Microsoft

Metal Shell [XBOX/PS2/PSP – Unreleased]

Metal Shell was developed by Australian team Tantalus, who were responsible for Manx TT on the Saturn amongst other things. Arena based tank combat is the order of the day, with environments entirely destructible. “Everything in our game can be shot, blasted, shifted or destroyed. You can reduce mountains to rubble, create new rivers by blasting through a dam, and uncover hidden underground areas by shooting through the earth,” said Tantalus CEO Tom Crago.

There were over 20 tanks to choose from, numerous weapons, varied environments and arenas and multiplayer gaming via split-screen and online. It was in development for PlayStation 2, PSP and Xbox, but it was publisherless. They tried to pimping it at E3 in the hope of securing a deal, but with no luck: the game seems cancelled.

[Contribute by Matt Gander from www.gamesasylum.com]

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Resonance (Neocell Factory) [XBOX, PS2, GameCube – Cancelled]

Resonance is a cancelled action horror game that was being developed by canadian company Neocell Factory. Based in Montreal, Canada, the studio was born from a group of former developers from Vircom Interactive (a MMORPG developer) after its closure around 2002. They started work on the project that would evolve into Resonance and as it grew they were soon joined by other veterans from such big names as Ubisoft and Gameloft. Unfortunately the team was closed down around 2006, with Resonance being their only known game. It was planned to be released initially for the original Xbox in late 2004, although later ports of the game for the PS2 and the Gamecube were also being considered.

Resonance was conceived as a third-person RPG with heavy elements of survival horror, but with the developer determined to distance it from the fixed camera angles and tank controls that other games in the horror genre had been known for up to that point. Work on it initially started in the form of a mod for Neverwinter Nights in 2002, a part-time project during the developer’s early stages. As the game grew, so did the team along with it, eventually evolving into what would become known as Resonance.

From what we can piece together from a few recovered interviews and the game’s long-since defunct official website, Resonance would have been set in a dark fantasy kingdom, inspired by the Renaissance in theme and design, where the age of reason has only begun and science and religion are starting to clash. This conflict between the spiritual and the rational was to be a major theme of the game’s storyline.

With that in mind, Resonance would put the player in the shoes of Faye Wynter, a woman with two very different heritages. Faye was born with a noble standing through her father, a knight close to the King. Her mother, however, was a witch who was eventually caught and burned alive by the Inquisition. Faye’s father stood by powerless as this happened, which drove him to commit suicide. Now an orphan, Faye was taken in by the King himself, and eventually grew up to become a royal investigator, with a talent for diplomacy due to her noble origins and training, but also possessing powers inherited from her mother’s side that she does not fully comprehend. After being sent to investigate the disappearance of the king’s son and an assassination plot put together by a neighbouring kingdom, she embarks on a journey during which she not only has to face a world of danger and human corruption but also begins to discover her true origins, all while being hunted by the Inquisition.

Gameplay-wise, Resonance would have been action-oriented, adding further to the mix of genres. In addition to the puzzle-solving commonly found in survival horror titles, it was to feature open-ended levels with many side quests, a large selection of melee weapons as well as firearms, equippable armors, combo-based combat with three different fighting styles and access to around a dozen special powers. The even more special power related to what gave the game its title, the Resonance, was promised to be something impressive, although the developers seemed to want to keep the details of it a secret.

The intention of Neocell Factory was to make the experience highly customizable and different for everyone that played Resonance. As Faye gained levels, the player would have to make choices regarding what powers they would be given. They would also be rewarded with points used to upgrade different abilities. Faye would too improve her skill with individual weapons the more she used them, starting off as weak the first time she picked one up and eventually improving damage dealt as she became more proficient with it. Enhancing and modifying weapons with special items found in the world was also going to be a feature, as well as a weapon crafting system.

It seems things got complicated at Neocell Factory, however. Resonance was initially announced with a release date of late 2004, exclusively for the Xbox. But who was to publish it remains unknown. A comment left on a trailer for the game that was posted on Youtube claims that the game was eventually finished several months later but it ended up going unpublished as Xbox titles were put aside in favor of the Xbox 360, which was about to be released at the time. The timeline on the official website seems to confirm this, as an update posted in February of 2006 reveals that Resonance had finally reached its final beta stage. Screenshots showing how the game had evolved since 2004 were also posted, but other information on the different characters and other aspects of the game, seem to have been lost to time.

With no way to publish the game they worked hard on for four years, it would be safe to assume that Neocell Factory had to end up closing. If it was indeed finished, hope remains that one day this project can be finally released to the public by someone from the former Neocell Factory team.

Article by thecursebearer

Thanks to Akhamesh and Matt Gander from www.gamesasylum.com for the contributions!

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FX Racing [XBOX/PS2 – Unreleased]

ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)

ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)

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SSX on Tour [Beta – Xbox, PS2, GameCube]

SSX on Tour is a snowboarding video game and the fourth title in the SSX series. The game was developed under the working title SSX 4 and it was released in 2005 for XBOX, PS2 and GameCube. In these screens we can see an early tech demo / concept, in which the areas had some differences from the same ones in the final game and there was still no advertising on the tracks.

Evan Hanley found even more differences in the firs trailer:

  • The events on the map screen were very different.
  • The events had different symbols.
  • The loading screen had a very different design.
  • The time design was different.
  • The position design was different.
  • The percentage number design was different and the word complete was beside it.
  • There is a speedometer present.
  • The boost design was completely different.
  • The combo text was different and in a different position.
  • The trick text and score was different and in a different position.
  • When you reach full speed, the boost bar turns green. It turns yellow then pink in the final game.
  • The yeti logo is in the middle of the boost bar as opposed to the front of the boost bar in the final game.
  • The score doesn’t appear when doing a monster trick. The screen also doesn’t change when doing a monster trick.

Thanks to Evan for the contribution!

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Deadlight [XBOX/PS2 – Cancelled]

Deadlight was a short lived game cocept dreamt up as an attempt to save Blue 52 in its final months.  It was based upon the Stolen engine but designed specifically to take advantage of the unique, at that time, dynamically lit rendering engine for PS2.  It was set on the SS Hyperion that the player mysteriously comes across after getting stranded at sea.

The main mechanic of the game was that different coloured lights scared different creatures and that all creatures were scared by “deadlight”.  The aim was to use the streaming system such that the game would stream from disk and would require no level loads throughout the entire game.  The 15 minutes of gameplay that had been implemented were good fun.  It was a real shame that the game was never signed up.

At One Bit Beyond, the personal blog of Jonathan Biddle (former Blue 52 lead designer), we can read a deeper article about the development of Deadlight, with many interesting info:

Aside from the bioluminescence and susceptibility to light, we were also keen on the concept of an ecology having formed on the SS Hyperion. This would mean a hierarchy, essentially a food chain, of different species hunting or hiding from each other. The strategy for the player would be to learn which species formed which part of the food chain and exploit it. […]

Amazingly, this took 13 people only six weeks, starting totally from scratch. While it wasn’t 100% successful at demonstrating our mechanics, we had created a compelling, playable demonstration of what Deadlight could be. […]

While there was always a lot of interest from publishers, Deadlight was never to be. Because Blue52 had had two games cancelled – although through no fault of their own […] – it meant that the company hadn’t shipped a game for nearly four years, and were deemed to be a high risk investment.

With the death of Blue52, we tried to reposition Deadlight on PSP with the newly formed Curve Studios. We got extremely close with one publisher, even getting as far as flying to the US to sign an agreement, only for them to change their mind while we were en route!

Jonatahn is currently working at Curve Studios on Explodemon! an upcoming 2.5D platform game for PlayStation Network, Microsoft Windows and WiiWare, that is described as “what Treasure would create if they mixed Yoshi’s Island with Half-Life 2”.

Thanks a lot to Oscar and Jonathan Biddle for their contributions!

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