As we can read on Wikipedia, Geox is an Italian brand of shoe and clothing manufactured with waterproof / breathable fabrics. For some reasons a Geox promotional video game was in development for the original Xbox, as found by a collector on their dev-kit. From the prototype footage uploaded on Youtube it looks like a simple side-scrolling platformer, in which the protagonist drops down from a flying Geox shoe. Could this have been a surreal masterpiece? Probably not, but it’s still interesting to wonder why this project was even in development and what happened to it.
We don’t know which company was working on this canned Geox game, but on the same Xbox dev kit we can see another cancelled game titled “International Volleyball 2004”.
Prince of Persia: Redemption is a cancelled reboot of the classic series, that was internally pitched at Ubisoft Montreal (FoxTeam) around 2010 – 2011, just after the release of The Forgotten Sands. The project was mostly unknown until May 2020, when fans finally noticed a video uploaded on Youtube in 2012 by an anonymous user. By looking at this footage, the game looked like a mix between 3D Prince of Persia, God of War, Uncharted and Assassin’s Creed: a cinematic adventure game with huge monsters and time-rewind mechanics.
“Wow – haven’t seen this in ages. Amazing work from animation director Khai Nguyen (For Honor) and team. This target game footage (pre-rendered game pitch) inspired our own pitch for Assassin’s Creed 3 as they did such a great job making it look like real gameplay.
Sadly Ubisoft are generally quicker to cancel Prince of Persia games than others IPs because AFAIK original creator Jordan Mechner still holds license rights so the profit margins are lower. Would love to see a new one though. I’ve always wanted a PoP set in contemporary Iran.”
We can assume The Forgotten Sands did not sell enough for Ubisoft to invest more resources on another title, preferring to focus on the more profitable Assassin’s Creed series.
Dungeon Hero is a cancelled hack & slash / dungeon simulator that was in development around 2006 – 2008 by Firefly Studios, the team mostly known for their Stronghold series. The game would have been published by Gamecock Media on PC and Xbox 360, but in October 2008 the publisher was bought by SouthPeak Games and the new managers abandoned the project.
“Their latest project is called Dungeon Hero and features as the main character a human mercenary with some combat experience and little left in the way of a moral compass. To make matters even worse, said mercenary is now employed by a pack of goblins, those little charming creatures everyone remembers from any old generic role playing game with a fantasy setting. These goblins are rather upset with another goblin tribe and the mercenary player is there to get the job of leveling goblin cities done.”
It seems Dungeon Hero would have had an comical approach to the genre, with funny situations, unexpected moments and a pinch of goblin-life simulator. As described by Wired and Destructoid (E3 2008):
“Firefly Studios’ upcoming Dungeon Hero, for the PC and the 360, will be different from other dungeon crawlers because, they say, it’s the “first dungeon-based game to realistically depict underground life.” Players will prowl through a remarkably realistic subterranean community, complete with goblin cheese merchants and troll miners.”
“Firefly Studio’s Simon Bradbury wants you to know that like all of us, goblins sometimes have to take a leak. – We wanted to create a world where the enemies wouldn’t just stand around. Why is there a chest of gold there, and why is this goblin waiting for you to kill him? It doesn’t make any sense.” This is the peculiar premise behind Dungeon Hero – a believable world, where believable goblins and trolls do believable goblin and troll-like things. The game shuns the hack-and-slash genre’s clichéd dungeons populated by groups of enemies who live for nothing more than to get slaughtered at the end of a hero’s blade. In Dungeon Hero, everything has a purpose; it’s a game set in a completely fictional world that attempts to be grounded in reality.”
“The area we see at first appears to be a goblin hospital, with wounded goblins lying on cots, and others crying out in pain. Goblin doctors stitch up wounded goblin soldiers and goblin citizens. One goblin looks like he’s preparing for surgery as he readies a crude looking drill. Deeper in the trenches, we see more goblins engaging in other, more leisurely activities; one is sitting relaxing on a bench and playing a guitar.”
“As the boat moved through the canals of the city’s underground, goblins on either side went about their daily business. Firefly are trying to convince gamers that goblins (in a sense) are people, too; they’re not simply waiting in dungeons to be hacked and slashed to pieces. Based on what I saw, I’m sold — some were doing laundry, others were dumping buckets of water from the top floor of their goblin homes.”
“In the demo, we only saw what looked like a handful of moves (mostly different types of slashes), but we were told that there are over 300 different types of upgradeable moves. The skill chart we were shown looked like a map of the human nervous system; it was ridiculous enormous, with dozens of paths breaking off from dozens of paths.”
“Seven years and seven games later Firefly, having felt the effects of the 2008 credit crunch which caused funding to disappear for their ambitious hack-and-slash RPG Dungeon Hero, decided a change was needed. Working with a skeleton team of four the developer quickly prototyped, iterated and released a closed Alpha for Stronghold Kingdoms, Firefly’s first foray into free-to-play, without a publisher. Over the course of the next two years the Kingdoms player base grew from tens to hundreds of thousands. The game entered open beta in 2010 and launched on Steam in early 2012. It would remain in the Top 10 Most Popular free-to-play games on Steam for two years”
Aero-Cross is a cancelled sequel to Namco’s classic Metro-Cross, a racing-platform game that was released in arcades in 1985. This new chapter planned PlayStation 3 Network and Xbox 360 Live Arcade was announced in 2011 and it would have been released for the “Namco Generations” series, conceived to modernize some of their classic titles, such as Pac-Man Championship Edition DX and Galaga Legions DX.
Aero-Cross would have followed the same gameplay as the original, with players running in linear levels trying to avoid obstacles and collecting items (but this time in a sci-fi setting). In the end the project was officially cancelled in 2012 along with the other missing Namco Generations title: Dancing Eye HD. Luckily in this case a playable demo for Aero-Cross was found by Ganonthegreat on an old PS3 demo-disc, and shared online on Archive.org
They is a cancelled survival mystery-horror FPS that was in development for PC, Playstation 3 and Xbox 360 by polish videogame developer Metropolis Software, founded in 1992 by Adrian Chmielarz and Grzegorz Miechowski. In 1997 the studio acquired the license of “The Witcher” from Andrzej Sapkowski, however, they ceded it around 2000 to CD Project as they were already worked on 3 games at the same time (one of them being the cult-following turn-based rpg game “Gorky 17“).
Metropolis started working on They between 2005 and 2006 and officially announced it at the Game Convention 2007, but CD Projekt acquired the studio in 2008. The majority of the team was then taken over to work on “The Witcher” series and in the end Metropolis were subsequently closed in 2009.
One of the most interesting mechanics conceived for They was its weapons customization system: you only had a single weapon, which could have been modified, upgraded and designed with hundreds of different items. The PC Action magazine mentioned “a large amount of over 250 upgrades and design parts“, including stickers and logos. As we can read on Destructoid:
“Throughout the game, weapon body-parts and plug-ins will frequently crop up for the collecting. Maybe they’ll be part of a boss’ arsenal, dropped when you kill it, or you might just find them lying around in the aftermath of a battle. However you get hold of them, they can be put together, Lego-style, and tweaked and tuned to make a gun to do whatever the player can think up.”
“Every variety of gunfire, from single-shot, to machine gun, to explosive, to laser, to pretty much anything else you can think of can be blended and combined with however many others you want, along with all kinds of special properties such as fire, ice, lighting, and God knows what else. On top of that, there are loads of little adaptations to be had in the way of reload speed, shot frequency, blast damage etc. You want a rapid-fire electro-shotgun with exploding shells? You’ve got it. Grenade launcher with freezing ammo and your choice of blast radius and trajectory? Why not?”
We also know from IGN’s preview, levels in They would have been partially destructible, to let players create new ways of moving around:
“Of course, this being the next generation and all, it’s possible to destroy some buildings with a well placed grenade or two which, interestingly, is more than a simple aesthetic gimmick – laying waste to buildings uncovers shortcuts through levels and even secret power-ups. However, it’s worth remembering that being hit by falling debris is seriously bad for your health so take precautions. “
Metropolis Software’s philosophy with the weapon customization system was detailed in an interview on GGMania:
“Q: You announced a unique weapon feature, where you are able to upgrade a flexible weapon to your individual needs. Can you tell us a bit more about that?
A: Without naming so many things of the weapon yet, you might think of a soldier in every war. He only wears some few weapons – mostly knife, gun and maybe pistol. Common FPS games are really unrealistic in that point of view, that a soldier is really able to wear 10 more or less heavy guns at the same time (or he must be HULK to carry them all). In THEY you will have this one weapon, where you identify yourself with, which you can customize and enhance it based on YOUR needs and preferences! You will be able to store setups, so you have the expected control system with keys 1-0 to have access to different types of weapon setups – but it still will be YOUR buddy, YOUR best friend, YOUR WEAPON. The appearance will change dramatically, but you are still able to identify yourself with the weapon. So what we will bring to the genre is some more realistic and believable approach in sort of weapon handling. The fear of players, to have only one gun can be easily refuted, as you have hundreds of combinations which you can store and customize at your own discretion – to create YOUR perfect weapon setup, store it to the expected keys 1-0 and have access to them at all time! So each player will have the weapons of HIS choice, a large variation to be used based on needed functions (gameplay relevant decision!) and need not to get along with standard weapons – this is something unique and new to the genre and will grant more freedom for each player! On the other hand, if someone WANTS’ his standard “pumpgun/rifle/Ak47” feeling, he is able to create that…but when he will figure out the fun and possibilities from our new weapon system he will get used to it soon.”
Weapon customization was essential, because you would fight against some weird and stealthy alien / robot creatures in a “not so distant future”. The setting was a destroyed English city and the main plot was told by a little, mysterious boy.
“Set in near-future London in a world crippled by increasingly severe terrorist attacks, THEY follows the story of a British soldier during the emergence of a new global threat. An army of robots has appeared and begun laying waste to everything around it, and while everyone has assumed that a new terrorist faction is behind it all, it will eventually turn out that things are a lot more complicated than that. The robots are far more intelligent in their combat tactics than anyone can believe possible, and seem to be able to work together without any visible signs of communication. Needless to say, humanity is taking a serious kicking to the face, and it’s during one of these kickings that the player’s story starts.”
“The game will take in around twelve levels, and IMC/Metropolis were keen to point out that they’re taking an episodic structure to the game’s story. Taking their model from shows like Heroes and The X-Files, they’ll be making each level work as an individual episode, but will be building a bigger overall story arc as the game progresses.”
We can only hope one day someone could find a playable version of They, so it could be preserved online.