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Fairytale Fights 2 [Cancelled – Xbox 360, PS3]

Fairytale Fights 2 is the cancelled sequel to Playlogic’s 2009 fantasy hack & slash. Just like in the first game players would have been able to play as cute fairy tales characters, cutting down colorful enemies and flooding levels with blood. The team created an early prototype for this sequel, but it was soon canned when Playlogic officially went bankrupt in 2010. Some screenshots and footage was later uploaded online by former Playlogic developers, preserved below to remember the existence of this lost project.

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Pumpkin Man [Xbox, PC – Cancelled]

Pumpkin Man is a cancelled third person shooter that was in development by Metro3d and Red-Purple Game Technology, planned to be released on the original Xbox and PC. Players would take the role of a dead guy named Joshua, trying to open the gates of hell to let demons celebrate Halloween on earth.

The game was shown at E3 2003 and some websites such as Psillustrated and Gaming Nexus wrote about it:

“In Pumpkin Man, Halloween is the most important night for the forces of evil where Hell spirits are allowed to use the Crystal Seal and visit Earth for a single day. To Hell’s misfortune, the path to Earth was suddenly sealed with the All Saints Crystal, and the Gates of Hell officially became the path of no return.

It’s up to the Clown, a legendary leader known throughout every corner of Hell, to begin organizing a secret fight to reopen the Gates of Hell on Halloween. Meanwhile, Joshua, a small-town boy is accidentally killed and becomes a peddler in Hell.  Even in his afterlife, he could not forget what a girl once said, “Joshua will definitely become a hero.  I want to be his bride on that day.”  As Joshua ends up accused of revolting against the leadership of Hell and imprisoned in the Slave Ground, the Clown can’t fight alone and Joshua is his only hope!”

“A large emphasis has been placed on the four-player support although there will be an entirely unique experience on the single-player side of things. Currently there are plans to have 40 multiplayer levels, 20 single-player levels, 25 different enemies and 13 different weapons.”

Unfortunately Metro3d filed for bankruptcy in 2004 and Pumpkin Man was canned and forgotten by everyone, until July 2021 when u/2dmee shared on Reddit a playable demo they found in a Taiwanese online forum (uploaded on Archive):

“A couple of years ago I started buying new & sealed retro games from China/Taiwan and reselling them on Ebay UK. One day I came across a big box PC game and the artwork looked really good and it caught my attention, but I couldn’t find any info about the game anywhere, despite being quite well versed in the art of advanced google search syntax.

“The seller that offered the game for sale also had some other titles that were produced by Red-Purple Game Technology so I can only presume he had the deadstock from their offices after they ceased development/trading in 2004. He had 1 boxed, sealed copy and 1 open copy in a jewel case so I bought them both.”

“I have the complete game files on 3 discs, but I don’t have them ripped to my PC atm so I thought I would upload the demo first.”

Thanks to Aaron for the contribution!

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TRON 3.0 (Climax Studios) [Cancelled – Xbox, PC]

TRON 3.0 is a cancelled sequel to TRON 2.0, which was in development by Climax Studios around 2004, planned to be published by Buena Vista Interactive for Xbox and PC. The same team already worked on Tron 2.0: Killer App for Xbox, so we can assume the project was successful enough to convince Buena Vista to hire them again for another game.

As far as we know TRON 3.0 was never officially announced, but concept art was found online by fans of the series and preserved below to remember the existence of this lost game.

If you know someone who worked on this project and could help us save more details, please let us know!

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END (Faramix Enterprises) [Cancelled – Xbox 360, PC]

END is a cancelled FPS / RPG / MMO / Action Adventure hybrid that was in development by Faramix Enterprises around 2007, planned to be released on Xbox 360 and PC. The concept was quite ambitious and the team wanted to renovate the FPS genre in gameplay and immersion.

Some details about END were available on their old website:

“Not only is “End” a hand to hand combat adventure, but weapons are widely available for use based on the wants of the player. Many moves are available to stay in stealth, including but not limited to – picking locks, stealing, or interrogating others for information. The control is left in the player! Do you sneak through the level or alert everyone you are there and run and gun? Do you interrogate and knock them out or kill in rage? The control is in your hands and your fate will change based on your actions.”

We can also find an article written by former Faramix Enterprises founder Michael Dehen, sharing his memories working on the project:

“I’m the creator of the storyline and gameplay for End. I designed and wrote the backbone that it was built on top of. This is my dream and my life, and now I share my dream with others on the team, and it has become our game.

We made the mistake of submitting our company and game title for review too early. We spent a hard three months after our first publisher encounter fleshing out more ideas, developing more artwork and most importantly, finishing the demo, before even thinking about approaching other publishers.”

Dehen also had an interview with Gamasutra in 2007:

“The FPS genre is boring and new ideas need to be incorporated. Most of the new FPS video games being released or scheduled to be released follow the same basics, which were cool at first but are beginning to get stagnant. Companies today are scared to try something new and unproven, because it could bring a loss in revenue.

“The different designs and ideas we have incorporated into our video game title END will bring a new front to the FPS genre by including other aspects from RPGs, MMOs, and Action/Adventure games, creating a kind of hybrid. We didn’t start designing the gameplay for END until many aspects of the storyline were near completion. The type of game play we chose helped drive the storyline and immerse the future video game players.”

“We recently finished our technical demo to show off game play and our abilities at designing, and are moving into the Unreal Engine 3 to being smaller demos of what we can visually produce as we having already begun talking to many publishers around the world.”

Unfortunately it seems Faramix Enterprises were not able to find a publisher or funds to keep working on END and the game vanished along with the company a few years later. Only some concept art is currently preserved for this lost game.

Thanks to Dan for the contribution!

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Reprisal (Power Infused) [PC, Xbox – Cancelled]

Reprisal is a cancelled first person shooter / RPG that was in development from 2001 to 2004 by Power Infused Productions for PC and the original Xbox. The team conceived it as a hybrid between Quake, Thief and Deus Ex, featuring 3 different playable races, each one with their own gameplay mechanics, weapons and abilities. For example you would use stealth to play as humans, direct assaults to play as a cyborg, and manage resources to play as an Alien.

In august 2004 the team was searching for more developers on the CGSociety forum:

“Reprisal is the story of conflict between three races over a space station (Joshua 20) at the edge of our solar system Humans have kept their CAT battle machines stationed there in case of conflict for centuries. The invading alien army, guided by a Prince who seeks to prove himself, struck the station first, seeking to turn these weapons against their masters. The plan goes awry, causing the CATs to turn against both human and alien, and trapping all three races together in a desperate struggle for survival.”

As the game progresses, players would have taken control of the three sides and learn to use their unique powers. These races were:

  • Cyborg Assault Tanks (CATs) – Vicious and overwhelmingly powerful, these killing machines were once used to fight wars for humans. In Reprisal, they have turned against their masters and gone into a killing frenzy.
  • Humans – Weak and devoid of natural armaments, humans are the most adaptable of the three races. They are also able to squeeze into areas of the space station the others can’t access.
  • Aliens – Masters of genetic engineering, aliens are capable of altering their own bodies to suit their needs. While not as overwhelming in force as the CATs, aliens have the distinct advantage of being able to retreat from battle only to return more powerful than before.

“Playing each race requires a different skill set. For example, while CATs can charge into battle, wildly firing at everything, Humans need to sneak around conflicts, searching for a safe place to attack from.

While the game is set entirely on a space station, it has been designed to contain a large enough variety of environments to satisfy even the most hard-core gamer. During the course of the game, the player will venture through enormous mechanical devices, simulations of alien worlds, zoos filled with genetically engineered monsters, infested hallways that come alive, and even venture out onto the hull of the station itself.”

Reprisal would have offered some interesting features for its time:

  • Adaptive characters – The player will be able to adapt the look and abilities of the characters they play. In some cases, these changes will be minor and other cases will be major (replacing the lower torso with wheels).
  • Destructible weaponry and environments – Certain weapons will become available that allow the player to knock holes in some walls and destroy some weaponry (to keep it out of the “wrong hands”).
  • Body specific targeting and damage – over forty different spots on the body where the player can cause damage to the opponents.
  • Overlapping storylines – Players will encounter themselves in previous and future incarnations as they play through the scenario.

Unfortunately the team was not able to find a publisher interested in Reprisal and the project had to be canned in late 2004.

Thanks to Dan for the contribution!

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