Bruh why do i always realise these minor spelling mistakes AFTER i upload the videos lol. I spend like 30 minutes searching for spelling mistakes and i somehow miss no less then 4 of them each time. I'm sorry if anyone gets triggered by them.
I love the cartoony theme more Its also my fav artstyle with hle the game can look cartoony but the materials makimg it clear what something feels like
7:04 That was actually a scrapped story line. The player is driving in his car and a telephone pole crashes on him. He got in a coma. What I assume is the neighbor went in the basement door and took the player to his house.
I was going to write an alternate explanation for this comment and the story line, but at that point I would've just made a full on script for a Game Theory video that would never happen.
The cleaning animation is used in the Pre-Alpha when you throw tomatoes at the windows or walls. That happens because the Prototype and the Pre-Alpha share the same project files, so the AI you see in Pre-Alpha is the same as the one you would've seen in the Prototype. Alpha 1, however, is not the same project. The game was remade there using a different code based project and has remained the same project all the way up to release, so it can't be compared to the Pre-Alpha.
@@Anteater92006 nice thx. I'm just writing down stuff as I'm watching. Like if you pay attention to the pole falling scene in the teaser, you can see a small explosion go off that causes the pole to fall.
Also about the teaser, i heard from a comment (by someone who i think watches your content named "the guests attic) on a re-upload of it something about an offical comic strip from around the initial concept days that shows the neighbor pulling up next to the protagonists car and just driving away. Do you know anything about this? If not then I'm starting to believe it's going to become some kind of internet myth lol
@@Anteater92006 Oh yeah, that was concept art from early 2016. You can find it on their tumblr. The AI-rundown video shows a different looking Pre-Alpha. In fact, that's basically just the Pre-Alpha, but on maximum quality. It was made just for explaining how the AI works and what he does in-game, and to show that, you gotta re-create and showcase kind of what he does, which is what they've done. Everything from that video was made in-editor, and was never packaged as a playable build. It also looks extra fancy for just good first impressions. Remember, this was made back in 2015, way before they released this build. The neighbor sitting at the table is an animation for him eating, which was never used in any version, despite appearing in the files. Oh and he does do the bucket thing in the Pre-Alpha.
In pre Alpha, if you throw a tomato at his front window, he will actually grab a bucket and clean up the splatter (if it doesn’t bug out and break a window putting in hunt mode). But the animation is all over the place.
I really wish they stuck with the original ending concepts and the overall eeriness of the pre alphas. If the full game was anything like Pre-alpha to Alpha 1.5, with the same gritty tone of the original story, it would have probably been one of the best horror games of all time. It's truly a shame how the full release ended up being. Because this game really did have a lot of potentional. Such a cold, liminal, dark and mysterious tone with an almost cozy atmosphere that didn't transfer at all into later builds. It makes me sad to see so many great ideas get thrown out of the window for what ended up being a really shallow plot. Everything they scrapped could have been perfect with enough polish.
Yeah, the atmosphere of the early versions of the game just had this unexplainable feeling, sort of nostalgic and sad but also really creepy and mysterious
I totally agree! I feel that they should have just kept the original style and fixed any bugs/errors. The lighting was also much better in the pre-alpha/alpha 1 builds.
The languages used in alpha 3 are normal English, the language used in Alpha 4 is Litterally Russian, the language in the entire full games is English but broken. For example 'welcome to raven Brooks' is turned into "cawoem oot wayron croobs"
@@KiiBonsame still i like it more when he has time in game to set up traps and not always make them just appear for getting caught and or going to sleep back at our house
The house on fire could possibly be an Easter egg, and alpha 1.5 is probably what the house was going to look like in pre-alpha, and they were going to bring it back but in alpha 2 they decided to make it look more different because of the props.
10:48 so I’m guessing that due to the room. That they must have had a whole different backstory written down for the neighbor due to the Crib but it must have been changed.
No joke i remember them saying that the story in these early versions was just a placeholder story and wasn't meant to make it into the final game at all. If you ask me that is honestly ridiculous.
The neighbour cleaning the window animation is actually used in the pre alpha, but the bucket or cloth model (i forgot) is very broken and is floating far away from the neighbor's hand
I REALLY loved the style of pre alpha and alpha One .In my opinion, I feel like that style really suits Hello Neighbor as a whole.Alpha’s 2 and 3 maybe sort of nostalgic, but I really prefer alpha 1 or pre alpha’s style.Hello Neighbor’s style at this point is sort of “wacky”, mainly the reason I lost my liking for the game.But now, I like to look back at my favorite UA-camrs playing the earlier versions of the game, Because that is the version of Hello Neighbor that I always loved.Even though Hello Neighbor has changed its style, I will still appreciate it for existing in the first place.Thanks Dynamic Pixels.
The first art style were literally just stock photos made into textures. They were really bland. The only reason why they feel “realistic” is because the trees for example were literally textures of real trees. Nothing good about the old graphics.
the unused standing animation was actully called "Neighbour_Lowpoly_Idle_2" . It was used in the unused player model when the player is steady and not walking or running so the animation was used in Ai rundown and pre alpha, not cancelled.
Your right but i included it since it wasn't used for the neighbor like it may have been intended to. I don't know if you agree with that but that's why i included it.
The pre Nicky player is the character in the car but the character had no texture and was just the same model as the neighbor but with a different head
The country road scene at 6:47 is not the only time that place has come up. In another version of the prototype, you are actually able to go into the basement but when you go in, the basement looks almost identical to the basement in alpha 2. However, in this basement you can go through that last door without it cutting to an ending screen. And once you go through that door it starts playing the chase music and you have to run through this big maze of hallways until you get to this one room where if you go into the closet in that room, it takes you to the country road place with loud church bells playing in the background. But for some reason you have to pick up a hammer and fix one of the telephone poles that has fallen. And after you do that, you gotta run to your car that is on fire in the middle of the road while the neighbor chases you and once you get to your car it teleports you to a huge white void with a giant neighbor and it starts playing the music that plays in “finale” in the full game and then you have to walk through this floating door and then that’s where it ends! Hope this helped! I also noticed that when you complete alpha 1 and the neighbor buries you, you can hear the same church bells that were playing in the country road place.
To find it you can just find a gameplay of hello neighbor prototype and you’ll find it “but some gameplays are different versions of the prototype so some might not have it but most of them do”
@@fluffyboi4411 Yeah I know that but I’m just saying that you can see it there because that’s where that place is most prevalent and it also does show up in trailers too.
5:04 you probably already know, but in the game files it's listed as "basement whisperings" or something like that, it would be better if the audio would be muffled.
to me it was most likely came from a tv Even tho it mostly had different languages in alphas like spanish from I heard And sometimes English too or even in russian Also ik the neighbor probably turned it off or leave it open (because you know in the next scene when the player gets the key mr peterson would chased him) Edit: Oh wait it's already explained
Man tell me about a nostalgia trip. I was extremely into this game back in 2016/17. I remember watching so many theories about it, even making some with my friend. I completely forgot about this game, which it's probably for the best. I hate the direction this game (now series) took. It's a shame because the first alphas were really good and it had so much potential. Thanks for the nostalgia
I don’t think the teaser is in reverse, I think the teaser is supposed to be an alternate ending for the prototype if the player somehow manages to get to the basement
The sound probably wasn't the TV as all the prototype sounds were put into the full game, referencing the sound of where the prototype voice was planned to be used along with lots of other sounds. If you search TV, there is no file for the talking. There was a tv_pres sound, but that talks about the race to space.
Actually, the neighbor IS able to set up bucket traps, but it's very glitchy and happens rarely. But when I was glitching out the game, he put an upside-down bucket on the double doors for the kitchen. But since it disappears after you get caught by the neighbor in the beginning, the bucket is pretending to be on the doors, but really isn't.
Okay we have to agree these videos are entertaining, Because whenever you find secrets It's very interesting to know about them when you love the game.
4:35 did anyone else noticed that when he broke the window he threw a chair to break it instead of just busting through the window and breaking it like in the other version
Like another video explained, Hello Neighbor was a wasted concept. During Pre Alpha and Alpha 1 it looked really promising, the suspense of turning a corner with the fear that the Neighbor could be right there (this is especially present in alpha 1). Then alpha 2 took that suspense and shot it down by making it so you essentially always knew where he was. And they definitely should have stuck with the stealth horror aspect instead of the parkour. The catching animation in pre alpha and alpha 1 also should've stayed.
Yeah, i personally think that hello neighbors pre alpha done the best at horror. His house just gave off a certain vibe that alpha 1 didn't, alpha 1 was still great but it made me slightly less uneasy
j just wished the pre alpha was the prototype house but extended so you could go to different floors. i also wish they had kept the old art style and some of the old sound effects. the game had so much potential.
Here's some unused content and unused content facts: The trailer builds are all scripted Alpha 1 has an unused 3rd floor The Prototype/Announcement trailer house, the swearing, and the old 3d models can be found in Alpha 3's files The player model goes unused in alpha 1 Neighbor_3 is actually completely a test house to test a lot of features for Secret Neighbor There is an unused lockpicking animation in Pre-Alpha The inaccessible part of the basement in the final version of Alpha 2 uses the old art style
I know about a lot of those thing but thank you for telling me anyway. You might know something i don't but I'm not too sure about the secret neighbor part. I think it was just a test house for the main game. Not secret neighbor. Also i was considering mentioning the first 2 alphas player model and the lock picking but didn't, so sorry for that.
Here's more! There's unused targets in Alpha 1 for the shooting range The neighbor responding to sound in Pre-Alpha goes unused in the other builds and the final game Peeking was removed after Pre-Alpha due to players being able to look through walls and remove the chair from the backdoor The lightbulb item was removed in the final game The lockpick in act 3 was removed in the latest update for the full game
Did you know they added the lightbulb mechanic from pre alpha and alpha 1 back into the game when alpha for came out? It was taken out again in alpha 1 and has remained gone. Also about the act 3 lockpick its still there and I'm playing on the lastest version. And i didn't actually know about the unused targets so thanks for telling me
And more! The mannequins were planned to be able to move around and there's unused animations of the mannequin lifting it's head and unused moving animations In Alpha 1 you are able to call the neighbor as a distraction but was removed for some odd reason
@@Anteater92006 No problem! I'm kind of a nerd for unused content especially for this game. I'd love to help in any way I can! Also, it says on the cut content part of the Wiki that Neighbor_3 was used to test future features, and features for Secret Neighbor.
The unused level in Alpha 2 looks like a test version of the Last House seen in Hello Neighbor Final Version where you're protecting you're younger self
Neighbor_3 in alpha 3 does have SOME similarity's but the final part of Full Release is I think flipped on it's side so they're VERY similar! BUT the early "final act" maps if they're in beta probably are the most similar to Alpha 3. (sry for this being long and 2 yrs after ur comment and i may be wrong)
FUNFACT: There are exist alpha 3.5 which is alpha 4 version what more looks like BETA 1,3 Also there is trailer for it what looks litle bit like beta trailer but changed, so maybe alpha 3.5 exist
I managed to get that text on screen at 2:24 translated and it translates to "HANDSOM" idk what that has anything to do with hello neighbor lore/story but still.
2:33 I don't really know if this makes any sense, but I used my camera to translate the text and for some reason it says "Handsome!" which really does not make any sense at all.
Oh and the glue model you said that wasn't in any other builds if you look very closely in the prototype you can maybe see a little bit it's only when the when the player gets chased by the neighbor like when the lock is there it's like right there because and like other games they usually add that glue right there so it might actually be there because they might actually pay attention to the trailer
I just like that Hello Neighbor was made by a Russian people. :) Well let me tell you: TinyBuilds are from America, but Neopixel are Russian. That's why in alpha 4 we had Russian language. ( And also I am from Russian) Oh, and Also " Красавчик " Means Cool man, good job.
I wanna play the Ai Rundown but ik its impossible to play it someone would have to recreate this early pre alpha all the unused things here are absolutely amazing probably more than the prototypes unused things and this version expands the unused things more than prototype it seems
The slideing l;ock thingy was also used at the front door in the prototype heres proof: I have the sound file of that lock thing but I hear it at the back door and front door so the front door is not blocked by a chair witch prototype fangames do put a chair at the front door.
Bruh why do i always realise these minor spelling mistakes AFTER i upload the videos lol. I spend like 30 minutes searching for spelling mistakes and i somehow miss no less then 4 of them each time. I'm sorry if anyone gets triggered by them.
12:47 them lol
Everyone has spelling mistakes lol don't stress yourself 😃
@@Judgev_c alpha 3 intro them
do a bendy and the ink machine one (idk if you can)
this era might be gone, but nothing can keep us from going back and playing the older versions
yes :3
and thats a blessing from god himself
2:26 This word can be translated as "Well done!", "Good job!", etc. It's just a compliment to the player.
Good boy
@@Prealphaman123 As a possible variant, yeah.
İm russian and this is mean cool guy
Handsome
i really love the art style from pre alpha and alpha 1 (and 1.5), i dont know who of the two styles is better xd
same
Much better than the childlish abstraction in the final version
I love the cartoony theme more
Its also my fav artstyle with hle the game can look cartoony but the materials makimg it clear what something feels like
What i wish was kept was the idle animations cuz it doesnt feel like the neighbor has a life honestly
@@retardedmemedumpchannel483 the old art style was comprised of mostly stock images
2:27
This is actually a compliment to the player, the exact translation means "Handsome/nice guy!", but it is at the same time like saying "Good job!"
7:04 That was actually a scrapped story line. The player is driving in his car and a telephone pole crashes on him. He got in a coma. What I assume is the neighbor went in the basement door and took the player to his house.
I was going to write an alternate explanation for this comment and the story line, but at that point I would've just made a full on script for a Game Theory video that would never happen.
9:02 This standing anim was actually used by the player if you see the shadow, The bucket trap is also used in the pre alphsa
The cleaning animation is used in the Pre-Alpha when you throw tomatoes at the windows or walls. That happens because the Prototype and the Pre-Alpha share the same project files, so the AI you see in Pre-Alpha is the same as the one you would've seen in the Prototype.
Alpha 1, however, is not the same project. The game was remade there using a different code based project and has remained the same project all the way up to release, so it can't be compared to the Pre-Alpha.
Thanks for telling me, also i like the content you make.
@@Anteater92006 nice thx. I'm just writing down stuff as I'm watching. Like if you pay attention to the pole falling scene in the teaser, you can see a small explosion go off that causes the pole to fall.
Yeah i saw, likely the neighbor sabotaging the pole.
Also about the teaser, i heard from a comment (by someone who i think watches your content named "the guests attic) on a re-upload of it something about an offical comic strip from around the initial concept days that shows the neighbor pulling up next to the protagonists car and just driving away. Do you know anything about this? If not then I'm starting to believe it's going to become some kind of internet myth lol
@@Anteater92006 Oh yeah, that was concept art from early 2016. You can find it on their tumblr.
The AI-rundown video shows a different looking Pre-Alpha. In fact, that's basically just the Pre-Alpha, but on maximum quality. It was made just for explaining how the AI works and what he does in-game, and to show that, you gotta re-create and showcase kind of what he does, which is what they've done. Everything from that video was made in-editor, and was never packaged as a playable build. It also looks extra fancy for just good first impressions. Remember, this was made back in 2015, way before they released this build.
The neighbor sitting at the table is an animation for him eating, which was never used in any version, despite appearing in the files.
Oh and he does do the bucket thing in the Pre-Alpha.
In pre Alpha, if you throw a tomato at his front window, he will actually grab a bucket and clean up the splatter (if it doesn’t bug out and break a window putting in hunt mode). But the animation is all over the place.
I really wish they stuck with the original ending concepts and the overall eeriness of the pre alphas. If the full game was anything like Pre-alpha to Alpha 1.5, with the same gritty tone of the original story, it would have probably been one of the best horror games of all time. It's truly a shame how the full release ended up being. Because this game really did have a lot of potentional. Such a cold, liminal, dark and mysterious tone with an almost cozy atmosphere that didn't transfer at all into later builds.
It makes me sad to see so many great ideas get thrown out of the window for what ended up being a really shallow plot. Everything they scrapped could have been perfect with enough polish.
Yeah, the atmosphere of the early versions of the game just had this unexplainable feeling, sort of nostalgic and sad but also really creepy and mysterious
I totally agree! I feel that they should have just kept the original style and fixed any bugs/errors. The lighting was also much better in the pre-alpha/alpha 1 builds.
@@yuvraajkumar2036 Yeah lol, the full game is just fullbright in most places.
@@n646nmakes me really sad they ditched the sunset vibe that Alpha 1 had and cranked the saturation to 1000, the presentation lost a lot of its charm
Actually, hn is a russian game, so Красавчик means "good job man", "Cool boi", "cool guy"
Yeah i know dynamic pixels is a Russian company. But thanks for the traslations
But In Alpha 3 It's English
What
@@MislavBorkovic4725 only alpha 4 is full russian, the creator and the team were russian actually.
The languages used in alpha 3 are normal English, the language used in Alpha 4 is Litterally Russian, the language in the entire full games is English but broken. For example 'welcome to raven Brooks' is turned into "cawoem oot wayron croobs"
9:10 There is actually a closet opening animation in Pre Alpha, but it works only, when the player isnt in the closet.
When does it happen?
@@goji3908 only happens if the neighbor suspects you are in the closet and goes to open it to check
@@goji3908 the animation is also used when he opens the front door
I have seen it before too
9:39 if someone makes a fangame recreation of this build, don’t forget to add this animation for offline mode
it looks really good
I think he's floating
@@KiiBonsame
still i like it more when he has time in game to set up traps and not always make them just appear for getting caught and or going to sleep back at our house
The house on fire could possibly be an Easter egg, and alpha 1.5 is probably what the house was going to look like in pre-alpha, and they were going to bring it back but in alpha 2 they decided to make it look more different because of the props.
10:48 so I’m guessing that due to the room. That they must have had a whole different backstory written down for the neighbor due to the Crib but it must have been changed.
No joke i remember them saying that the story in these early versions was just a placeholder story and wasn't meant to make it into the final game at all. If you ask me that is honestly ridiculous.
3:27, actually, ive seen him cleaning a window once in Pre-Alpha. Its just very broken
Yeah i know. Thanks for telling me anyway though.
Really you got the animation to work. For me just the neighbor just walks over to it and it disappears.
So have I
The neighbour cleaning the window animation is actually used in the pre alpha, but the bucket or cloth model (i forgot) is very broken and is floating far away from the neighbor's hand
19:05 the cable is cut, if you go into one of the stops of the train, the wire is cut and doesn't seem to lead/do anything
I REALLY loved the style of pre alpha and alpha One .In my opinion, I feel like that style really suits Hello Neighbor as a whole.Alpha’s 2 and 3 maybe sort of nostalgic, but I really prefer alpha 1 or pre alpha’s style.Hello Neighbor’s style at this point is sort of “wacky”, mainly the reason I lost my liking for the game.But now, I like to look back at my favorite UA-camrs playing the earlier versions of the game, Because that is the version of Hello Neighbor that I always loved.Even though Hello Neighbor has changed its style, I will still appreciate it for existing in the first place.Thanks Dynamic Pixels.
The first art style were literally just stock photos made into textures. They were really bland. The only reason why they feel “realistic” is because the trees for example were literally textures of real trees. Nothing good about the old graphics.
@@garrynewman6211it looked good still, besides that. And plus the old alphas had more sneaking and scary to it.
9:00 That standing animation was reused for the player in the pre-alpha, except that the animation is paused.
Yeah, its pretty interesting
the unused standing animation was actully called "Neighbour_Lowpoly_Idle_2" . It was used in the unused player model when the player is steady and not walking or running so the animation was used in Ai rundown and pre alpha, not cancelled.
Your right but i included it since it wasn't used for the neighbor like it may have been intended to. I don't know if you agree with that but that's why i included it.
@@Anteater92006 k
It's in the game and used for when he's exerciseing
@@terryedens7122 no, it's a completely different animation.
i hate the fact that they scrapped alot of content and actually good things into a smaller version
at 6:57 you can see the slight shape of a person inside the car even though its before pre-alpha
The pre Nicky player is the character in the car but the character had no texture and was just the same model as the neighbor but with a different head
@@oreokingwarrior_official7478 I never knew that the pre-alpha player model was just a re-headed neighbor
2:25 the text actually says "Handsome!"
The country road scene at 6:47 is not the only time that place has come up. In another version of the prototype, you are actually able to go into the basement but when you go in, the basement looks almost identical to the basement in alpha 2. However, in this basement you can go through that last door without it cutting to an ending screen. And once you go through that door it starts playing the chase music and you have to run through this big maze of hallways until you get to this one room where if you go into the closet in that room, it takes you to the country road place with loud church bells playing in the background. But for some reason you have to pick up a hammer and fix one of the telephone poles that has fallen. And after you do that, you gotta run to your car that is on fire in the middle of the road while the neighbor chases you and once you get to your car it teleports you to a huge white void with a giant neighbor and it starts playing the music that plays in “finale” in the full game and then you have to walk through this floating door and then that’s where it ends! Hope this helped!
I also noticed that when you complete alpha 1 and the neighbor buries you, you can hear the same church bells that were playing in the country road place.
Do you have a video of this somewhere? I'm curious now.
To find it you can just find a gameplay of hello neighbor prototype and you’ll find it “but some gameplays are different versions of the prototype so some might not have it but most of them do”
Yeah but what you're talking about is an unofficial fan game of the Prototype/Announcement Trailer house it wasn't made by DP
@@fluffyboi4411 Yeah I know that but I’m just saying that you can see it there because that’s where that place is most prevalent and it also does show up in trailers too.
Fun fact back on the prototype version was the neighbor was crying because the pre alpha man die 2 he came back alive from alpha One but he died
If the neighbor is crying about the pre-alpha man then why is he trying to get rid of him?
@@unstrungbeauty7208 Idk I think that why
5:04 you probably already know, but in the game files it's listed as "basement whisperings" or something like that, it would be better if the audio would be muffled.
to me it was most likely came from a tv
Even tho it mostly had different languages in alphas like spanish from I heard And sometimes English too or even in russian
Also ik the neighbor probably turned it off or leave it open (because you know in the next scene when the player gets the key mr peterson would chased him)
Edit: Oh wait it's already explained
2:26 i think its translated to "Beauty is in the air!"
Man tell me about a nostalgia trip. I was extremely into this game back in 2016/17. I remember watching so many theories about it, even making some with my friend.
I completely forgot about this game, which it's probably for the best. I hate the direction this game (now series) took. It's a shame because the first alphas were really good and it had so much potential.
Thanks for the nostalgia
the art on 11:33 was the image for when you buyed the full game on phones and i think its still there
I don’t think the teaser is in reverse, I think the teaser is supposed to be an alternate ending for the prototype if the player somehow manages to get to the basement
yay, a cut content of hello neighbor vid. I've been waiting for this
(Edit: I'm pretty late commenting on this video)
The sound probably wasn't the TV as all the prototype sounds were put into the full game, referencing the sound of where the prototype voice was planned to be used along with lots of other sounds. If you search TV, there is no file for the talking. There was a tv_pres sound, but that talks about the race to space.
Actually, the neighbor IS able to set up bucket traps, but it's very glitchy and happens rarely. But when I was glitching out the game, he put an upside-down bucket on the double doors for the kitchen. But since it disappears after you get caught by the neighbor in the beginning, the bucket is pretending to be on the doors, but really isn't.
I know, i completely forget when i made this video. but thanks for the correction.
really? it happens all the time on the ps4 version.
@@Mapmoop451 he meant pre-alpha and alpha 1
i speak russian, and the russian text on the screen for the 2015 prototype beta just simply meant "beautiful"
For anyone wondering, in the prototype he says "SON OF A JESUS FUCK"
Okay we have to agree these videos are entertaining, Because whenever you find secrets It's very interesting to know about them when you love the game.
The cleaning animations, and the tomato splat is a thing in pre-alpha, you just need to wait, he'll do it
Almost everything in the Pre-Alpha is reused from the Prototype build.
the kid in alpha 2 making that "rawrr" noise is adorable
"Красавчик!" for mentioning this word, it proves that it was developed by Russian, I too by the way
Funfact the unused catch sound over there was the announcement trailer catch sound (but it's hard to hear)
I don’t know but the music sounds like the start to a Da hood music track Edit: hi jaxon
18:06 They also have the removed hammer model from pre-alpha and alpha 1 on the table there.
5:01 those voices are stock footage
also tiny build was not involved back in june 2015 so it cant be his voice
3:02 did he just say: "Jesus fuck"
ive always loved that somber guitar track thats played at the beginning, its so peaceful and awesome for no reason
some of the audio in the devgamm is still used like the ambiance you can hear if you listen closely
4:35 did anyone else noticed that when he broke the window he threw a chair to break it instead of just busting through the window and breaking it like in the other version
Yes, and he cuts you off
the whispers in prototype is the basement sound
this game has beautiful music
6:00 in alpha 2 i saw it playing on the tv but in black and white
yeah. its a very interesting detail
This video is very well edited!
2:30 text translate: well done "красавчик/krasavchik"
2:32 "красавчик" is in english "fine fellow" or something like that
Like another video explained, Hello Neighbor was a wasted concept. During Pre Alpha and Alpha 1 it looked really promising, the suspense of turning a corner with the fear that the Neighbor could be right there (this is especially present in alpha 1). Then alpha 2 took that suspense and shot it down by making it so you essentially always knew where he was. And they definitely should have stuck with the stealth horror aspect instead of the parkour. The catching animation in pre alpha and alpha 1 also should've stayed.
Yeah, i personally think that hello neighbors pre alpha done the best at horror. His house just gave off a certain vibe that alpha 1 didn't, alpha 1 was still great but it made me slightly less uneasy
9:22 Wrong. The neighbor can put the bucket trap in Pre Alpha too. I experienced it once.
j just wished the pre alpha was the prototype house but extended so you could go to different floors. i also wish they had kept the old art style and some of the old sound effects. the game had so much potential.
9:00 what was the animation sequence intended to be used for?
2:29 the text means "Handsome!"
It means “well done”
7:19 me coming up with random shit for an essay
(lol jk, great video!)
2:30 translation - you cool, Good job
If all of this unused animations were putted in the game it would be awesome.
But It makes me sad that they didn't put it in to the game.
12:10 that music is from Czech Adventure Ve Stínu Havrana
5:24 it sounds like it's coming from the basement
Possibly
"Красавчик! " can translate how "Nice man!""Cool!"
3:30 there's this animation in pre-alpha I tested it
I think that russian word is about that surprise or april fools prank idk
Here's some unused content and unused content facts:
The trailer builds are all scripted
Alpha 1 has an unused 3rd floor
The Prototype/Announcement trailer house, the swearing, and the old 3d models can be found in Alpha 3's files
The player model goes unused in alpha 1
Neighbor_3 is actually completely a test house to test a lot of features for Secret Neighbor
There is an unused lockpicking animation in Pre-Alpha
The inaccessible part of the basement in the final version of Alpha 2 uses the old art style
I know about a lot of those thing but thank you for telling me anyway. You might know something i don't but I'm not too sure about the secret neighbor part. I think it was just a test house for the main game. Not secret neighbor. Also i was considering mentioning the first 2 alphas player model and the lock picking but didn't, so sorry for that.
Here's more!
There's unused targets in Alpha 1 for the shooting range
The neighbor responding to sound in Pre-Alpha goes unused in the other builds and the final game
Peeking was removed after Pre-Alpha due to players being able to look through walls and remove the chair from the backdoor
The lightbulb item was removed in the final game
The lockpick in act 3 was removed in the latest update for the full game
Did you know they added the lightbulb mechanic from pre alpha and alpha 1 back into the game when alpha for came out? It was taken out again in alpha 1 and has remained gone. Also about the act 3 lockpick its still there and I'm playing on the lastest version. And i didn't actually know about the unused targets so thanks for telling me
And more!
The mannequins were planned to be able to move around and there's unused animations of the mannequin lifting it's head and unused moving animations
In Alpha 1 you are able to call the neighbor as a distraction but was removed for some odd reason
@@Anteater92006 No problem! I'm kind of a nerd for unused content especially for this game. I'd love to help in any way I can! Also, it says on the cut content part of the Wiki that Neighbor_3 was used to test future features, and features for Secret Neighbor.
12:36 i actually think the "unused animation" is just the used animation but sped up? i feel like they did it for pacing
The unused level in Alpha 2 looks like a test version of the Last House seen in Hello Neighbor Final Version where you're protecting you're younger self
Yeah But That's An Unused Mod
Neighbor_3 in alpha 3 does have SOME similarity's but the final part of Full Release is I think flipped on it's side so they're VERY similar! BUT the early "final act" maps if they're in beta probably are the most similar to Alpha 3. (sry for this being long and 2 yrs after ur comment and i may be wrong)
hey where is the link for the Prototype trailer house game you were talking about?
FUNFACT: There are exist alpha 3.5 which is alpha 4 version what more looks like BETA 1,3
Also there is trailer for it what looks litle bit like beta trailer but changed, so maybe alpha 3.5 exist
2:25 according to google translate it’s „Pretty boy“ but to anyone that actually speaks Russian, feel free to correct me.
That's what I got too, and I am so confused by it
Fun fact: in 16:34 and 16:35 the kid or girl screaming run or something is actually used in secret neighbor as one of the warning signs for the kids..
The words Красавчик! Translates into handsome for some reason
2:25 there is inscription Good boy
9:38 is the neighbor on a stool chair thing or is he floating while boarding the window up?
2 years later im still returning to this vid lol
2:27 "Красавчик!" so the developers are russian?? woah also Красавчик means like good job or something like that
There’s an early draft version of the “neighbour” trailer where the neighbor wears an orange sweater.
I managed to get that text on screen at 2:24 translated and it translates to "HANDSOM" idk what that has anything to do with hello neighbor lore/story but still.
To the people who want to translate it, it says "Beautiful!" Krasavchik.
2:27 the Russian text says handsome
2:29 this text mean: well done!
The voice in the end of the prototype sounds like he's saying something about Jens bergington
We need this vibe back asap
*Correction: He actually does set up the bucket trap on occasion in the regular Pre Alpha.
I wonder why caught animation its removed from full game? If you dont get it i mean neighbor catches you abd caught animation playing for neighbour.
2:33 I don't really know if this makes any sense, but I used my camera to translate the text and for some reason it says "Handsome!" which really does not make any sense at all.
Actually bonus tank came back after 4 years
2:26 "you cool!"
Oh and the glue model you said that wasn't in any other builds if you look very closely in the prototype you can maybe see a little bit it's only when the when the player gets chased by the neighbor like when the lock is there it's like right there because and like other games they usually add that glue right there so it might actually be there because they might actually pay attention to the trailer
I just like that Hello Neighbor was made by a Russian people. :)
Well let me tell you: TinyBuilds are from America, but Neopixel are Russian.
That's why in alpha 4 we had Russian language.
( And also I am from Russian)
Oh, and Also " Красавчик " Means Cool man, good job.
Yeah i could guess that was why it was not in english. Alpha 4 seems incredibly rushed if they didn't even get to translate it before release
2:25 This inscription translates approximately as "Well done!"
2:26 Its translates like "You are Cool!"
I wanna play the Ai Rundown but ik its impossible to play it
someone would have to recreate this early pre alpha
all the unused things here are absolutely amazing probably more than the prototypes unused things and this version expands the unused things more than prototype it seems
the russian translates to "Handsome!"
I think the talking in the announcement trailer was just the player speaking
The part where you said the furnace that's actually from a pre-alpha too in neighbor_3
The slideing l;ock thingy was also used at the front door in the prototype heres proof: I have the sound file of that lock thing but I hear it at the back door and front door so the front door is not blocked by a chair witch prototype fangames do put a chair at the front door.
Thanks for telling me.