Sahara is a cancelled game that was in development at TKO Software, based on the movie from Paramount. In January of 2005 TKO Software shut down its PC and console games development studio and Sahara went down with it.
BioShock Infinite is a first person adventure game and the third entry in the BioShock series. Previously known as “Project Icarus”, it is being developed by Irrational Games for a February 2013 worldwide release on PC, PlayStation 3 and Xbox 360. In August of 2012, several high-level developers from Irrational that had been working on Infinite announced their departure from the company; these included art director Nate Wells, who began working with Naughty Dog, and director of product development Tim Gerritsen. At the same time, Irrational announced the addition of Rod Fergusson from Epic Games as their product director while Scott Sinclair, art director from the original Bioshock, replaced Wells.
There are some features that were removed or not implemented from BioShock Infinite beta version. For example Ken Levine revealed in an interview with Gamasutra that the plot’s conflict would have been originally about tech geeks against luddites, those who resist the proliferation of technology. Some more rumors about the problems with the development of the game tell that various multiplayer modes were tested in a prototype form, but later removed. Even if Levine told Kotaku that multiplayer wasn’t guaranteed to be in the game, but in May of 2012, job listings at Irrational hinted that the studio was in fact working on a multiplayer component. Also, the 2011 E3 demo, seems to have been much different from what we’ll be able to play in the final game. For more beta differences and unused characters / items / models from BioShock Infinite will have to wait for when the game will be finally published.. in the meantime, here are some early screens and videos!
Chris Henzler noticed some more beta differences:
HUD is different from final game
various voice actors changed from final version of booker and Elizabeth
story has changed alot
atmosphere of the game has changed
some of the vigors seem different in the final game
the twins seem absent in the beta versions of the game
There are also some unused content that you can check at the Bioshock Wikia! If you played the final game and see more differences, please leave a message below! :D
Bastion is an action rpg developed by Supergiant Games and published by Warner Bros. for Xbox 360 XBLA and PC in 2011. An iOS version was later released in 2012. A four-week prototype of this title, made in 2009, was playable at PAX est 2012. It’s so early that the bad guys are just placeholders from Dungeons and Dragons, but the basic concepts of the game, minus of course the dynamic narration, are already there.
In the beta the player can use an hammer or a sword and pick up and throw various objects at enemies, a feature that didn’t make it in the final build.
Darkwatch is an “horror” FPS about an outlaw who is turned into a vampire. The game was published by Capcom and developed by High Moon Studios (formerly Sammy Studios) in the USA, while in Europe it was published by Ubisoft. The game follows the exploits of Jericho Cross, an outlaw-turned-vampire, and his employment in the titular organization, an ancient vampire-hunting order known as The Darkwatch. [Info from Wikipedia]
In the video below you can see an early prototype scene demo, in wich (other than the incomplete graphic and animations) we can notice how the main character (Jericho) had a different design than the one used in the final game. If you find more differences, please let us know!
Here’s the final Jericho model to compare it with the proto video:
Update: OldClassicGamer sent us some info to prove that these info about Croc 3 are fake, so we’ll just leave this page as a “rumor” to let people to still find the original story and the updated info. Here is what OldClassicGamer wrote:
I don’t know who sent you that info but whoever did it was not from Argonoaut and was probably someone with too much free time since he came with all those details.
Where is my proof? Well, first of all, here is website: www.storybox.club This is new game from creators of Croc and they are asking for donations. They promised they will include Croc characters in-game if they get enough donated money. Here are more details you can read first post and find out everything.
Story Box developers do not own the IP, but they are currently contacting Jez to see if they can get permission to use Croc characters in their game called Story Box. Jez San is founder of Argonaut. Here, you can read all the info about Jez: http://news.bbc.co.uk/2/hi/technology/3965937.stm
And two final evidences I have are conversations with Story Box developers and Zenimax. I will attach screenshots in email as a proof. So if Zenimax confirmed themselves that they never owned Croc, then the whole story and Croc 3 playable build that cannot be leaked because Zenimax is not allowing it is fake. I would like to ask you nicely to take down that article because it is spreading lies and it can damage potentially new Croc games that will come after Story Box is successful.
Also, if game was started being developed in 2001, then how come no info was known even in 2004 befor Argonaut bankrupt. The truth is, Croc 3 was going to happen but they only started talking about it in 2004, before they went bankrupt. Prototype for game was never created since game was never in developement.
What do you think about this? Leave your comment below!
Original post:
The original Croc is a platform game published by Fox Interactive and developed by Argonaut Software (AKA Argonaut Games) in 1997 for the PlayStation and Sega Saturn. A sequel, Croc 2, was released in 1999 but the third chapter of the series was never released, even if development was started. The game was called Croc 3: Stone of the Gobbos (also known as Croc 3: Barons Revenge and Croc 3: Croc Returns! during development). It was to launch on Playstation 2, Gamecube and Xbox in 2005. The game would of been a direct sequel to the events of Croc 2, and would feature 2 player on all 3 platforms. In this game, Croc was to yet again, be faced with stopping Baron Dante and saving the Gobbos. However this time Dante has a spell that is not able to be stopped unless Croc finds the Sacred “Stone of the Gobbos”.
Sadly after Argonaut Software closed in 2004, the IP for Croc was sold to Zenimax Media Inc, and Zenimax Media had Mud Duck Productions continue development of Croc 3: Stone Of The Gobbos. However, the game was cancelled after trouble with the developer and thus, ended the Croc Franchise.
The world shown in the render below is the Croc 3 castle hub. In Croc 3, rather than the former games, Argonaut Software were using Full Explorable Hub Worlds sorta like Spyro The Dragon. This way it was more easy for younger kids to play the game. Some of the Croc 3 inspiration was coming from Spyro Year Of The Dragon (One of the biggest being hub worlds with portals).
Croc 3 started development in the summer of 2001. Argonaut Software had split into three teams to work on their big games, Malice (Which started development in the 90`s but later bumped dev up to PS2), other small projects (like Carve), and Croc 3. Croc 3 was having trouble finding a publisher. They had contacted Fox, and they wanted no part of Croc 3 due to the sales of Croc 2. Argonaut then contacted EA and they said they would publish it, but their fees were too high. The Publisher they stuck with was Activision, who said they would publish it and help Argonaut work around their budget. With a team of only 10 people working on the project, Croc 3 went through many changes.
First it was in development for Dreamcast, Playstation, Playstation 2, Xbox, Gamecube and PC, however with the failing sales of Dreamcast (And due to Croc 2 never appearing on sega), Argonaut stopped working on the Dreamcast version and focused more on the PS,PS2,XB and GC versions. They later cancelled the PC version as well.
The next problem Argonaut ran into was the voice actor for croc had no wish to return to the role. So they would need to recast. The engine they were developing on was an unstable version of their in house engine, BRender, which also powered Malice and a couple of other Argonaut games. This version was a new updated one exclusive to Croc 3 to allow for certain things to try to push the 4 consoles to their limits.
What started to take more time was the Playstation 1 version. This was due to the fact that Argonaut were using croc 1/2 version of BRender because BRender for Croc 3 was not compatible on Playstation 1 due to the “Next Gen” graphics. The new console versions would feature top of the line graphics developed in house to push them to their limits, while the PS1 version was simply the same graphics as croc 2. The reason Argonaut were insisting to release Croc 3 on PS1 was to keep the trilogy in line with each other on Playstation. The series was always planned as a trilogy and the third was supposed to be the final one.
Croc 3 on PS2, GC and Xbox would of been 2 player. Player 1 was Croc, and player 2 was a new crocodile named Ginger, who was a love interest to croc. (Kinda like a Amy/Sonic relationship). To appease players who hated multiplayer, Ginger would only appear in the story IF you were in 2 player. If not, she would disappear. As for the soundtrack, Justin Scharvona from croc 1, who composed the C1 soundtrack would make a return to compose it in this game. Thanks to former Argonaut Employees from the Croc 3 Team for the contribution!
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