action game

Overstorm [GBA – Cancelled]

Overstorm is a cancelled action / platform game created by Quantized Bit for Game Boy Advance. It was shown publicly only once in a 2003 gaming convention. However, in 2014, the developers decided to give away an alpha build of the game, featuring five different levels, in a Indiestand game sale of their last product, Volt:

Beat the average to get the bonus content, which is: 5-levels alpha-stage Overstorm game (our older, never released GBA project) – you can play it in any GBA emulator in a fullscreen mode!

Images:

Video:

 

Ryse (Kingdoms) [Xbox 360 – Cancelled]

Ryse: Son of Rome is an action adventure game, which was developed by Crytek and published by Microsoft Studios in late 2013 on the Xbox One at the console’s launch. However, it was originally planned to be a first person brawler exclusively for the Xbox 360 under another title. This great turn in direction is just one of the numerous twists that occurred throughout its development.

Kings & Kingdoms

Years before the name ‘Ryse’ would come to be, the basis of the project was born in 2006. It was the brainchild of Crytek Co-Founder, Cevat Yerli, and was imagined then not as one game, but two. One half of the coin was a title called “Kings” – an ambitious MMO where the player joins the ranks of various factions to fight for supremacy in a mythical world of monsters and sorcerers. The other was Kingdoms, a smaller scale first person game focussed around more intimate ground combat between soldiers of warring sides. At this time, no platform was attached to it.

Kingdoms 2006 Concept Art

Early concept art for Kingdoms from 2006.

The initial plan for these two games was that they would have been set in the same fantasy-themed universe, informing one another as development went on. Crytek put together a variety of concept art and basic prototypes for them, attempting to flesh out their ideas and convey their ideas more thoroughly as the company began showing them privately to publishers.

Behind the scenes, the world of Kings & Kingdoms was steadily coming together and over the years that the developer toiled away on it, a multitude of concepts for everything from characters to settings was produced. Fortunately, we have been able to preserve a good amount of these for your curiosity. 

The Last of US [Beta – PS3]

The Last of Us is an action game developed by Naughty Dog and published in 2013 by Sony Computer Entertainment for their PlayStation 3. The project was started in 2009, after the Uncharted 2 team was split in 2 to create a a Jak & Daxter reboot along with Uncharted 3. When they designed some concept arts for the cancelled Jak & Daxter 4 project, they thought that the style and target they were aiming for was too distant from the J&D IP and so decided to create a new IP, using some of Neil Druckmann’s ideas from an old concept that he did at school. That new IP was initially known as “Mankind” before to be changed into The Last of Us.

As we can read on TheVerge:

Just like in The Last of Us, [Mankind] was set in a world where Cordyceps has leaped from insects to humans, turning the infected into dangerous monsters and bringing down civilization with them. The key difference was that in Mankind, the virus only affected women. An early version of Ellie was the only female who was immune, and Joel decided to protect her in order to bring her to a lab where a cure could potentially be created.

During the development of The Last Of Us, many features were removed and the story was changed a lot, before to arrive to the final version. As we can read on GameInformer, in the original plot::

Joel partners with Tess to smuggle Ellie out of the locked-down city. In the alternate story the gang is halted at a security checkpoint. Ellie is screened for infection and comes up positive, but the guards don’t care that she may carry an immunity that could save humanity. Joel sees Ellie at gunpoint, which reminds him of his dead daughter, and goes berserk. He kills the guards, leaves with Ellie, and ends up betraying his partner Tess, who embarks on a cross-country pursuit of vengeance.

Neil Druckmann also shared some memories from a different ending for the game:

“The original ending when we pitched the game was a much more hopeful ending, where Joel and Ellie make it to San Francisco and that is a town run by people who are trying to restore society,” he continues. “Joel has killed all these doctors and lied to Ellie, and Ellie just fully buys into the lie. So, you’re left with the idea that they are going to live the rest of their lives in this town. The camera pulls back and maybe everything is going to be alright for these two. I was working on writing, and it didn’t feel honest anymore. After everything they’ve done and everything they’ve been through, that was letting them off a little too easy – especially for Joel.”

Some more changes and removed content are:

  • Downgraded Artificial Intelligence: it seems that enemies were “too difficult” for the players and it was not fun to always get surrounded and killed by a group of “intelligent” enemies (see the videos below).
  • Marlene was originally meant to die in the surgeon room
  • Some enemies were cut or the design was heavily changed, see them in the gallery below
  • They removed a dog companion that would have followed Ellie and Joel during the game

An unseen epilogue scene performed during The Last of Us: One Night Live was set 4 years after the end of the game with Joel and Ellie talking and playing a guitar, but it seems that this scene was never meant to be added ot the game: it was just a scene wrote for the live show.

More concept arts and info on the development of the game could have been published in the Art of Last of Us artbook (23$ on Amazon COM, 20£ on Amazon UK, 27 euro on Amazon IT), if you have the book let us know! If you notice more differences in the early beta screens and videos from The Last of Us, leave a comment below!

Images:

Videos:

 

Family Guy: Back To The Multiverse [Cancelled – 3DS / Wii]

Family Guy: Back To The Multiverse is an action adventure title, which was developed by Heavy Iron Studios. It was released in November 2012 on PC, PS3 and Xbox 360. However, over a year before its release, the company was also working on 3DS and Wii versions of the title.

In May 2011, Activision put Heavy Iron in charge of creating a new game, based on the hit TV series, Family Guy. Given the difference in power between the HD platforms and Nintendo’s 3DS and Wii systems, the developer was initially ordered to make two separate versions of the game. While the 360/PS3/PC game was a third person adventure game with shooter elements, the other took on an isometric perspective; not wholely dissimilar to Family Guy: The Quest For Stuff on iOS.

5_family_guy_the_quest_for_stuff

Family Guy: The Quest For Stuff.

The Wii version of the game was being designed around the Wii remote and nunchuck, although did not make use of any of its unique features, such as the motion sensors or pointer. It was planned to be almost entirely identical to the 3DS version in terms of gameplay.

Whereas the shooting mechanics in the released HD title used a manually controlled reticule, the 3DS and Wii game used what one developer described to us as an “auto targeting system” instead, given the isometric camera view. This automatically locked on to potential targets within the immediate area to fire at with Stewie’s laser gun or Brian’s pistol.

According to one of the programmers on the Multiverse project we spoke to, the 3DS and Wii version were outlined to be otherwise “completely undifferentiated” in terms of story; even featuring the same dialogue and voice acting clips. It would have also included the two main playable characters of Brian and Stewie Griffin from the other version.

Playable prototype builds were created but shortly afterwards, the 3DS and Wii games were cancelled in August 2011, another developer told us.

“We stopped working on them around August. They weren’t that far along but both were up and running just fine. Everyone working on it was transitioned into working on the other version of it after that”

The same former Heavy Iron employee gave us two reasons for the projects’ demise.

“The Wii version was dropped first and then the 3DS one quickly after. I think it was a combination of them wanting us to focus on making one version of the game and growing concerns about how it would perform on those platforms”

Neither of the games ever received an official announcement prior to cancellation. 

Page 1 of 9012345...102030...Last »