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Syphon Filter

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This page details pre-release information and/or media for Syphon Filter.

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Syphon Filter had a troubled development with the game being constantly reworked, rewritten, and redesigned all the way up until it went gold. It had many different prerelease trailers and screenshots with drastically different designs and gameplay between them.

Press Discs#

Power Source (E3 Press Kit CD 1)#

A CD handed out to press with information and assets on upcoming games including Syphon Filter. This disc contains some of the earliest known screenshots/information for the game.

  • In the ART/NON-HIGH folder on the disc is an early logo attached to an early screenshot of the Georgia Street Subway level
Syphon Filter Power Source (E3 Press Kit CD 1) SFAW (Early SF logo-screenshot).png
  • Different models for Gabe and the enemies.
  • Completely different HUD from the final game.
  • Different Subway Sign, map, and AD textures from the final.

Screenshots#

Three screenshots were also included on the disc in the SCREENS folder. All three have a different HUD from the final game.

Press Release Document#

On the disc in the TEXT folder is a document named SF-REL.RTF that contains a press release blurb for the game

E3 – Atlanta, May 1998 --    Sony Computer Entertainment Europe announces the release of Syphon Filter.   Developed in-house by Sony Interactive Studios America, Syphon Filter is available exclusively on PlayStation.

Syphon Filter is a deadly espionage game where more than just your own life is at stake.  Succeed and a major biological disaster is averted.  Fail and the whole of our race face eradication at the hands of genetic terrorists.        

Players take the role of Gabriel Logan - the man heading the team responsible for saving our future.  Fully trained in espionage and counter-terrorist operations, Logan must prevent a team of extremist eco-terrorists from releasing the Syphon Filter virus into the atmosphere.

Featuring beautifully animated 3D real time environments; gamers must battle through 7 Worlds, 16 levels and 4 bosses.      

An arsenal of weapons is at your disposal and a huge variety of modes, including a zoom-in sniper mode, make this a realistic mission-based adventure second to none.  But beware, although Logan is highly trained, his enemies are just as experienced. This is one game where it doesn’t pay to underestimate the intelligence of the enemy!
  • The terrorists in the game were originally eco extremists.
  • There were only 16 levels at this point in development.

(Source: Power Source (USA) (E3 Press Kit CD 1) Archive.org)

Power Source (ECTS 98 Press CD 1)#

A disc handed out to press with assets/information on various upcoming games including Syphon Filter. It came with 15 screenshots from an early build and two documents detailing the game.

989 Studios Features Document#

On the disc is a document called "98SYFEAT.RTF" that details out the game. Some interesting aspects:

  • The document refers to the game with its original spelling, "SIPHON FILTER"
  • The game was considered around 40-60% complete at this point in development depending on each part of the game.
GAME STRUCTURE:

- Action/exploration elements   60% / 40% 
- Gunplay/environmental obstacles 60% / 40% 
- Confrontation/stealth player chooses the best approach to deal with the enemy.
  • There's a list of "character actions" with "Snap to wall" being one that didn't make it to the final game:
CHARACTER ACTIONS WITHIN THE GAME:

- Walking   - Running   - Jumping   - Aiming
- Crouching run - Turn in place - Hand-over-hand- Switching weapons
- Ground rolls  - Ducking   - Snap to wall  - Throwing
- Aiming    - Shooting  - Reloading - Pulling up
  • There's also an early levels list that has some differences from the final game.
LEVELS:
Seven worlds comprised of nineteen levels and four bosses.

WORLD ONE - SUBWAY      WORLD FIVE - MILITARY BASE
- Level 1 Subway Terminal   - Level 10 Base Exterior
- Level 2 Subway Destroyed  - Level 11 Main Building
- Level 3 Tunnel Chase      - Level 12 Comm. Building (Boss Three)

WORLD TWO - PARK        WORLD SIX - CHURCH
- Level 4 Park (Boss One)   - Level 13 Church Exterior
                        - Level 14 Church Exterior
WORLD THREE - MUSEUM        - Level 15 Catacombs
- Level 5 Dino Room
- Level 6 Aerospace Room        WORLD SEVEN
- Level 7 Egyptian Hall     - Level 16 Warehouse Exterior
- Level 8 Reception Area        - Level 17 Warehouse Exterior
                        - Level 18 Cave
WORLD FOUR - OFFICE LOBBY   - Level 19 Siphon Filter Chamber (Boss Four)
- Level 9 Office Lobby (Boss Two)
  • Washington Park was originally going to be one level with the Girdeux boss fight
  • World Three, Pharcom Expo was originally going to be made up of four levels instead of two. In the final game the Aero Space Room, Egyptian Hall, and Reception area make up the "Pharcom Expo Reception" Level and the Dino room makes up "Pharcom Expo Dinorama" level.
  • There was a boss fight in an office lobby in World Four that didn't make it to the final game.
  • World Five, Rhoemer's Base was slightly different. There was a "Main Building" instead of "Base Bunker" and no ending "Base Escape" level.
  • World Seven with the Pharcom Warehouses/Tunnels/Silo was slightly different. There was originally no "Tunnel Blackout" level and a "Siphon Filter Chamber" with the final boss fight instead of the "Missile Silo" level.

Screenshots#

All of the screenshots have a different HUD from the final game, with the Armor/Target/Danger meters on top, a circular radar, different ammo counter, and different target reticles.

(Source: Hidden Palace)

  • This Press CD contained a version of the game's logo that was frequently used in magazine previews, trade shows, and other press coverage.
Syphon Filter GamePro Press CD 195 SypFilLgo1M.jpg

(Source: Video Game History Foundation GamePro Press CD 195 Archive)

GamePro Press CD 207#

  • This CD contains some prerelease assets as well.

Early Box Art#

  • In Syphon Filter ART/boxart is a much earlier version of the box art.
Syphon Filter GamePro Press Disc 207 Early Cover.png

Early Gabe Render#

  • In Syphon Filter ART/hi res character art is a render of an earlier version of Gabe's model/outfit.
Syphon Filter GamePro Press Disc 207 Early Gabe Render.png

Additional Renders#

  • In the hi res character art folder there's additional renders of art and more final versions of Gabe's model but in slightly higher quality and some in poses he doesn't make in the final game. Meant for media previews/reviews.
  • In the low res folder there's also a unique set of renders along side lower res versions of the above ones.

(Source: Video Game History Foundation GamePro Press CD 207 Archive)

Power Source Spring Summer 1999 Press CD#

Another disc handed out to press with assets and information on new games including Syphon Filter. Despite the Spring/Summer 1999 dates, the screenshots included are from an earlier build than the final or even the Toys R' Us demo disc build. It also includes some documents and a Q&A with a 989 Studios producer.

Screenshots#

The main notable difference across all of these is the HUD. The line to the left of Armor/Danger/Target goes all the way down to the radar. Some of these were used as box art as well.

(Source: Hidden Palace)

Press Day Art Disc (Europe)#

Another press disc that was released to European press at some point with information/assets on upcoming games including Syphon Filter. Very little information about it online besides a redump article.

Screenshots#

Most of these screenshots appear to be from a prerelease build before the final version judging by the debug text on most of them and an earlier enemy model in some of them.

(Source: Press Day Art Disk (Europe) Archive.org)

Magazines/Websites#

The pages listed under sources are the actual magazine pages rather than the document pages.

Preview Screenshots#

Game Informer July 1998 Preview#

  • Page 48 of the July 1998 issue of Game Informer has some unqiue screenshots alongside some of the ECTS 98 ones. Likely from the same or a similar build around the same time.

(Source: Game Informer July 1998 Page 48)

PSExtreme August 1998 Preview#

  • This issue had a unique shot alongside some of the ones from the powersource press discs. This screenshot was in a few other magazines but this is one of the only uncropped ones in higher res.

(Source: PSExtreme August 1998 Page 52)

GameFan August 1998 Preview#

  • This issue had a small preview blurb with two shots of what appear to be the one block version of Georgia Street seen in the earlier builds.

(Source: GameFan August 1998 Page 114)

Gameinformer website November 1998 Preview#

  • The November 1998 preview of Syphon Filter had two screenshots of an earlier version of the intro FMV with different lighting from the final version.

(Source: Game Informer website 11/24/98 Syphon Filter Preview)

PSExtreme December 1998 Preview#

  • The December 1998 issue of PSExtreme had an "exclusive" preview of the game with screenshots not seen elsewhere. The random gray/black spots on some of the screenshots were borders in the magazine article that couldn't be fully cropped out.

(Source: PSExtreme December 1998 Issue Pages 40-41)

Electronic Gaming Monthly December 1998 Preview#

This issue has some unique preview screenshots including one with a slightly different Georgia Street layout.

(Source: Electronic Gaming Monthly December 1998 Issue Page 144)

Official U.S. Playstation Magazine December 1998 Preview#

(Source: Official U.S. Playstation Magazine December 1998 Page 98)

Videogames.com 1998 screenshots#

  • Screenshots found on the videogames.com website from some point in 1998. All of them are alternative versions of ones previously seen in magazines with some in better or worse quality.

(Source: Videogames.com Syphon Filter Screens)

GamePro January 1999 Preview#

The January 1999 issue of GamePro has unique screenshots. Despite the 1999 date these screenshots are from a much earlier build as they have a different Gabe design/outfit than the 11/11/98 prototype.

(Source: GamePro January 1999 Page 62)

Next Generation Magazine January 1999 Preview#

  • The January 1999 issue of Next Generation Magazine has a unique batch of screenshots on page 62 not seen elsewhere. Despite the 1999 date these screenshots are from a much earlier build as they have a different Gabe design/outfit than the 11/11/98 prototype.

(Source: Next Generation Magazine January 1999 Page 62)

Tips & Tricks January 1999 Preview#

  • Despite the 1999 date these screenshots are from a much earlier build as they have a different Gabe design/outfit than the 11/11/98 prototype. The preview also included multiple shots of sniping and tasing the same enemies but they didn't show anything different from the final game.

(Source: Tips & Tricks January 1999 Page 59)

IGN January 1999 Preview Early Subway Pause Menu Map#

  • IGN ran a preview of Syphon Filter sometime between 1998-1999 that had earlier shots of the game with the main interesting one being a very low res shot of an earlier version of the Subway's pause menu map.
  • It has different map labels from the final, some minor differences, and the "Database" option seen in some other prerelease shots.
Syphon Filter IGN Jan 99 Early subway map.jpg
  • Unfortunately it seems like this preview had more shots from earlier builds at some point but they were deleted in favor of final game ones and this is the earliest archived copy of the preview.

(Source: IGN Syphon Filter January 1999 Preview)

Game Informer February 1999 Preview#

  • Despite the near release date of this preview the screenshots appear to be similar to the 11/11/98 prototype build or a build close to it. This preview also shows that many of the final game changes were likely done in the last minute stages of development if many prototype differences were retained as late as December to January assuming when this preview article was written.

(Source: Game Informer February 1999 page 41)

PSM February 1999 Preview#

  • Like the previous Game Informer preview, despite the near release date this preview shows that prototype differences weren't changed until very late in development in December to January assuming when this preview article was written. Many of the screenshots were cropped by the magazine.

(Source: PSM February 1999 Page 76)

PlayStation Behind the Classics: Syphon Filter#

  • A screenshot from a prerelease build appeared in a Playstation Blog post retrospective on Syphon Filter alongside a screenshot from the Powersource 1999 press cd.

(Source: PlayStation Blog Behind the Classics: Syphon Filter)

Adverts#

Silence Can Be Deadly#

  • Advertisement that first appeared in the PSExtreme February 1999 issue. Has unique shots of the terrorist from the box art being killed and some of the backgrounds appear to be unique or alternate versions of locations from the final game.
Syphon Filter Silence can be deadly AD.png

(Source: PSExtreme February 1999 Page 6)

Silence Can Be Deadly Alternative AD#

A two page alternative version of the Silence Can Be Deadly AD that first appeared in the March 1999 issue of PSM. It has a higher res version of an area in the box art.

(Source: PSM March 1999 Pages 9 and 10)

  • An alternative version of the game's logo appeared in the Czech Official PlayStation Magazine issue 14 and the Revista Official PlayStation (Portugal) issue 45.
Syphon Filter Alternative Logo.jpg

(Source: Official Czech Playstation Magazine Issue 14 Page 25 Archive.org)

(Source: Revista Official PlayStation (Portugal) issue 45 Page 43 Archive.org)

Miscellaneous Prerelease Assets#

  • An extremely early logo from early in development when the game was known as "Siphon Filter". Originally discovered by Syphon Filter Central.
Syphon Filter early Siphon Filter logo.jpg
  • According to the game's artist/writer, John Garvin, this logo was meant for internal documents only.
Syphon Filter John Garvin Early Logo Tweet.png

(Source: Syphon Filter Central Facebook)

(Source: John Garvin Twitter Reply)

Early box art#

  • Slightly earlier rating pending version of the box art. The main difference is the DNA strands under the subway train.
Syphon filter early box art.jpg

(Source: Syphon Filter Central Twitter)

Videos#

Warehouse 76 1997 FMV#

  • Extremely early version of a Warehouse 76 FMV from a 1997 build of the game. Unique design for Gabe as well.

Watch on YouTube

Temple of Games footage#

The only direct capture footage available at this time of an early build, from a Portuguese video game show called "Temple of Games". Discovered online by the Syphon Filter Central community.

  • Debug text in the top right.
  • Different HUD from the final game.
  • Different model for Gabe from the final game.
  • Gabe has the ability to walk instead of run. A feature that didn't return until Syphon Filter 2
  • Georgia Street is smaller with the Bank, Bar, and Subway Station making up a single block.
  • The 9mm was originally unsilenced at this point in development.
  • The 9mm uses the .45's gunshot sound.
  • A police car blocked off the back alley.
  • Placeholder text for Lian's calls at this point in development with "Words, talking" displayed.
  • The bank is much darker.
  • Weapon ammo is referred to as clips instead of rounds.
  • Completed objectives are indicated with a number. In the final game all objectives just display "Objective completed" when complete.
  • Some windows on the background buildings are lit up. In the final game all windows on this level have the same blacked out texture.

(Source: Syphon Filter Central Youtube)

1998 Early Trailer#

  • Trailer found on archive.org and uploaded back in 2004.
Syphon_Filter_1998_Early_Trailer.mp4
  • Different HUD
  • Different design/outfit for Gabe.
  • Different terrorist models
  • Slightly different animations.
  • Different sniper zoom.

(Source: Archive.org)

Official U.S. PlayStation Magazine Demo Disc #16 Trailer#

  • An early trailer with footage of a build from sometime in 1998 was included on this demo disc. Very different from the final game and internally named SIPHON.STR (the original spelling for the title). A lower quality/lower resolution version of this trailer without watermarks was used for the preview for Syphon Filter in the demo selection menu on disc #18 of the Official U.S. PlayStation Magazine.

There are many differences in this trailer:

  • Gabe has a unique model/outfit for most of the trailer.
  • Gabe appears to strafe slightly slower.
  • Enemies have the same death sound as in the Toys R' Us demo.
  • The HUD is the same as in the ECTS 98 screenshots.
  • Weapon ammo is referred to as clips instead of rounds.
    • The HUD indicates when you've reloaded your weapon at 0:13.
    • The HUD indicates when your flak jacket is hit at 0:23 and 0:45.
    • When the M-16's ammo is maxed out, it says "M-16 CLIPS MAXED" instead of "M-16 BULLETS MAXED"
  • At 0:07-0:09 the layout for the main street in Georgia Street is different with flaming cars and a background building in place of the brick wall that enemies jump down from in the final game.
    • The cars are also a different color from the ones in the final game and the one on the right has a unique model.
    • The building to the left of the cars also has unique window textures.
    • The light poles at the subway entrance are different.
  • At 0:10-0:18 the Georgia Street back alley is different.
    • The alley layout is different with a path to the upper left.
    • There's a unique metal box on the ground floor
    • Both buildings have unique window textures.
    • There's a white light on the building in the front that's not in the final game.
    • The bar's wall textures on the left are slightly different.
    • The pole and fire escape have slightly different textures.
    • The 9mm uses the .45 sound effect like the early demos.
  • At 0:19 there's extra debris in the Destroyed Subway level, the flaming enemy is in a different spot, and the exit sign is missing about the exit.
  • At 0:23-0:28 the Main Subway Line level has different ceiling lights and the train clips through an enemy without killing him.
  • At 0:29 the rain sound effect for the Washington Park level is much louder.
  • At 0:35 the Freedom Memorial entrance is slightly different.
  • At 0:42 the Pharcom Expo Dinorama security room has slightly different lighting and textures.
  • At 0:46 manual targeting is done in third person.
  • At 0:54 there's an early icon for the flashlight.
  • At 0:55 the shuttle room has different lighting and the shuttle can be shot down to crush enemies.

Syphon Filter 2: Syphon Filter Behind the Scenes Unlockable Videos#

Syphon Filter 2 contained two unlockable videos with extremely early versions of the Costa Rica and Missile Silo FMVs from the first game on Disc One:

Behind the Scenes Part One

  • Contains an early version of Gabe's model and a completely different looking early Missile Silo level.
  • It has an ambient sound not used anywhere in the final game as well.

Behind the Scenes Part Two

  • Extremely early versions of Gabe's and Lian's models. With Lian looking closer to Lara Croft and Gabe having a different face/outfit.
  • Has an earlier version of the intro FMV's music.
  • The forest is completely different.

Off Screen footage#

There's been numerous low quality off screen clips of early builds being played at trade shows and other events. Credit to Hybrid for discovering most of them online.

E3 1998 Footage#

This build appears similar to the one in the Power Source 98 Press CD screenshots.

  • Early version of the Subway with different textures.
  • Different model, textures, and animations for Gabe.
  • Gabe sometimes holds the M-16 one handed.

A second clip from the show:

  • Early Georgia Street Bar
  • Different model and animations for Gabe.

ECTS 1998 Footage#

Off screen footage from a trade show held in London in September 1998. This build appears similar to the one in the Power Source 98 Press CD screenshots. Seems similar to the build in the Temple of Games footage.

Another clip from the same show. Strangely appears to be a slightly different build with a square radar and silenced 9mm.

  • Gabe also has the ability to walk in this build.