallway that lead to an unknown area to franks left!

When the player died, you were introduced with this loading screen

After the loading screen, you were shown how many seconds the game will take away from you, and then will respawn frank.

Cop zombies were able to fire their gun!

Frank being attacked by EVH01B (Beta zombie)

Random potted plant near the check out desk.

Franks TGS jump and climb animation

Frank was able to stand on top of this shelving unit just like in retail!

Frank was able to do the spitting animation, its completely unknown if he was able to spit or not however.

Same thing being shown here

Franks camera looked different and had a different texture

Frank on-looking at the beta hardware store (image 1/3)

And again. (image 2/3)

... And again, green store signs shown. (image 3/3)

Mc. Handy's hardware store was labeled Crislip's home saloon for some reason.

Up close on TGS frank's face (slightly different than xbox summit)

Meat shop now shown. Two beta EVH01B zombie models being attacked by frank

Frank could equip multiple chainsaws! (shown holding 3)

TGS Main plaza now shown! Also now known as "Concourse" This is how the game would load, frank would spawn on this kiosk display with 3 weapons: a baseball bat, a wine bottle, and a lead pipe. The player is given 10 minutes to play the demo. This message shows up a few second after frank spawns.

Same image, same spot. just a few seconds after the HUD message disappears, a GORGEOUS stage is in sight. <3

The first time frank got attacked in the demo, he was presented with this screen, just an early hint system. ALPHA EM00 Zombie seen attacking frank (early zombie head model)

When frank hit glass, it wouldn't shader immediately, it would crack first.

When the player entered the ALPHA Entrance plaza hallway, this message would display, and would block the player from entering. Most likely an "under construction" message.

TGS Seon's Food & Stuff. Many beta zombies shown, as well as TGS frank.

TGS Butcher's meat shop. No meat racks hanging from the ceiling.

A very HD and very spooky shot of the entrance to Willamette mall in TGS, this shot is taken from the TGS Show floor trailer.

New higher quality zombie models are added, as you can see the fat male with blue sweater has a new face now. Frank still seems to be using his older jacket from E3 2005 For this specific shot, internal TGS build perhaps?

Up close on TGS frank.

- TGS Show floor Trailer -
At 10:00 AM the entrance plaza doors would open, allowing the zombies in.

Same shot, showing the zombies pored in further into the mall.

Free-Cam shot of the zombies poring in. Shows unused spawn locations for plants at the front of the stairs. Unfinished water texture shown.

Alpha Jessie running down the maintenance tunnels.

Entrance doors only had one set of doors. Zombies were able to constantly pore into the mall, without a barricade stopping them. (much like xbox summit)

Entire map geometry is different! The location of Entrance plaza is not only shaped differently, but in a different location. Its impossible to know what mall location that is, could be Concourse...

Another image of the map's form.

TGS Frank in the meat processing room.

TGS Frank in Refined class (paying tribute to the many shots taken in here from xbox summit / E305

ALPHA Jessie up-close shot.

ALPHA Jessie after being killed / eaten?

Further down Entrance Plaza.

A few differences in the building placements.

- Pre-E3 Alpha -
(~February 17, 2006 -- February 20, 2006~)
Thanks to ASSEMbler, we have these new 2014 screen shots!
Very dark lighting, Pre-E3 frank idle animation, as well as some beta zombies. Beta transceiver is shown as well.

The security room bump maps were very intense in Pre-E3. Beta Exit door is yellow in this build (white in retail)

This shows jeff in the entrance plaza as appose to the roof top.

Franks skin tone was much lighter to accommodate his Lighter toned Pre-E3 Hair model.

Another image inside the music store

Area Jump debug menu, pond has lower reflection quality on the water, many beta zombies shown.

SysMenu debug mode

Pause Menu was incomplete

Rooftop was not allowed to be accessed yet.

Otis talks about finding medicine, meaning you need to go to the "super market" and fight the boss battle for the demo to end. Weapons that never spawn in the final game shown loaded in on the floor for frank.

Stores were unfinished and very early

Stores were extremely unfinished and were using their exterior models instead

This can be seen here especially..

The food court is now shown! Model seems to be final.

Jeff and Natalie meeting up in the entrance plaza ..

Another shot of them conversing between each other in the entrance plaza.

Jeff and Natalie both being attacked in the entrance plaza ..

HD shot of Jeff and Natalie regrouping.

Unfinished hallway to enter Al Fresca Plaza, As well as franks clothing was very badly lit in entrance plaza.

Beta Sophie and an unused odd looking model sits on top of North plaza?

Beta Sophie running with frank in the entrance plaza

Pre-E3 Burt, Using different items to barricade the door way.

Beta Burt and Aaron together fighting with frank.

Beta North plaza, also showing beta zombies and beta display names

Hat type weapon mechanic was ready in Pre-E3, showing beta NPC display names, as well as Early zombie pants texture is shown up close. (that blood splash on the zombies leg is not present in retail)

Pre-E3 holding handgun animation

The sky seemed to be much more saturated

beta Entrance plaza didn't have the barricade items such as the benches in front of the doors.

The water didn't reflect and refract as much.

Frank fighting very early zombies, EVH01B can be seen as well as the unused bloody pants texture on the zombie closest to frank.

Another shot of the odd object on top of north plaza's entrance.

This image can be seen on the Xbox live market place, and yet its Pre-E3, notice the unused beta zombies and the low poly child store

Pre-E3 Seons food and stuff is near final.

Perhaps this is from a press demo disc of Pre-E3, but here we can see frank standing on the tank, surrounded by beta zombies, no Brock in sight!

Pre-E3 Al Fresca plaza (close to final) as you can see there is no fire effect on the pillar in the distance.

A lucky reviewer playing Pre-E3

Toy mega buster was ready in Pre-E3

The way PP points were awarded gave a different text display

Pre-E3 Camera & Icons. We can see the traditional BETA Camera flash icon, the xbox summit motion blur icon and a few others. As well as 5 new image-type icons. They are :
Skull (horror?) Fist (fighting?) Heart (Erotica?) Key (Main key events in the story) Clown (Humour)

Shown here again, the sides of the camera hud were not excluded out as black, but simply just had a film over it. camera didn't flash a notice when frank ran out of photos.

And again at night time.

Game no longer has the green store display signs, now they are near final.

The mirror in flexin didn't reflect

The bosses frank had to battle didn't have health on top of their head, they had a bar on the bottom of the screen.

Various Pre-E3 zombies shown.

A really nice HD shot of Pre-E3 Zombies. EVH01B, EVH01C + Both EM01 Beta zombies in clear view.

Beta Foodcourt. Pre-E3 Zombies shown

Pre-E3 Frank shown escaping the convicts.

- Pre-E3 Beta (internal) -
(?? ??, ????)
Looks like the final game right? nothing noticeable huh? ... look further.
As you can see this build was most likely a prototype for developers to play on while assets were being made / polished. As you can see all the final skinny female models were using their NPC versions! The only logical explanation for this is Capcom just got done using EVH01B and EVH01C So they didn't have much to work with in the mean time while creating the zombie textures, so they just used the alive version (they didn't think people would notice) If you look really closely you can see a variation of EM01 with a pink shirt, which never made it into the game.

This zombie was more or less cut from the final game, His face was cut due to it looking similar to another zombies face, and was deemed pointless to keep i guess. This zombies face has been in the game since Xbox summit! sadly the final games files doesn't have the model anymore..

This shot just screams prototype. As you can see the Pink shirt zombie is very visible here, as well as these placeholder orange pants. The zombie with a missing eye Face model is using the cutscene revision of his face texture, its more blue toned (remains in the final games files) It seems EM04 (the fat women model) only had one variant at the time, Just like in Pre-E3 Version 1

Here is just another cool shot, sadly the last one we have ..
This shot shows a few cut zombie textures, but not much. Again the NPC variations of female zombies are seen, as well as the pink shirt zombie.

- Pre-E3 Beta -
(?? ??, ????)
Looks like the final game right? nothing noticeable huh? ... look further.
As you can see this build was most likely a prototype for developers to play on while assets were being made / polished. As you can see all the final skinny female models were using their NPC versions! The only logical explanation for this is Capcom just got done using EVH01B and EVH01C So they didn't have much to work with in the mean time while creating the zombie textures, so they just used the alive version (they didn't think people would notice) If you look really closely you can see a variation of EM01 with a pink shirt, which never made it into the game.

This zombie was more or less cut from the final game, His face was cut due to it looking similar to another zombies face, and was deemed pointless to keep i guess. This zombies face has been in the game since Xbox summit! sadly the final games files doesn't have the model anymore..

This shot just screams prototype. As you can see the Pink shirt zombie is very visible here, as well as these placeholder orange pants. The zombie with a missing eye Face model is using the cutscene revision of his face texture, its more blue toned (remains in the final games files) It seems EM04 (the fat women model) only had one variant at the time, Just like in Pre-E3 Version 1

Here is just another cool shot, sadly the last one we have ..
This shot shows a few cut zombie textures, but not much. Again the NPC variations of female zombies are seen, as well as the pink shirt zombie.
- Pre-E3 Beta -
March 20, 2006
Pre-E3 Display names, new EM01 zombie models added (slightly resembles the final models) As you can see in the far distance the final version of em08 is being used, no longer the alive version.

Another shot of exactly that (this build is now very close to E3)

Isabella is not in the cart in this cutscene.

Beta Cutscene showing frank in Pre-E3 Hair and Jessie's beta model (close to final) Franks inside lining on his jacked was brighter and had a different look to it

Close up on Beta Jessie

Pre-E3 Frank hair compared to final.

Again we can see his inside jacket texture. This image shows the new Retail-looking Zombies in the distance.

Pre-E3 Frank fighting off nearly-retail Zombies, Darker night time shown here.

Same thing shown here, different angle.

Unknown if this is the Pre-E3 7PM cutscene or just an in game shot, Pre-E3 zombie with bloody leg can be seen.

Multiple shots of the in game lighting as well as its day to night transition. Unused early morning lighting. Pre-E3 Frank can be seen running in the background | Image 1/4

Afternoon | Image 2/4

Dawn | Image 3/4

Midnight | Image 4/4

This image seems to be from an engine demo build, as this is the image capcom used to develop the case images. Pre-E3 hair shown.

A few differences in the zombie variants here, noting major.

Same thing here.

First time showing Frank in a different outfit (this is just franks stripped outfit after being captured however)

And again, not many differences.

Pre-E3 V2 Frank

Another shot of frank with his pre-e3 hair.

Isabella's hair was really unfinished and poofy.


Different DOF (depth of field) and a different zombie attacks Isabella

- E3 beta -
(August 5, 2006)
(August 5, 2006)
E3 Camera

Another shot of that

Not much different in this shot from final

E3 demo doesn't have any indication on how many images were left.

Brian didn't drop his shotgun and die, he used it to fight off the zombies in the entrance

The E3 Main Menu

- Gamespot/IGN E3 Preview -
(~August 5, 2006 -- June 29, 2006~)
When an item was about to break, it flashed red in franks inventory. The level of franks number was greatly spaced away from the "LV:" text as well.

The Image used to create the demo loading screen!

The image used to create the cult loading screen

The Helicopter battle took place in the day only

Second image of this:

There was a glitch in the E3 build where frank was forced into the TGS idle

Operation cleanup took place in the day

The special forces attacked while the store gates were down

Convicts cutscene occurred during the day time

Second image of this:

Survivors used a different font and color scheme for there names and text

the entire hud could be hidden when the review chose to.

During a loading screen, when time is displayed the background wasn't blank, it was a wall!

The image used on the back of the dead rising box art, notice the lack of "zombies killed"

Many shots were taken using the manual camera mode

Beta water reflections

along with the debug menu, there was of course a function inside it to enter manual camera mode and take various screenshots, one of them being this.

Car Debug/Info display | Able to display RPM, Vital, Speed and what gear you are on! This however wasn't set by default, and needed to be enabled in the debug menu "Set CNT debug 1|0"

Near Finished Al Fresca plaza Showing the cut 72 hour mode mission status, This was used for Dev's and reviewers to get quicker shots of footage without dealing with pesky cutscenes or bosses, it just seemed to emulate the way TGS was played, have fun, and then its over. There was no save game in either E3 or this build, So if you died you just started over.

Another shot of the timer.

CNT Debug Display on the camera (seemed to replace the number of film you have left) it perhaps seems that this debug mode would allow the Reviewer/DEV to upload the image to a computer, since it says file size and such, could be a debug for how the camera would save images into a gamesave. Again camera flash icon can be seen.

there was a different color text displayed when leveling up your item stock.

- General Press / Microsoft confidential Preview -
(June 30, 2006)
This build is owned by STiP0, therefor I am able to take any image of the differences i require. Here is the main menu which for whatever reason shows the Gamertag placement/location being slightly different from the retail game. It lines up with the "L" in the level text, where as in the final game its shoved to the left most side of the box...

The fried chicken store (only seen from the parking lot) contained a higher quality texture, the font was different AND contained 2 extra logos not present in the final version

Various cutscenes had Lighting changes, here are a few of them:




- BRADYGAMES Review -
(July 4, 2006)
This is the only image that shows any visual differences from the General Preview build listed above, however now the Gamertag placement is in its final position. The text says
"[ Jul 4 2006. 13:58:58 ]" Which although a date string like this exists in the previous build, this is the only one that displays it. It may be possible this build has the full debug menu as well.

(July 4, 2006)
This is the only image that shows any visual differences from the General Preview build listed above, however now the Gamertag placement is in its final position. The text says
"[ Jul 4 2006. 13:58:58 ]" Which although a date string like this exists in the previous build, this is the only one that displays it. It may be possible this build has the full debug menu as well.

-THAT'S IT!-
What came after this was the final came we bought in stores!
What came after this was the final came we bought in stores!
Special thanks to:
-BNJ-
Solidcal
SWEGTA
Capcom Vancouver
Capcom UK
Capcom Vancouver
Capcom UK
MAJORITY OF THE VIDEOS USED FOR THIS THREAD
2006/06/30 - Press Preview footage
Dead Rising Xbox Summit 2005 Trailer | Very Rare footage - NEW
Dead Rising E3 2005 Alpha Trailer HD - NEW!
-Pre-E3- Extras Footage
-Pre-E3- Full trailer HD
TGS Animations in Retail game
- TGS Gameplay Footage 2 (RARE) -
- TGS Extra Footage (RARE) -
- TGS Gameplay Footage 2 (RARE) -
- Tokyo Game Show (TGS) - 1
- Tokyo Game Show (TGS) - 2
Dead Rising TGS 2005 Trailer (On-Screen version)
Dead Rising TGS 2005 Trailer (Off-Screen version)
- TGS Trailer 2006 | VERY RARE -
Yuriofwind's Dead Rising beta gaming mystery's video!
beta chainsaw in action!
Very neat flyer scans of the Dead Rising release party thanks to wombat @ assemblergames













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