New Cancelled Games & Their Lost Media Added to the Archive

Ted Shred [PC/PlayStation] — Cancelled

Ted Shred is a cancelled skateboarding action-adventure game that was in development by Digital Domain for PC and PlayStation. The game was scheduled for release at Christmas 1996, but it never happened because Digital Domain couldn’t secure a publisher.

Digital Domain is an American company specialising in visual effects and computer animation, originally founded in 1993 by three masterminds: James Cameron, Scott Ross, and Stan Winston. While the company experienced a successful period working in the motion picture industry, they once decided to try their hand at something else: making a video game. That’s where the early seeds of Ted Shred came to life.

The intended story revolved around a real estate tycoon who wants to take Ted’s island, Loki Loco, by trashing and ruining it so he can acquire it cheaply with the help of his minions. It’s up to Ted to stop them.

Below are a couple of videos and images documenting what Ted Shred could have been.

Videos:

Images:

Credit: Lost Media Mines

The Lost Keys [PC] – Cancelled

The Lost Keys was an action-adventure game in development by 2Digital Productions in Dubai, and scheduled for release in 2003 for PC. The game took heavy influence from old-school platformers, including Crash Bandicoot. Unfortunately, the project was never released for unknown reasons. From one of the developer’s archived blogs, we can learn more about what the game was going to be about:

Sarman Khalid  (Software Engineer): The Lost Keys is a commercial 3D third-person action game for kids of ages 10-16. The game has 10 different levels with 3 playability styles. It was built with Tyfirty along with its level editing tool. The game was released in Dubai in June 2003. The game can be played with the joypad or the keyboard and it also enables the player to save and load his game.
The level editor of this game was also built in-house by me.

Technical Features:

  • Geo mip mapping.
  • Particle systems.
  • OBB collision detection.
  • Scene partitioning for optimization.
  • Optimization by grouping duplicated objects.
  • Game saving and loading.

My Role: Programming the game core and the level editing tool, graphics optimization supervising
Date: 2003
Client: 2 Digital Productions, Dubai

Images

Credit: Iyad Abbas

El Matador [PC] – Beta

With the release of the original Max Payne, many publishers were vying to release something just as good as Remedy Entertainment’s timeless action-noir experience. While you may not need more fingers to count how many Max Payne clones are out there (don’t worry, there aren’t many), you’d be surprised to find that some of these copycats were genuinely fun. For today’s occasion, we have El Matador, created by Plastic Reality Technologies and published by Cenega. The game has experienced various changes since its 2004 reveal, and it’s unclear why they were made. Luckily, you can see a bunch of pictures and videos showing the early look of the game for yourself:

Early Environments:

Early Main Character

Early Enemies

Observed Beta Differences:

  • Different enemies
  • The plot from the 2004 build is different to the final release
  • Different HUD (health, ammo, gun icons, and aim pointer)
  • Some different levels
  • A different main character
  • Different game logo
  • The game originally featured stealth
  • Different gun models
  • Different running animation

Sketches

Beta Trailers:

 

Hydrophobia: Prophecy [Xbox 360/PS3/PC] – Beta and Concept Art

One day, while everyone was inside this vast underwater structure, minding their own business and admiring the view, someone decided to shatter the glass and flood us all with a game called Hydrophobia. Thankfully, no one was injured — but many were swept away in astonishment by this experimental title where water is both your greatest ally and your enemy.

The early seeds of Hydrophobia were laid in 2006, when Dark Energy Digital set out to create an experience unlike anything before it, powered by their proprietary HydroEngine — also referred to sometimes in early press coverage as InfiniteWorlds.

Not much is widely documented about the game’s lengthy development, though we do know it spent three to four years in production. Fortunately, fragments of beta footage have been unearthed, offering an early glimpse of protagonist Kate Wilson and other beta changes.

E3 2008 Footage

Some of the early differences in this beta footage are the following:

  • Different running animation
  • Kate is wearing different clothes
  • Different face texture

Early Renders of Kate Wilson before the “Prophecy” name change

Environment and Character Concept Art

 

 

Guardian City: The Forgotten [Cancelled]

Terminal Reality was riding a strong wave in the early 2000s. Fresh off the success of Nocturne and the Blair Witch titles, the studio’s next project, BloodRayne, was shaping up to be a bloody, stylised action game.

However, researcher Susan Flint recently found out that Terminal Reality was quietly involved in several projects behind the scenes, some of which were cancelled under mysterious circumstances. One of the most obscure among them was Guardian City: The Forgotten.

Available material shows us that Terminal Reality planned to collaborate with Khameleon Entertainment on what appears to have been an action-oriented game rooted in horror. And hear this, too: the project would not have used the studio’s Infernal Engine. Instead, Terminal Reality developed a bespoke engine specifically for The Forgotten.

What ultimately happened to the project remains unknown. Flint notes, however, that The Forgotten was at one point intended to appear as a cameo character in BloodRayne. It is unknown which platforms the game was targetting, but it could have been the PS2.

Credit: Susan Flint