Cut content from the 2016 Alpha

Mouth is probably due to facial anims, and he’s got eyebrows, mine don’t

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You’re probably right

Haha, I just realized that. Thought the shadows were the eyebrows :rofl:

Also he had a busted lip / scar on the left

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Nice, didn’t notice that detail :stuck_out_tongue: by the way more than exporting his models I’ve been exporting old/placeholder ones as well, figured it could be interesting to see them all in one place since they might be related to the 2013 era
looking through files I came accross the Paris restaurant models that are actually just Bangkok restaurant, so they prob just reused the assets they scrapped, there was even a screen texture with Paris NPCs including the cut mime and chef disguises, sadly there are not in the current files and most likely would have to be extracted from the alphas which is not yet possible

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So when randomly looking through Marrakesh’s textures I came across a bunch of flyers for Paris (I’m guessing these are in that map as well) confirming even more that the Paris restaurant existed and that Bangkok is just using its assets, here is the flyer that gave it out


For those who have watched/played the alpha and got to Bangkok you might remember seeing the “Miam Lounge” sign at the bar :grinning_face_with_smiling_eyes:

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Managed to convert textures into .DDS and found the Mime face :clown_face:
Alpha layer is a bit broken

EDIT:
Back again with a few stuffs, so it seems alongside the Paris restaurant which went into Bangkok, Paris had a “sniper tower” / bell tower which got scrapped and has its assets used in Sapienza for the most part (wind rose inside the church, the bell and its winch and some fences outside in the graveyard), although there is that piece that comes from it and is used as decoration in the attic

And a few textures left (the mug is used in the museum as decoration once again and that statue+stone in Sapienza)


Alongside this, I was scrolling through textures and got to find these newspapers which actually show Paris in its very early form, purple theme and night time

I reconstructed the “Museum Staff” outfit from what I could find in the files, seems to be mostly for female

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I was thinking the exact same thing. Glad I’m not the only one.

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Oh wow, was that supposed to be in the Palace itself?

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I can’t be sure of course, I honestly think it was outside of the palace area (both the tower and restaurant), The hotel’s structure in Bangkok is exactly the same as Paris, you can compare the buildings in both maps, also in the alpha, Bangkok’s restaurant purely reuses all assets, it was slightly edited in the end to be the area we know today (there are some remnants)

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It would explain why the outdoor bar in Bangkok has the catwalk music on if you listen close enough. Maybe audio data glued to some of the remains. :joy:

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Ah, so Delgado’s outdoor cinema and the Chongqing karaoke spot are also Paris leftovers? :grin:

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I could see that happening honestly, maybe something IO totally forgot about

I’m sure these are intentional design choices, and not just scraps moved over, IO probably just likes to use that music too lol

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It seems there are 3 Alpha versions.
1.The recent one with multiple locations
2.The old (Paris) with debug options.
3.The old (Paris) without debug options.

Any information about how these two versions are different?

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There’s a bunch “more” of alpha builds, including one we can’t get which contains even earlier versions of maps like Paris and Sapienza

The only difference between the two Paris we got is just a few map tweaks and other game functionalities

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Decided to document changes from the Alpha properly, just went over gameplay changes in this one.

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Not everything was perhaps intended to be in the final game, but boy would I like it to be there. Point shooting, human shields, moved crates, a better frisking system, some of the weapons (there is still hope with those)…
Also, fires look much better in the alpha and the silenced pistol sounds way way cooler (can´t tell if it´s the same sound as in Absolution).
Wish they´d put some of this stuff back in :pleading_face:

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There is also some “hints” showing that IO made possible to hide bodies in car trunks, but even in the alphas we have it cannot be done :pensive:

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really interesting video! i can see why they took out the “crime scene” idea. it might’ve had potential to be cool, but it was ultimately unnecessary. like if you’re still around when a dead body turns up that should say enough on its own lol.

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I bet that’s where the original Knock Out while frisking option actually came from. Rarely would I want to knock out a guard at a normal frisk point since there’s usually multiple guards or it’s in a more crowded area. But if I’m caught near a dead guy and they’re frisking me there, I could totally see where I might want to fight instead of just standing there.

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Maybe yeah, if I also remember correctly random frisking was a thing during the 2016 Beta so that would also fit

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Just a little thing, “Dafitius” released a mod for Hitman 3 that adds the Alpha version of Hokkaido

Still early, he’ll continue working on it, one of the objective is to also port Alpha Colorado :crossed_fingers:

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