The Neverhood is an point and click adventure game made by Doug TenNapel and released for PC by DreamWorks Studios in 1996. Two years later a 2d platform game called Skullmonkey, which it was intended as a sequel of the first game, was created by the same developers for PSX. It was a commercial failure, and so the IP was quickly forgotten by the producer.
However in 2012 sketches probably intended for a new game in the series appeared in a Neverhood fan forum. You can see those concept arts in the gallery below.
Fallen Frontier is a 2d shooter developed by Moonshot Games which it was supposed to be released for PC, XBLA and PSN. As we can see from the video and the screenshots below, it seems that the game was directly inspired by Bionic Commando, inasmuch as the main character could use his grappling hook to pull enemies and to swing across gaps. An offline and online co-op mode was also available.
It looked quite interesting, but unfortunately Moonshot Games decided to cancel Fallen Frontier in 2013 because, as we can read on joystiq, they wanted to focus on mobile and social games instead:
Post-PAX we came to the grim realization that the market had shifted pretty substantially since we first started working on the game,” Isla said. “The console downloadable platforms had plateaued somewhat, and publishers were less excited about investing there. A game that had sold itself easily the first two times all of a sudden became a much harder sell the third time. By that time, the real interest and the accompanying dollars seemed to had moved on to mobile and social.”
INCorporated is a cancelled multiplayer FPS set in a gritty, Orwellian future, that was in development by Galahan Games for PC and (maybe?) Xbox 360. The game was created with Artificial Studios’ Reality Engine and a single-level tech demo was released in 2005, but today we cannot find any info on the team, their official website is vanished and after all these years of we can assume that INCorporated will never be released. Did anyone still have that tech demo saved somewhere?
Flux was basically a very sophisticated 3D puzzle game involving a salesman in a suit as its main character, that was in development for the Playstation and PC. The player had to find his way through a maze of cubic rooms that could be flipped in 90 degree angles by pushing switches on the walls. The game was in development by Pulse Entertainment and was picked up by Microsoft but canned after awhile for unknown reasons..
Fly By Wire was the codename of the helicopter simulation game by Shiny Entertainment that would be released under the name RC Stunt Copter. In the images below you can see an early prototype of the project.
Force of One is an early (1999) prototype of Technomancer for the Playstation 2 and PC, an action game that would eventually be cancelled after many years of development. You can read more about the project here: Technomancer on Unseen64 Scan from PlayMag issue 49.
Presto is a cancelled adventure game created by Phil Simon, in development by Pulse Entertainment for Playstation 1 and PC. Presto was later cancelled because the company wanted to jump onto the next bandwagon: the internet.
After the release of MySims Skyheros, EA started to ponder what the next step for the MySims series, a spinoff the sims sims series for children, would go next. EA started development of MySims Social, which was to be released part of the Social series, which also contains The Sims Social and Simcity Social. While The Sims Social and Simcity social released, MySims Social was cancelled for unknown reasons.
Only a few screenshots of this game still exist that show preserves its existence:
It is unknown why it was cancelled, however it would appear that the last screenshot shown is an ingame shot.
Thanks to a user on BeyondSims for the contribution.
Retribuition is an early XBOX 360 & PC first person / third person shooter, that was in development in 2005 / 2006 by U-235 Studios. It was planned for the “XBOX 2″ even before the final spechs of the console and it would have been created thanks to the “Reality Engine” developed by Artificial Studios. The player would have been able to hire a crew to help in battles, and they would had learned to fight depending on the action they saw, or the training they have been placed in. Also, it would have been possible to buy, hijack, steal or ransack boats, to go aroung the sea or to sell them for cash. Sadly U-235 Studios never found a publisher interested in the project and Retribution was then cancelled.
Retribution uses Artificial Studio’s advanced game engine – Reality. It is a FPS or 3rd person shooter (your choice) with a movie like script. A large variety of photo realistic scenes to explore as you work your way through the game ensure that you never feel the game is repetitive. Featuring open play which enables you to hire and improve your crew members and their abilities, build an arsenal of weapons, acquire a range of equipment, and complete numerous mercenary tasks for cash. Attempt the main storyline missions at your leisure.
Primary Objective- Take retribution on your parents’ murderer.
Sounds – Simple
Difficulty – Hard
Problem – Finding him
Problem – Women…well…one woman
Problem – Your target commands a navy vessel and has a trained army at his disposal
Intense action, coupled with the most intelligent team management seen to date, artistic diversity rarely seen in a computer game, and a script that reads like a movie. Plus the advanced features of the Reality engine which utilises the latest in artistic techniques. At U-235 Studios just having the ability to do something isn’t enough, we set out to fully utilise and exploit every new technique. It’s not good enough to have an advanced physics system, but each object in Retribution is carefully modelled to our ‘game standard’ so interactivity is realistic.
Couple this with a multiplayer element across 11 unique scenes, each very different and so well crafted you’ll forget you’re playing the same game.
Scenery: 11 unique land-based scenes, ranging from your tropical beach hideout, a marine corps camp, a drug lords compound, the port area of Miami and more.
Ocean: Realistic water techniques never achieved before in real time in a computer game.
AI: Elaborate and intelligent AI which makes you re-think the way you play computer games – without taking away the joy of beating impossible odds.
Damage System: A unique damage system devised in conjunction with gamers to enable enjoyable game play, visual effects, and a realism level that doesn’t detract from the fun.
Crew Advancement: Once you hire your crew members they begin to advance depending on the action they see, or the training they have been placed in.
Crew Battle Management: Unique battle management techniques to interact with your crew that are sure to become standards once other companies see what we’ve come up with.
Interaction: A detailed level of interaction between characters including realistic cause and effect. The days of ’3 phrase characters’ are officially over.
Transport: Buy, hijack, steal or ransack boats in the Caribbean. Clean them up and sell them for cash. All attacks on vessels are done in FPS/3rdPS mode, use your brain as well as brawn to make your attacks as clean as possible.
FPS or 3rdPS: Play in first person or 3rd person modes (switch at any time) throughout the game.
Hostages: Take hostages from a battle, be it an attack on a vessel in the Caribbean you have coordinated, or a mercenary task. Manage your hostage negotiations and build up your cash, but be careful not to attract too much attention.
Environment: Realistic day/night cycles and advanced world time system which ties into various elements such as crew advancement, financial management etc.
Time warp: Retribution is played over a large geographical area, however, a unique time warp system ensures you won’t waste time waiting while travelling.
Multi-Player: Death match, team death match, cooperative and team cooperative modes.
In 2001 Maxis began development of a successor to The Sims, due to the massive success of the game. The game had 2 development versions. Not many people know, but according to many users on “Mod The Sims” forums, almost all the games development data was lost during a small office server room fire, that resulted in most of the game being developed again from scratch (In addition to this, Maxis also at the time revealed that source codes for many other titles were also lost, such as the console games for example). Many things that were planned were cut due to that reason, such as weather in the base game, and scenarios (an early trailer actually shows that during a storm, the power can go out and you must fix it by pulling a breaker). Additionally, the beta basements were originally intended, but lost during the re-development.
The graphics in the original version look more like graphics seen in “The Urbz” and “The Sims Bustin Out”, which makes it possible the early version may of been using the same engine as those 2 titles, as they were pretty advanced for being console games.
Although the game went into redevelopment, alot of features from the lost build was restored, such as most of the furniture shown in the images and videos of the lost build, music and sounds. Additionally, Weather features like rain, was present in the lost build, but not in the final build. This feature was later restored in The Sims 2 Seasons.
The game was initially confirmed to release in early 2004. But due to the redevelopment the date was delayed until September 2004, which ea called “Final Touches”.
Images of the beta can be seen here:
Notice the Beta UI and logo.
In this screen, notice the beta baby and some other beta looking animations.
Animations, character design and talking in beta phase.
Notice the massive amount of sims in the small house.
Notice the Rain and Lightning death.
Another shot of the beta, showing the popups.
In the video below, many things are noted to be different. Music from “The Sims Bustin Out” is present, character voices are completely different, and a few other interesting things are shown. Also, a more in depth create a sim was present, that even allowed you to fully and 3D rotate sims heads.