EXO [PS2 – Cancelled]

EXO [PS2 – Cancelled]

EXO is a cancelled FPS that was in development by Particle Systems / Infogrames for the Playstation 2. It was going to be released in 2002, but during the development something went wrong and the project was canned. It’s possible that EXO was axed when Particle System was aquired by Argonaut and became Argonaut Sheffield. The studio was officially closed down in october 2004.

In the original press release we can read some features of the game:

Tactical combat throughout 18 diverse indoor and outdoor locations;

Intense combat against 14 distinct enemy types with multiple variations, each demonstrating advanced artificial intelligence and the ability to learn;

The story unfolds across the whole game with cinematic cut-scenes and through 12 intelligent, individual team members with their own hopes, fears, and motivations

Physics-based character animation and a new photometric graphic engine show unparalleled levels of realism of characters and their surroundings

You can find a nice gallery of artworks realized for this project at Gar HJ’s Website!

Images:


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U64 Staff & Contributors

U64 Staff & Contributors

Authors at Unseen64
Since 2001 Unseen64 archive beta and cancelled videogames, till the 7th generation of consoles. There are too many unseen games to preserve, but many people help us with their contributions, screens, videos and descriptions. Do you want to help too?
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7 thoughts on “EXO [PS2 – Cancelled]

  1. Ross Sillifant

    Glyn Williams talked about EXO being inspired by things like Ghost In The Shell and it was planned to be a very ambitious game, in terms of the technology (game engine) running and gameplay itself, a little too over ambitious for the PS2, which turned out to be less powerful than they expected it to be.

    It took so long to get a prototype working (Glyn said it killed him just to get a triangle on-screen), that infogrames, who’d made quite an investment in the project, lost confidence in it (sadly at same time Glyn and team started making progress, yet each step still suffered set backs, espically in terms of games frame rate).

    Key issues effecting games development were:complex nature of PS2 hardware, trying to build a game engine and actual game at same time, getting good A.I and a decent frame-rate from the game.

    Particle games were aquired by Argonaught, but games I.P remained with Infogrames, which complicated matters even further, to point where game could’mt be salvaged.

  2. Ross Sillifant

    They really were over-reaching in terms of technical requirements on PS2 with EXO…HDR lighting, fluid, mobile enviroments you would’nt really see until PS3/360 arrived in terms of console gaming.

  3. Ross Sillifant

    Well, we do know they produced a working protype of the game, a lot of target renders, a GC teaser etc.

    The hop from squad member to squad member was up and running, but it was’nt easy to use in every scenario etc.

    I’ve made an attempt this morning to contact 1 of the team working on the game, but hopes are not high :-(

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