Prototype |
Final |
When Leon carries Ada to the save room, there are some zombies present in the prototype! They don't react to them though. The final version removes the zombies. No music plays during this part in the prototype, but a tune does play in the final. |
Prototype |
Final |
This cutscene plays out slightly differently, as there are some camera angles in the prototype which were changed for the final version. |
Prototype |
Final |
The magnum rounds on the desk overlap part of the background in the prototype. They were moved further to the left in the final. |
Prototype |
Final |
When you leave the save room, there are four zombies in the prototype, whilst the final has no enemies whatsoever. The door was also flipped. |
Prototype |
Final |
The final version gave this part of the corridor a green tint. |
Prototype |
Final |
This background had several changes made to it. The final version changes the red on the door to green, removes the light above the door, amends the colors of the rails and one of the pipes to the upper left of this background. |
Prototype |
Final |
Same changes here, but some of the stuff at the bottom of this background was amended. |
Prototype |
Final |
This room was made slightly darker in the final, despite the light above the entrance being made longer. |
Prototype |
Final |
The prototype had some red lighting on the floor here, but the final removed it. The biggest change here is that the lights above the entrances were changed. They're both white in the prototype, but where changed to blue and red for the final. |
Prototype |
Final |
These two catwalks have some differences in the placement of the doors, but the main difference is the final added some blue and red light strips to the floors. The lights above the doors also had the colors changed, and parts of the background were made darker in the final. |
Prototype |
Final |
This background in the east wing corridor had the door changed for the final. What was a red light on the wall becomes a longer, blue light for the final, and the room was brightened up slightly. |
Prototype |
Final |
All the lights in this room were changed for the final. The text on the wall was also changed -possibly because a word was spelt wrong! In the prototype, it reads "LABORATRY EAST AREA", whilst in the final the laboratory text was removed, and the east area text was made larger. |
Prototype |
Final |
The prototype is missing the snow the final has for these two backgrounds, in addition to the usual light changes. |
Prototype |
Final |
The lack of snow is also seen on the prototype's door opening animation. |
Prototype |
Final |
In the prototype, it's not obvious which console you're supposed to use here, the final makes it clearer by adding a blue light to it. The final also has a first aid spray on the barrel, which the prototype lacks. |
Prototype |
Final |
When the robot arm does its thing, you don't get cutscene borders in the prototype, but do in the final. |
Prototype |
Final |
When you go back to insert the fuse, Leon will be onscreen as it screws into position. He doesn't seem to be there in the final. |
Prototype |
Final |
When the power is restored, there are some additional shadows to this room in the final, which weren't there in the prototype. |
Prototype |
Final |
The west area corridor has similar changes to the east area corridor -lights on the walls were altered, and this door was changed. |
Prototype |
Final |
Again, the text here was changed, getting rid of the "LABORATRY" typo and making the west area text larger. The text was orange in the prototype, but changed to red for the final. |
Prototype |
Final |
When you open the shutter, the plant 43s will already be up in the prototype. In the final, they get up as the shutter opens. |
Prototype |
Final |
This background was made brighter in the final. |
Prototype |
Final |
Prototype |
Final |
In the prototype, the computer monitor does not flash like it does in the final, and the green light is missing. There is no file to collect next to it. The computer can't be used in the prototype at all, whilst in the final, it can be used to turn on the anti B.O.W. sprinklers. |
Prototype |
Final |
The prototype has a green herb next to the dead scientist, which the final removed. |
Prototype |
Final |
When you burn the vines away and enter the vent, the prototype has a grid opening animation on it, which seems to be an error since the background had no grid over the vent. The final got rid of the grid. |
Prototype |
Final |
There is a blue herb on the floor here in the prototype, which the final version removed. |
Prototype |
Final |
...if you backtrack to this room later (I came back after killing the giant moth), the room works perfectly in the prototype. In addition to having a plant 43 (which will be dead if you've activated the anti B.O.W. sprinklers), it also has two green herbs, which the final version removed. |
Prototype |
The cabinet can't be opened in the final, but in the prototype, it can. It contains ammo for the shotgun and magnum. |
Prototype |
Final |
When you leave the room, Leon spawns in front of a wall in the prototype. The final fixed the spawn so he's outside the door. |
Prototype |
Final |
If you go back over to the east area and open the shutter door there, the door at the back was amended slightly for the final. The red light on the computer is misaligned in the prototype, this was fixed for the final. |
Prototype |
Final |
Strangely the backgrounds match here other than the final being brighter. |
Prototype |
Final |
Back over at the west area, the prototype is lacking the plant 43 the final has here. It also has two blue herbs, the final changes them to green herbs. |
Prototype |
Final |
At the bottom of the ladder, there are again no moving vines on the plant in the prototype, whilst the final has several. |
Prototype |
Final |
In the prototype, the door here does not match with the door used on the previous background, the final fixed this. Strangely the lighting effect on the lower right light was removed from the final verison. |
Prototype |
Final |
In the prototype, a plant 43 drops down here, whilst in the final, it's an evolved licker. The evovled lickers are not in the prototype at all. |
Prototype |
Final |
This background got zoomed in for the final. There's also a green herb here, which the prototype lacks. |
Prototype |
Final |
This background got zoomed out for the final. It also has two extra green herbs, whilst the prototype has none. The biggest difference is the lack of enemies -the final has two evolved lickers prowling around here, whilst the prototype has nothing. |
Prototype |
Final |
The prototype has a small switch next to the shutter door, the final replaces it with a computer terminal. There is a yellow and black pattern around the door in the final, which the prototype doesn't have. Leon's feet also glitch in a certain spot. |
Prototype |
Final |
Prototype |
Final |
These backgrounds had a lot of small changes made to them -there are a lot of pixels around the monitors that were altered later, among other things. The prototype also has a red light on here, which the final lacks. You can interact with it, and I believe it's where you turns the anti-B.O.W. gas on. In the final, you can do this much earlier, in the room with the vines blocking the vent. |
Prototype |
Final |
The ceiling for this background was amended for the final. |
Prototype |
Final |
The weapons locker has a white light in the prototype, this was changed to blue for the final. The door frame on the left was also changed. |
Prototype |
Final |
The weapons locker contains two magnum clips in the prototype. In the final, it contains the magnum parts. |
Prototype |
Final |
The slide door glitches in the prototype -it overlaps the background when it moves up. This was fixed for the final. There are some other differences, like the rails being changed, and the lighting effect on one of the lockers was moved. |
Prototype |
Final |
The slide door here is glitched in the prototype too, overlapping the background. Zombies can also overlap things they shouldn't, which was fixed up for the final. |
Prototype |
Final |
This background has a glitch in the prototype where enemies and items overlap parts of it. Fixed for the final. |
Prototype |
Final |
These backgrounds have a glitch in the prototype where the slide door and enemies can overlap parts of them. These issues were fixed for the final version. |
Prototype |
Final |
Prototype |
Final |
This background was completely changed for the final version. |
Prototype |
Final |
The angle for this background was changed. Note the overlapping enemies in the prototype. |
Prototype |
Final |
There is a small glitch here in the prototype -the panel that moves up overlaps the computer. The final fixed this. |
Prototype |
Final |
Prototype |
Final |
The giant moth in this room was moved slightly to the left in the final version. |
Prototype |
Final |
When you use the computer, the English text displayed on it was mostly rewritten for the final version. |
Prototype |
Final |
When you head back up to the west area, the prototype lacks the jump scare the final has here. |
Prototype |
Final |
In the med lab, there is a key item on this bed, which can't be seen -you just see a sparkle. The key is used instead of the MO disk (see below). The final replaced it with some magnum ammo, and there is also a first aid spray. There are some shading differences with some of the walls, such as at the right. A zombie will see you straight away in the final, whilst in the prototype, he's further around the corner. There are also only two zombies in this room in the prototype, the final has five zombies. Finally, in the final version, when you use the Umbrella card to enter this room, the game will ask you if you want to discard it. The prototype doesn't do this, but there doesn't appear to be any more doors to use it on. |
Prototype |
Final |
For this background, the lighting was changed, and a computer console was added to the middle machinery. There is a working light switch in both versions, but the final makes it more obvious it's there by adding a red light onto it. |
Prototype |
Final |
Prototype |
Final |
When the lights are on, there is some lighting differences between versions. |
Prototype |
Final |
There are some shotgun shells on the trolley in the prototype. In the final, this is where the MO disk is. The MO disk isn't in the prototype, instead, you have to collect a key which is elsewhere in this room. There were also some very slight tweaks made to this background for the final. |
Prototype |
Final |
During the cutscene with Annette, some of the camera angles are different. |
Prototype |
Final |
In the prototype, Leon doesn't bother checking on Annette, he sees the G virus sample roll out of her hand and collects it. In the final, he checks on Annette first. The sample isn't seen rolling across the floor in the final. |
Prototype |
Final |
One oddity in the prototype is that you have a choice of taking the G virus sample, whilst in the final, you are forced to take it. It doesn't seem to make any difference if you take it or not, Leon will still throw it either way during the below cutscene. |
Prototype |
Final |
During the Ada cutscene, there are multiple differences. The prototype has a lot of issues with characters overlapping backgrounds, which the final fixed. One background was made a lot more detailed for the final version. The part where Leon drops to his knees is not in the prototype, resulting in the cutscene being shorter than the final. And the prototype has this horrendous placeholder alarm noise playing throughout this room. The final replaced it with some music, namely "Escape from Laboratory" and "Goodbye Leon". "Escape from Laboratory" continues to play throughout the rest of the game up until the final boss in the final, whilst in the prototype, "The Underground Laboratory", or sometimes silence, is used. |
Prototype |
Final |
In addition to the switch/computer change, some of the lighting was altered for the fence in the corridor here. |
Prototype |
Final |
The final boss area looks completely different in the prototype. The layout was kept for the final version, but it was given a graphical overhaul. The final version also changes many camera angles. The prototype has a black hole at the front of the room, which is presumably where the elevator is supposed to be. The prototype also doesn't start a five minute countdown when you move a little into this room like the final does. The prototype has no music or sound effects at all for this room, in the final an alarm noise constantly plays. |
Prototype |
Final |
In the prototype, go to the black hole and keep pressing circle, this will eventually cause the final boss to drop down suddenly. In the final, he drops down during part of a cutscene -you have to press a switch next to the elevator first, then the boss smashes through the ceiling. |
Prototype |
Final |
When you make the boss stumble, it triggers a short cutscene of Birkin transforming to his next form. In the prototype, this cutscene will always trigger on the current background you're on (even if Birkin isn't visible on it), whilst in the final, it always switches to the above background. Birkin's first form seems to be weaker in the prototype -he only takes 3 standard magnum rounds to go down. In the final, I shot him with 4 upgraded magnum rounds to make him stumble. |
Final |
Defeating the second form of the final boss does not trigger a cutscene in the prototype, but it does in the final. |
Prototype |
Final |
The corpse of the final boss was made more grotesque for the final verison. Once the boss has been defeated, you cannot progress any further in the prototype -the door you came through is locked, and as the elevator is missing, you can't leave this room. |