Prototype |
Final |
This background is the first one to feature any differences. At the back left corner, the wall is different. The lighting on the shop door is also different, look below for why: |
Prototype |
Final |
Kendo's gun shop doesn't have a light above the door in the prototype. The final version does have one, which changes the lighting over the door and reflects off the car's back window. The shop has a slight difference as well -under the word Kendo there are some objects in the proto which were taken out of the final. |
Prototype |
Final |
There are some differences with items in the shop. The prototype features two boxes of handgun bullets, which are behind the counter next to each other. The final has one box behind the counter and another on a box in another corner of the room. The prototype also has a first aid spray on a shelf, which was taken out of the final game. |
Prototype |
Final |
There's a typewriter and an ink ribbon on a box in the prototype, as noted above, this was replaced with handgun bullets in the final. |
Prototype |
Final |
If you check this background after the zombie attack, some smashed glass was added to the floor in the final version. |
Prototype |
Final |
There's no building in the middle top section of this background, one was added for the final game. This is also the first background to show a problem which happens a lot in this prototype: layering glitches. You can see the zombies and the door through the wall here. |
Prototype |
Final |
There's a small change in the top left with the building, and the basketball court lacks trash on the floor (we'll get a much better look at this soon). The zombies will overlap the fence at times. |
Prototype |
Final |
This background had a section of wall removed for the final game. The zombies can again be seen overlapping the fence. |
Prototype |
Final |
This bird's eye view background also had some changes made to the wall on the upper middle. Unfortunately due to an oversight, the final version's background didn't move the flower pots back far enough, making them look like they're floating. There's also another layering error on this background, Leon will overlap the stuff on the left instead of going under it. You can also see two boxes of handgun bullets which also overlap. |
Prototype |
Final |
This background's position was changed a bit for the final game, with the right and left walls being changed and the position of the van being different. The contents of the van were also changed, and you can pick up two boxes of bullets in the prototype -in the final, there is only one box. |
Prototype |
Final |
On the basketball court, the prototype lacks trash on the floor, and is missing some parts of a building. The benches also have slightly different designs. |
Prototype |
Final |
On this background, the prototype: -lacks a light in the top left corner -lacks trash on the floor -the left wall and middle two buildings are in slightly different places -has different bench designs -the left wall lacks posters and some graffiti -the objects behind the door in the middle are missing, which we'll get a better look at next: |
Prototype |
Final |
This background is at a different angle, and is missing all of the trash that the final version has. In the final version, your character faces forward here, but in the prototype Leon will be pointed towards the wall. |
Prototype |
Final |
More missing trash, plus this wall lacks posters and some graffiti. |
Prototype |
Final |
Prototype |
Final |
The prototype lacks a whole lot of cables that the final version adds. There's also no graffiti on the left wall, missing posters on the right, and no air con unit on the upper middle. |
Prototype |
Final |
This section has several layering glitches, starting with this one. There's also no graffiti on the left wall in the prototype, another missing poster on the right wall and some differences with the pipes in the upper middle. |
Prototype |
Final |
This background has another layering error, you can see zombies in front of a wall in the prototype. The prototype also lacks a pipe on the right, a box on the left and the largest signboard has a more complex design which was simplified for the final game. |
Prototype |
Final |
More layering error fun! And you can get a better look at some of the differences mentioned above. You can also see the proto lacks an air con unit that the final has. |
Prototype |
Final |
This background lacks a building behind the stairs, and the walls are less detailed, lacking any graffiti and other stuff. |
Prototype |
Final |
Here there is another layering error, Leon can walk over part of the left. The angle is different and there's no trash to be seen. The dumpster is red in the proto, but was changed to blue for the final. |
Prototype |
Final |
In the prototype, the background won't change to this until you've jumped down from the dumpster, but in the final, you can stay on top of it. This street is yet another where the prototype lacks any trash on the ground, and the walls are different. |
Prototype |
Final |
The graffiti on this wall is different. |
Prototype |
Final |
The prototype also completely lacks buildings behind this door, making it look odd. |
Prototype |
Final |
This street has a lot of differences. Starting with this background, the prototype lacks stairs on the building (there's a much better look at this below) along with different walls, missing posters and nonexistent graffiti. |
Prototype |
Final |
There are some white placeholder vehicles in this section, which appear to be shaped like Deloreans. There are just walls behind these placeholder cars in the prototype, whilst the final added some stores instead. In the foreground, the restaurant was changed quite a bit. The prototype has two tables upright with a dead body on the back one, in the final, the back table is shown knocked over whilst the dead body was put on the table in front. The biggest change is that the prototype lacks the cameo appearance of Mr. Bean's Mini. |
Prototype |
Final |
Prototype |
Final |
This background lacks a lot of detail, especially on the bus. There's no barrier next to it either, instead, you can see a cop van. The prototype also lacks a background in this section, in the final version, once you get close enough to the bus, it'll change to this. |
Prototype |
Final |
There's no handgun ammo in the bus in the prototype, but there is one box in the final version. |
Prototype |
Final |
Outside the bus, you're on the street next to the police station. This section has been worked on again since we last saw it in the preview version, but what they changed it to in this prototype would still be changed quite a bit for the final release. These next few prototype backgrounds all seem to be at a lower quality resolution than the others. |
Prototype |
Final |
One of the main differences here is that the prototype is missing the fire truck the final version has, instead it has a couple of wrecked cars. It also lacks any trash on the floor. |
Prototype |
Final |
This building is missing a section in the prototype, a second floor was added in the final version. Layering issues also let Leon and the zombies appear over the dumpsters instead of behind. |
Prototype |
Final |
A few lights were added to the final game for this background, along with a different fence and some trees. |
Prototype |
Final |
Prototype |
Final |
Any background outside the police station grounds aren't different in the prototype, it's inside where things start getting different again. The door leading to where Marvin is had its doorknob switched to the other side of the door in the final version. |
Prototype |
Final |
More incredible doorknob switching action for this background (right door). |
Prototype |
Final |
One of the big differences is there's a item box at the reception desk, although it doesn't work. This was removed from the final version. |
Prototype |
Final |
In addition to the item box, the display on the computer was flipped for most of the backgrounds it appears in. You can also get a better look at the switched doorknob with this background. You can also get a better look at the item box here, which appears to be missing its lid -more on that below. |
Prototype |
Final |
The cutscene where Leon meets Marvin has a few differences. In the prototype, when Marvin moans, Leon will point his gun in the direction of the sound, he doesn't do this in the final. |
Prototype |
This background is not seen in the final version. In the prototype, it can be seen once Leon gets close enough to the computer. |
Prototype |
Final |
Tiny change with this screen -the final version cut a couple of dots after the ID CARD text. |
Prototype |
Final |
In the lobby, there in no item box for this background in the prototype. The shading on one of the windows of the information lobby was also altered. The file is on the chair in the final version, but... |
Prototype |
Final |
...in the prototype, it's over at the information office. |
Prototype |
Final |
The prototype has the lid for an item box here -the bottom half of it is still in the main hall. It can be interacted with, and fully works. It seems the devs were in the process of moving it from the hall to here, but decided to move the item box closer to the main door for the final version. |
Prototype |
Final |
The shutter box does not have any lights on it in the prototype. In the final, it has a green light. |
Prototype |
Final |
The change on this background is so tiny you won't even be able to see it. One of the planks of wood has a few pixels altered in the final version. |
Prototype |
Final |
Again. |
Prototype |
Final |
In the prototype, there is a box of handgun bullets on the desk to the right. In the final, there's a file there instead. |
Prototype |
Final |
In the prototype, the file is on this desk instead, whilst in the final, that's where you'll find a box of bullets. |
Prototype |
Final |
A few pixels on the door were altered and the shading to the table was amended for the final version of this background. |
Prototype |
Final |
This green herb was removed from the final. |
Prototype |
Final |
In the prototype, there are three zombies here, but in the final, there are four. As soon as you enter this hall, one zombie will immediately see you and start heading towards you. |
Prototype |
Final |
As noted above, this hall has an extra enemy. In the prototype, there is one female zombie, and two male ones. In the final, there are three male zombies. The shading on the table in the corner was also altered slightly. |
Prototype |
Final |
In the prototype, there's only one green herb here, but in the final, there are two. |
Prototype |
In the prototype, if you search this cabinet, you'll find some handgun bullets. It can't be interacted with again after this. In the final, there is no ammo here, it's the cabinet where the special key is used to access the extra outfits. |
Prototype |
Final |
The prototype is missing the file from this desk that the final version has. |
Prototype |
Final |
In the STARS office, there is a herb here that the final version removed. |
Prototype |
Final |
A box of handgun bullets on the floor here was removed from the final version. |
Prototype |
Final |
There is a first aid spray in this cabinet in the prototype, in the final, you'll find a box of handgun bullets. |
Prototype |
Final |
In the library, the placement of this herb was altered in the final version. It was a green herb in the prototype, but was changed to a red one for the final. It appears to be almost off the table in the prototype, and was moved back for the final. |
Prototype |
Final |
The prototype has a glitch where the panel overlaps part of the background, the final fixed this. |
Prototype |
Final |
There's another small glitch here in the prototype -Leon's shadow appears on the wrong floor. This was corrected for the final version. |
Prototype |
Final |
At the right, part of one of the moving bookshelves overlaps the background in the prototype. The final fixed this. |
Prototype |
Final |
Completing the bookshelf puzzle rewards you with the rook plug in the prototype, and the bishop plug in the final. |
Prototype |
Final |
The cog room has an issue where the stairs and some of the cogs overlap parts of the background. This was fixed for the final. |
Prototype |
Final |
There are some shotgun shells at the back of this room in the prototype, which the final version removed. |
Prototype |
Final |
The final version slightly altered this background -it's difficult to see, but some of the cogs were changed a little. |
Prototype |
Final |
When you're asked to press the switch, the cogs overlap part of the background in the prototype. This was fixed for the final. The door that opens up here has the bishop plug in it in the prototype, and the knight plug in the final. |
Prototype |
Final |
The final version changed some of the shading to the third floor for this background. You can also see the item box in the prototype, which was seemingly hastily removed for the final -it wasn't really removed, just changed to a black rectangle! |
Prototype |
Final |
Prototype |
Final |
The prototype has a glitch here where Leon overlaps part the rail. The final version fixed this, and also moved this background to the left a bit. |
Prototype |
Final |
When you activate the ladder in the prototype, the cutscene borders don't appear like they do in the final. The ladder also doesn't come down as neatly as it does in the final. |
Prototype |
Final |
In the prototype, the small key is on the counter. For the final, it was moved to the sofa. |
Prototype |
Final |
A really tiny change was made to this background -some extra shading was added to the bottom of the middle left pillar for the final. |
Prototype |
Final |
More incredibly minor shading changes made to the bottom box of the bottom right of this background. |
Prototype |
Final |
The bottom of this pillar looks fine in the prototype, but in the final, there's something there. It almost looks like some shotgun ammo, but it can't be collected. |
Prototype |
Final |
At the storage shed, there is some shotgun ammo in the prototype, which was replaced with handgun ammo for the final. |
Prototype |
Final |
Once the fire has been put out, this is as close to the helicopter's cockpit you can get in prototype. In the final, you can get closer to it. |
Prototype |
Final |
In the prototype, the statue has the knight plug inside it (although it actually looks like some handgun ammo). In the final, this is where you get the rook plug. |
Prototype |
Final |
A few pixels on the handgun parts box were changed for the final. |
Prototype |
Final |
The final adds an extra green herb next to this door. |
Prototype |
Final |
In the east office, the prototype has a box of handgun ammo on one of the desks, which was taken out of the final version. In the prototype, there are four zombies in this room, whilst in the final, there are five. |
Prototype |
Final |
The prototype has a small key on this desk, which the final version removed. |
Prototype |
Final |
In the smaller office there is another box of handgun ammo in the prototype, which the final version removed. |
Prototype |
Final |
There are some shading differences with this background, but the main difference is that you cannot get between the bookcase and boxes in the prototype, but can in the final. |
Prototype |
Final |
When you enter the 1F lobby in the prototype, there are four zombies in total, but only one will see you, the others are waiting around the corner. In the final, there are six zombies here, and they are all positioned so they'll all see you when you enter the lobby. |
Prototype |
Final |
In the hallway, this wall was given darker shading for the final version. |
Prototype |
Final |
In the interrogation room, what was some shotgun ammo in the prototype was changed to a first aid spray in the final version. The plug on the shelf was moved slightly to the left in the final version. In the prototype, you'll find the king plug here, whilst in the prototype, it's the rook plug. The other difference here is one I can't show with pictures. A licker will burst through the window in the prototype, but only if you collect the shotgun ammo. In the final version, the licker only appears if you collect the rook plug. |
Prototype |
Final |
There is a box of handgun ammo on this desk in the prototype. In the final version, the ammo was removed, but a small key was added. |
Prototype |
Final |
The prototype has a quirk with entering the evidence room. If you enter it from the darkroom corridor, it has a regular door. But when you open it, a slide door animation is played, and when you enter the room, you can see a slide door. The final version uses the correct type of door for this background. This seems to be something the developers were still working on -in the Resident Evil 2 Preview, a slide door can be seen in the darkroom corridor. |
Prototype |
Final |
One of the lockers has handgun and shotgun ammo in the prototype, in the final, it only has shotgun ammo. |
Prototype |
Final |
In the west office, there is a green herb here, which the final removed. The final also oddly seems to cut off part of the handgun ammo box on the desk. |
Prototype |
Final |
In the prototype, when you approach Marvin, Leon will say "what happened?", then crouch down next to Marvin and say "hang in there!". This dialogue was cut from the final version, and Leon does not crouch down. |
Prototype |
Final |
When Marvin turns into a zombie, he looks down in the prototype, and looks directly at the camera in the final. |
Prototype |
Final |
As with the other fuse box, the one in the 1F east hall is missing a light in the prototype. |
Prototype |
Final |
In the prototype, the door here is missing its doorknob, which the final version added. There's also handgun ammo on the shelf in the prototype, the final replaced this with some shotgun shells. Finally, there are some shading differences with the background. |
Prototype |
Final |
The B1F east hall has some wheeled stretchers in it in the prototype, these were removed from the final version. |
Prototype |
Final |
It seems the devs were in the middle of removing these in the prototype, as the stretchers have no collision -you can walk right through them. This background also has some shading differences, most notably on parts of the ceiling pipes. |
Prototype |
Final |
However the stretchers here do have collision, so who knows. |
Prototype |
Final |
Prototype |
Final |
Down the other end of the corridor, the signs were moved around for the final version. |
Prototype |
Final |
Oddly, when you get close to this door in the prototype, the yellow sign magically switches places, and matches where it is in the final version. The card reader is still different though. |
Final |
If you examine the card reader in the final, it switches to this background. This doesn't happen in the prototype. |
Prototype |
Final |
In the power generator room, the final added a green herb here. |
Prototype |
Final |
The power control panel had a design change for the final version. |
Prototype |
Final |
In the final, after you complete the above puzzle, you see this shot of the weapons locker card reader switching color from red to green. This is not shown in the prototype. |
Prototype |
Final |
In the prototype, there is a key on the shelf here, which was removed from the final version. More on this later. |
Prototype |
Final |
For some reason, the red car on the left was removed from the final version, but only during the Ada cutscene. When the cutscene ends, the car can be seen once the background changes. The car is also missing during the cutscene where Leon and Ada push the van out of the way. |
Prototype |
Final |
This slide door has its colors altered for the final version. |
Prototype |
Final |
Some of the bars on Ben's cell were slightly changed for the final version, but for this background only. |
Prototype |
Final |
In the dog kennel room, the manhole cover looks unfinished in the prototype. It was touched up for the final version, and had its colors changed. |
Final |
In the final, you are asked if you want to go down this ladder if you investigate it. In the prototype, this doesn't happen, you go down instantly. This also happens if you go back up the ladder. |
Prototype |
Final |
The splash effects are blue in the prototype, and green in the final. This also applies in the sewers section later on in the game. |
Prototype |
Final |
The shading on the shutter door and vent shaft was made lighter for the final version. There are no sound effects heard in the prototype here, but in the final, there are splashing noises. |