Are they still planning on updating Prism?
Version 0.95 was released 3 years ago, and Brown seems to be getting all the updates.
Version 0.95 was released 3 years ago, and Brown seems to be getting all the updates.
On May 4, 2026, Sebastian Segura along with Niko Digital and Orbeez released an HQ 35mm film scan of the lost original mix of the THX cimarron trailer.
Link: https://www.youtube.com/watch?v=5SQfAxhOyBA
The original version of the trailer debut in May of 1988, however after complaints from employees about the speakers being damaged, it was pulled from theaters and replaced with a new version two years later in 1990.
The search for it went on for over a decade with many reconstructions made using low quality audio recordings and word of mouth describing what it sounded like.
But on February 20, 2022, a YouTube channel named Magicfly2001 released a video of the screening Indiana Jones and the Last Crusade which included the trailer in its entirety.
Raynegard (レインガルド) was an MMORPG created by Capcom and the publishing house Takarajima. Considered Japan's very first MMORPG predating Final Fantasy XI, it was quite short-lived as its servers were shut down on December 31, 2001, just a little over a year after its launch on December 16, 2000.
While its main gameplay elements were derived from Western MMOs of the time like Ultima Online, it had its players race against time to complete its main objective. Players were given 12 weeks to defeat the final boss, or else the game would be reset, and their progress would be lost. Each week a new area of the map opened, with players being required to clear it before the next one opened. The players obliged and defeated the final boss, but after the 12-week period, the game reset anyway, with only accumulated money and some items being carried over. This was essentially a prototype of the season-based service system many online games use today.
This completely new system perplexed and angered so many people at the time that it is said that the game lost half of its player base after its first cycle. Due to negative word of mouth, the game could only last four cycles and was only released in Japan and Korea. Translations were planned (and English text exists within the game), but due to the game's poor reception, they never came to be.
The game was released physically across both Japan and Korea, but with the game servers being shut down, nobody bothered to archive the game disc, until now. The person who handled the release also published an asset extractor tool to analyse and preserve whatever is left of the game.
Check it out here:
saw that someone posted about this on the Subreddit a few years ago, so i figured it's worth sharing here.
the two planned chapters were uploaded to Partnernet, Microsoft's internal developer network, and were posted publicly as part of an Obscure Gamers prototype release.
the main source of the content's notoriety was that there were four achievements in the base game tied to it, which were impossible to unlock as a result of the content never releasing. installing these packages {requires BadUpdate or a modchip on real hardware} actually makes them officially accessible for the first time.
i was also able to get in contact with Kev Harrison, one of the developers, who confirmed the content was likely unreleased due to the publisher screwing them over. delaying the release of the title for several months so it launched closer to Hellboy II: The Golden Army. {indeed the final build date according to the game's executable was October 24, 2007. over eight months prior to launch} >The DLC was never released as Konami had two different offices that were being amalgamated into one. The side of Konami we were working with closed and all the projects including Hellboy were shifted to the one office. Hellboy then sat on a shelf for approximately a year before it was released, coinciding with the release of the Hellboy 2 movie. I had two games I'd worked on come out in the same month the following year, Hellboy and Clone Wars: Lightsaber Duels which is an extremely rare occurrence.
and some further details from production assistant Rich Foster >The dev cycle for Hellboy was just over 2 years I believe (from the point I joined at least), and for the majority of that time we had been working closely with Konami US, through weekly/bi-weekly video calls, frequent emails, etc, they even came out to the studio on a number of occasions. Now, I don't know the specifics around exactly what happened at Konami, but towards the end of Hellboy, our primary contacts were let go/replaced with an individual from another branch at Konami, who just wanted to get the game out of the door as fast as possible. As such, it was Konami who decided not to release the DLC levels, even though for the most part, they were complete.
i just made a video providing a full overview on what's included in the downloadable content, as well as giving a likely explanation on why the achievements for it ended up as part of the base game's list. feel free to watch it if you're interested.