The music has a genuine African vibe and does not appear in the retail game. Chris’s introduction from Resident Evil 5's opening plays here, prior to being slightly revised for the final build, but that is not the only production edit, with Roger C. Smith's cadence being audibly different with this delivery.
Although this area is in the retail version, the 'Friday Night' banners are of a different design than in the final build. Also note the tall, white building in the background, where you can spot the Agitator Majini in the retail version; this area is to Chris Redfield's left when the player takes control for the first time.
Although the scenario in the screenshot right & below makes it to retail build, the iconic 'Executioner' enemy makes no appearance here. Alternatively his role is given to the chainsaw wielding Majini, but minus his chainsaw; here he wields the large modified axe, soon to be gifted to his physically superior successor!
Also Reynard Fisher is missing from this scene, seen in his fateful place, is an unidentified prisoner, tied upside down; he does not appear to be Reynard, and may simply be a place-holder for a planned character, yet to be fully realised by the design team. Also notice the unusual wooden structure to the right, from which this unfortunate captive hangs; it is not in the retail build.
Further locations that were left on the cutting-room floor.
Chris Redfield equipped with a Benelli M3, and whilst a similar shotgun appears in the retail build, this variant model replacing the beta weapon, had significant design alterations.
Ndipya Conversation - Chris and Sheva share dialogue regarding the behavior of the Ndipya Villagers, during the Ancient Ruins scenario. Sheva also shares historic details of the tribe’s culture & architecture to Chris.
A comprehensive file search of the Resident Evil 5 game disc, unfortunately only reveals at least two scrapped beta inventory items. Extracted by BSAArklay, an image file for mysterious scroll can be found, alongsie the other image files for those items that did make it to retail build, plus an interesting texture for the variant medicinal herbs that can be found in-game.
The G-Human - Now keep an open mind for this one! G-Humans have been a much talked about B.O.W. within the series, particularly surrounding Resident Evil 4 beta gameplay. Commonly known as the 'Castle' or 'Fog' build, its scenario designer Yasuhisa Kawamura (in interview with Crimson-Head.com) confirmed this beta NPC was designed as part of his origin story for the 'progenitor virus'.
Extracted by BSAArklay, the name of this image file 'g-humann01_bm' alone captures ones attention. However, this character model is placed within the same disc location as image files for the capsules found in Resident Evil 5's underground laboratory area, close to Jill Valentine’s empty capsule. It is more than likely this 'G-Human01_bm' is a place-holder name for test subjects within these capsules.
Most the B.O.W.s & secondary infectants conceived by the design team went through various states of amendment, as the enemy concept is realised from beta sketch, to finished retail cast member! The Bui Kichwa B.O.W. for Resident Evil 5 was no exception, yet whilst most unwanted beta designs would be lost to the cutting-room floor, an early concept for this creature, would find itself being re-used, in the subsequent release, almost a decade later, of Capcom's 'Umbrella Corps', as seen in the screenshot below, from the game's Kijuju stage (identified by TheBatman on The Project Umbrella Podcast #35)
The title 'Lost in Nightmares' was created to express "Chris’s profound sense of loss and the fear of unforgettable nightmares."
Capcom also admitted they did not have access to the same orchestral recording & Hollywood production studios when creating this scenario, forcing the development team to spend considerable more time designing cut-scenes that could match the quality of the main game.
Below we can see source photographs of environmental features, taken by Capcom to use as textures for cliffs, and stone architecture for the Spencer Estate (extracted by BSAArklay).
It's common for Capcom to send scenario artists & designers to particular environments, that may inspire concepts during early development, and also offer the opportunity to take source photographs for the textures, for natural & man-made structures; for example when Crimson Head Elder resident Welsh extracted files from the Resident Evil remake disc, a search through its catalogue revealed the location for source photographs that provided textures for Spencer's mansion, Chepstow Castle in Wales. The photographs below, extracted from the Resident Evil 5 disc by BSAArklay, were taken in the very earliest development stage for the 'Lost in Nightmares' scenario.