Mass Effect Team Assault is a cancelled multiplayer FPS set in the Mass Effect universe, that was in development in 2010 by BioWare’s Montreal studio. The project was meant to be a downloadable game to be released on Xbox Live Arcade and PSN, with a gameplay that would have been similar to a mix between Unreal Tournament and Battlefield 1943. After 4 months of prototype development, the idea was canned and somehow evolved into a possible coop mode for Mass Effect 3 and later into the third-person multiplayer mode available with the released game. Info and videos from Mass Effect Team Assault were shared from “The Final Hours of Mass Effect 3” iPad app.
The Crossing is a cancelled FPS that was in development by Arkane Studios, planned to fuse singleplayer and multiplayer by allowing human players to take the place of enemies in the single player campaign. The game was officially put “on hold” in May 2009 after the company ran into “an unexpected financial challenge” and decided to focus on smaller projects. [Info from Wikipedia]
Katana is the WIP project name of a cancelled game that was pitched for the Xbox in 2002, by Tosym Corporation (?). In january 2009 a government agent has accidentally leaked several gigs of personal, business and government files: between those files, there was also the Katana game proposal. The project was probably cancelled in early development, with only few concepts done.
[…] the Japanese bureaucrat opened several well-known trojans that are often embedded in files found in filesharing programs Winny or Share, which upload and distribute files to uploaders specified by the virus. […]
Dubbed Katana, the leaked Xbox game submission was never made and was a proposal submitted back in 2002 under a company the agent previously ran. The proposed game is cringe worthy Final Fantasy-esque RPG stuff, complete with some hooky story involving nine stories, 100-player online multiplayer duel, and the possibility of having Janne Darc, Jack the Ripper, Ned Kelly, Musashi Miyamoto and Bruce Lee battle each other.
As we can read on wikipedia, Crash Twinsanity is an platform game developed by Traveller’s Tales and published by Vivendi Universal for the PlayStation 2 and the Xbox. It was released in North America on October 2004, while a Nintendo GameCube version was planned but canceled for undisclosed reasons. In the videos below you can see removed and different parts from Crash Twinsanity beta version, as the lost level “Gone a bit coco”. If you can notice more beta differences, please let us know!
Thanks to Retroguy205 for the contribution!
Videos:
The music for the removed level, Gone a Bit Coco, can also be heard in the video below.
Turok 2008 is a FPS for PC, Xbox 360 and Playstation 3 with very stunning and exciting cutscenes. The player takes part in the military operation which occurs on a planet populated with dinosaurs. While it’s a first person shooter, Turok features a lot of third person moments, creating original and unique gameplay experience. It uses Unreal Engine 3. It was developed by Propaganda Games.
PC version of the game’s folders TurokGame\Baked and TurokGame\Live contain beta / unused maps. It’s possible to get the maps to load in game by copying these folders to TurokGame\Content\Maps folder. After that it’s required to remove the .u files from the Baked folder, otherwise the game will not launch.
The beta / unused maps can be loaded from the game console with the open command. Most of them contain only few brushes or a black room, or crash the game. But there are exceptions: developers’ test maps and prototypes of the game content.
L02_06 map contains early version of the jungle. There’s some of the game’s early content.
Lv02_htest and Lv02_c seem to be terrain testmaps.
First three maps shown in the second video are testmaps from TurokGame\Content\TurokDLC1 folder, other two are from Baked. The last one, LV_15_WB, contains very early prototypes of the game content.
RaptorTest map is an early prototype of the jungle.
Third video shows bunch of testmaps from Live folder. One of them contains unused tyrannosaur.
It’s possible to view Turok’s packages with the viewer which you can get here. Thanks to this program, we can see beta / unused models from the game.
It is also worth mentionning that Nathan Cheever, who was Assistant Lead Level Designer until January 2007 on the game, wrote on his personal website that Turok 2008 had some cut contents during its development:
(…) As you can guess, Turok went through the typical growing pains a new company, team, and title goes through. It was originally a longer, more diverse action game. When I arrived, it was titled Turok: Rebirth. The subtitle was eventually dropped to mark it as a true relaunch of the franchise.
Other changes included reducing most of the vehicle levels, as well as an ongoing companion. Lil was a young survivor Turok had to protect throughout the story, much in the same way Ripley protected Newt in Aliens. Companion AI and gameplay diversity were the reasons she was removed from the final game. You can still dig through the game assets and find her model, however.
The project was a valiant effort for a new, robust FPS experience with a long-standing franchise. The young team, company, and scope of the game was too much at the time to find the right mix to make Turok a high-ranking game. Licensing the Unreal Engine 3 at the time had its own share of woes as well. Disney needed the game released and the team had to make things work within the allotted time.
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