Seisho 1999 (Bible 1999) is a cancelled action adventure that was in development by Imagineer / Wavejack for the Famicom / NES. There are not many info about this game, but a scan and a couple of screens uploaded in a japanese website. The characters and the scenario seem inspired by the Fist of the North Star manga / anime series, with a post-apocalyptic world and powerful fighters. Something went wrong during the development and Seisho 1999 / Bible 1999 was never released.
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.
Duel is a 32X tech demo created by Acclaim in 1994. According to Mean Machines Sega, the british magazine where the first images of the game were published, Duel was planned for 32x, but it’s unlikely that any real development was even started. 32X’s 3D capabilities were in fact very poor, and many titles conceived for the ill-fated add-on were later released for Saturn. However, as long as we know, Duel was not one of them.
Here is the original article which appeared on Mega machines Sega 20:
If you have more info on this tech demo, please let us know!
Tomb Raider 2013 was released recently to welcoming applaud and incredible reviews. The team at Crystal Dynamics have managed to reboot the Tomb Raider franchise successfully. However, it seems that the development process took a rather sharp turn. Or at least we’ve accidentally received a peek of Lara’s future…
Concept art was released immediately after announcement which holds lots of things not included in Tomb Raider’s final draft, and the concept lead many people to believe Tomb Raider was going to become something of a horror-genre game. And only recently, a video revealing a prototype Tomb Raider was released online (with some scenes that almost look like NICO / Shadow of the Colossus, with an huge enemy and Lara on a horse). Perhaps there still remains to be a sequel involving these aspects of the prototype, or perhaps these early foundations have been totally discarded, but we must wait and find out.
Below is listed the most significant changes to Tomb Raider in list form:
Article by Euan
- The name changed from “Tomb Raider: Ascension” to just “Tomb Raider”. Relating to the ascension of Lara Croft from naive student to the lady as we know it, and the ascension of Queen Himiko’s soul from one body to the next, the name of the original game changed to show that the series is truly being rebooted by sharing a title with its earliest predecessor. Thankfully, this action meant there was no clash with the most recent God of War title.
- The fantasy aspects have been reduced vastly. Ascension appears to have had many different enemies that were rather fantasy-orientated. Giants and undead-like creatures can be seen fully drawn in concept art and even fairly close to completion in the leaked prototype video at the bottom of the article.
- Lara can no longer ride horses. The concept art and the prototype video both show Lara riding a horse.
- Lara once had a young companion. Similar to the renown Walking Dead game, Tomb Raider appeared to have a child companion by Lara’s side to both help her fight (seemingly) and for Lara to take care of. It would be interesting to see this side of Ms Croft. The child (little girl) can be seen in an image and in the prototype video.
- Lara’s cleaver/machete. It seems by the look of things that Lara was once designed to have a cleaver or machete. This could have been where the idea of melee attacks originated from.
- Lara’s doppelganger reappearance. In both the original game and in TR: Underworld, Lara almost met her match when she met her own doppelganger (clone). It would appear that by this leaked in-game image (which judging by the level of rendering and familiarity of the scene was stripped from the game quite late on) Lara comes face to face again with her doppelganger. Though it’s not easy to tell, the silhouette figure attacking Lara bears a striking resemble to the girl herself and even holds her pickaxe. Perhaps this is where it was originally intended she found it.
- The forgotten survivor; Steph. If you are familiar with Tomb Raider’s multiplayer you will know that there is a character who is never mentioned in the campaign. This girl is Steph. It is thought that Steph’s inclusion flatlined due to her unnecessary presence. There was no way for the player to connect to her, especially as her personally would resemble Sam’s to much seemingly. Her shorts also make many of us reminisce about nostalgic Lara. Steph is playable in multiplayer, but in rather late footage of Tomb Raider we hear her talked of by Lara, specifically the Crossroads trailer (below). Steph is mentioned twice, as Lara leaves the scavenger’s den we see Steph’s strung up, dead body and hear Lara’s shock. When Sam is kidnapped and the other survivors rescue her we hear her tell Roth that a man took sam and Lara exclaims that he was “like the one who… killed Steph.”
Below is the Crossroads trailer for TR. The start time is at 34 seconds in so that it is already skipped nearer the part mentioning Steph.
- Lara’s look. It seems that lara’s iconic look has ranged from what it is now to the gunslinger style we’ve grown to love throughout the development process. (See prototype video)
- Total Free-roam. The high demand for Crystal Dynamics to include free roam into Tomb Raider meant a lot of experimentation for the franchise. The finished result is now hubs that are efficiently proportioned and varied over Yamatai. But, it seems from the prototype video that early Tomb Raider included it. See below for more:
Dreamers is a action adventure game that was in development by Dreamgazers Interactive, for the Xbox 360, Playstation 3 and PC. The project was announced as in development for “next gen consoles” in 2004, but as of today (2010), Dreamers remains unreleased and probably it will never be published. In 2008 PSU had an interview with Dreamgazers President and Creative Director George Georgeadis, asking for more info about their game:
“Haha, yes we are still alive,” said Georgeadis. “However many changes have occurred regarding the company and project, changes that I am unfortunately not in a position to disclose.”
Some more info on Dreamer’s story can be read in the official website:
Dreamers is a game about a young man in his 20′s, Jorge, who suffers from a bizarre form of narcolepsy. Characterized by sudden and uncontrollable attacks of deep sleep, narcolepsy is a disorder that is also sometimes accompanied by paralysis and hallucinations
Players would had to explore Jorge’s dreams and nightmares to heal him from his problems and find more about his past. It’s currently unknown how much of the game was completed before the development was stopped.
In 2008 MKO Games, a French independent studio, worked on a platform / adventure game prototype based on The Little Prince book. The project looked really nice, with a colorful style that was similar to the drawings that are in the book. Microsoft was interested in this proto for their Xbox 360, but they asked MKO to create a second prototype based on the art style of The Little Prince animated series created by Method Animations. Sadly neither of these prototypes was developed into a full game, maybe becaue Microsoft and other publishers seen The Little Prince as a “difficult” IP to sell to gamers.
Pirates of the Caribbean: Armada of the Damned is a cancelled action adventure based on the series of films with the same name, that was in development by Propaganda Games and that would have been published by Disney Interactive Studios for the Xbox 360, PlayStation 3 and PC. The game would have had an open environment of the Caribbean where the player would have took the role of captain James Sterling, a pirate who had to travel around the world to make a reputation for himself. [Info from Wikipedia]
Pirates of the Caribbean: Armada of the Damned was officially cancelled in Fall 2010.
“Disney Interactive Studios confirms the cancellation of the Pirates of the Caribbean: Armada of the Damned video game which was scheduled to be released in 2011,” Angela Emery, Disney Interactive Studios’ vice president of communication told Kotaku today. “As a result of this decision, Disney Interactive Studios completed a restructuring of Propaganda Games, its Vancouver, BC internal studio, affecting one of the studio’s two development teams. The studio is still in active production of TRON: Evolution, the video game, which will be released on December 7, 2010 with additional DLC (downloadable content) support following the game’s release.”
We’re told that Vancouver-based Propaganda Games, which is also working on Tron: Evolution, let as many as 100 people go this week, including most of the Pirates team and some of the Tron team. The remaining team members from Pirates were shifted over to help put finishing touches on Tron, we are told.
As we can read from Wikipedia, BioShock Infinite is an upcoming first person adventure game and the third game in the BioShock series. Previously known as “Project Icarus”, it is being developed by Irrational Games for a February 2013 worldwide release on PC, PlayStation 3 and Xbox 360. In August of 2012, several high-level developers from Irrational that had been working on Infinite announced their departure from the company; these included art director Nate Wells, who began working with Naughty Dog, and director of product development Tim Gerritsen. At the same time, Irrational announced the addition of Rod Fergusson from Epic Games as their product director while Scott Sinclair, art director from the original Bioshock, replaced Wells.
Even if BioShock Infinite is still not completed, there are already some info on some features that were removed or not implemented in its beta version. For example Ken Levine revealed in an interview with Gamasutra that the plot’s conflict would have been originally about tech geeks against luddites, those who resist the proliferation of technology. Some more rumors about the problems with the development of the game tell that various multiplayer modes were tested in a prototype form, but later removed. Even if Levine told Kotaku that multiplayer wasn’t guaranteed to be in the game, but in May of 2012, job listings at Irrational hinted that the studio was in fact working on a multiplayer component. Also, the 2011 E3 demo, seems to have been much different from what we’ll be able to play in the final game. For more beta differences and unused characters / items / models from BioShock Infinite will have to wait for when the game will be finally published.. in the meantime, here are some early screens and videos!
chris henzler noticed some more beta differences:
- hud is different from final game
- various voice actors changed from final version of booker and Elizabeth
- story has changed alot
- atmosphere of the game has changed
- some of the vigors seem different in the final game
- the twins seem absent in the beta versions of the game
If you played the final game and see more differences, please leave a message below! :D
Safari Joe is a cancelled action-adventure game that was in development by Titus Software around 2003. Key figures in the development team were Rob Stevens (project leader), Jean-Luc Martinez (programming lead) and Eric Marradi (art lead). The game was set in Africa – central Africa around the turn of the last century to be more precise.
The hero, ‘Safari’ Joe, is hired by an aging anthropologist, professor Livingwood, to take him into the jungle in search of a lost civilization his research has led him to believe is there. An expedition is formed comprising of Joe, the professor, the professor’s assistant, Myra, Joe’s partner, Mohammed, and a female journalist, Kate. Obviously they find the lost civilization and a little something extra; an evil witch doctor called Mobaj Mojumbo.
While Professor Livingwood is examining a mummy-like corpse laid out on an altar he accidentally resuscitates the malefic priest, who had been defeated during a combat with the priests of the lost civilization thousands of years ago. To stop the evil witch Safari Joe need to find four temples and explore their interiors to find each piece of the weapon, in the form of talismans. In order to find the temples, however, Joe and his friends must explore the jungle to unearth the traces of the ancient civilization. During their travels they encounter various different tribes, some friendly, some not, some human, some not, which lead them into various little side adventures to supplement their quest.
The game was never released, probably because Titus was living serious financial strains at the time that would end up bringing the company to bankruptcy in 2005.
As we can read on Wikipedia, the development of The Legend of Zelda: Skyward Sword started between the production cycles of the two The Legend of Zelda games for the Nintendo DS. While the implementation of the graphics was not advanced enough to present actual footage at the E3 2009 trade show, the story of the game was almost completed, and a single piece of concept art was revealed to a select group of journalists. The image was released to the public a few days later, and showed a near-adult Link with a shield in his left hand, a mysterious female figure standing at his back.
As the game was shown to the public in late-development, there are just a few screens and videos with beta elements, but hidden in the final game’s code there are still some beta and unused models.
there is one Map called “DEMO” which is simple a Square with two textures
an older version of that temple you go into at the beginning of the game (StageF402Bef and StageF402Bef _s)
There was no shield-meter in the beta
Karane has animations for when she’s being blown by the Gust Bellows. You can’t use items indoors, and she’s only outdoors before you obtain that item.
These red Chuchus are not in the game or area. The normal Chuchus that burn your shield are orange. This one is a dark red.
Even though this was only a Demo area, it’s still an area that was never in the game that wasn’t used. Most of the demo areas were used except this one.
An old version of the map from Skyward Sword that never appeared.
Skyview Temple use to be called ‘Sky Temple’.
An unchanged beta loftwing inside the game, during the begining cutscenes, you will be able to see it for a few seconds.
Thanks a lot to gabrielwoj, manki, antidote, Zoinkity and Errorjack for the contributions! For more info, check the U64 Forum or TCRF