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Only a few screen shots exist that hint at the gameplay style of Fear Effect Inferno. According to IGN, “at some point in late 2002 or early 2003, Kronos did indeed shop it to various publishers. Unfortunately, only the development staff knew of the game’s status following this condemnation. According to IGN’s report, the game “was the first of EIDOS’ victims to its more stringent quality assurance program.”ĭue to the game’s poor progress, it was either given more development time or canceled.
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While an early report by GameSpot in May of 2003 described the game as simply “ on hold“, IGN broke the news during their “ Missing in Action” series of articles that the game had been canceled. Reports varied as to the status of the game between 20. However, between the announcement and the cancellation, information was scarce. The game’s status changed rapidly towards the end of 2002 and was finally canceled in 2003. The trailer depicted some of the only known footage of the game. Inferno was originally announced as a PlayStation 2 sequel in 2001, and the first trailer was released during the 2002 E3 event. In Japan, an exclusive DVD bonus disc included with the game had footage from the second version that was made.Fear Effect 3 Inferno is the unreleased third title in the Fear Effect series of video games developed by Kronos Digital Entertainment for the original PlayStation. A third version was created but never unveiled to the public it contained the classic zombies again, but it was canceled after a few months, before Mikami took over as director and transformed the title into its final version. The second shown version had one bad guy in particular that sported a hook on one of its hands, and the final logo for the game still reflects this. This was the first version to feature Leon from Resident Evil 2 (1998), sporting a variation of his current costume and fighting a mist-like virus. Eventually, development was moved to the GameCube console and another build emerged, produced by Shinji Mikami. This build was eventually canceled as a Resident Evil installment, and became the title known as Devil May Cry (2001). The earliest version of the game was announced for the PlayStation 2 under Resident Evil 2 (1998) (Resident Evil 2) director Hideki Kamiya. Simplified versions were also created for the iPhone and iPad.
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It was then updated again for a PC re-release which later became the basis for HD ports to the Xbox One, PlayStation 4, and finally the Nintendo Switch. Resident Evil 4 has since shown a remarkable longevity, having also been ported to the Wii, and remastered for the Xbox 360 and PlayStation 3. Capcom and Nintendo later negotiated a deal where Capcom would port Resident Evil 2 and 3 exclusively to the GameCube for the remainder of the 6th console generation. Mikami would later apologize for the game becoming multiplatform despite his earlier promise, but approved of the addition of additional missions on these versions.
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Since Capcom and Mikami had made separate deals with Nintendo, Capcom claimed that Resident Evil 4 wasn't part of their full exclusivity deal with Nintendo. However, due to the Gamecube version's immense popularity but disappointing sales, Capcom decided to port it to the PlayStation 2 and PC as well. Mikami had lost trust in the technical capabilities of the other consoles, and famously stated that if Resident Evil 4 came out on another platform, he would "cut off his own head" (a Japanese slang for quitting one's job). These three games were Resident Evil (2002), Resident Evil Zero (2002), and Resident Evil 4. As a ploy to attract older gamers with more mature games, Nintendo made an agreement with series creator and Capcom designer Shinji Mikami to develop three Resident Evil titles exclusively for the GameCube. Resident Evil 4 was originally said to be part of an exclusivity deal between Capcom and Nintendo, but the situation was more complicated than that.