Microsoft

Gumshoe [PC / XBOX – Cancelled]

Gumshoe is an adventure game that was in development by Hiding Buffalo in 2002 / 2003 for the PC and the original XBOX. As we can read in the original press release:

The concept for the game along with a working prototype were created as Hiding Buffalo’s entry in the 2002 Dare to be Digital competition, which challenges groups of students to create a new and original piece of digital content. Entries are judged by a panel of industry experts on their originality and commercial potential. Gumshoe was chosen by a majority of the judges thanks to it’s unusual concept, naturalistic dialogue system and innovative gameplay and episodic approach.

In the end, they never found a publisher interested in the project and so Gumshoe was cancelled. It’s interesting to notice that Hiding Buffalo did released a flash version of the game in 2006, even if it looked much different from the PC and Xbox version.

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Silent Space [XBOX/PS2/PC – Cancelled]

Silent Space (a.k.a. Space Force / Space Wars) is a cancelled Sci-fi RTS that was in development in 2001 by Crytek, originally created as a prototype for PC, but later planned for Xbox and Playstation 2 too.  This project was in the works along with Engalus (a cancelled FPS) and X-Isle (which evolved in Far Cry) in the early days of Crytek.  When the game was announced, Faruk Yerli (president of the studio) told to GameSpot that:

Currently we are in negotiation with some publishers. We know that the game would be fantastic, but you surely know that without funding no game could be finished. We believe that Silent Space could break the limits of other space games, and we will soon announce the future of all of our projects.

It seems that they never found a publisher interested in Silent Space, and the project was soon canned.

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Fear Factor Unleashed [PS2/XBOX – Cancelled]

Fear Factor: Unleashed is a mini-games collection / arcade game based on the TV Show, that was in development by Playinteractive in 2005, for the original XBOX and Playstation 2. Players would have been able to choose between single player and multiplayer mode, with 15 different mini-games and various challenge options. In the end the game was never released for unknown reasons, even if it could have been finished.

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Resonance of Fate (End of Eternity) [PS3 X360 – Beta]

Resonance of Fate (End of Eternity in Japan) is a j-rpg developed by Tri-ace and published by Sega in 2010. The game was released on January 2010 in Japan and on March 2010 in North America and Europe.Directing was handled by Takayuki Suguro, who has previously worked on tri-Ace game Valkyrie Profile 2: Silmeria . Below we can see some screens from a beta version of the game:  

Phantom Dust [XBOX – Proto / Beta]

Phantom Dust is a pseudo-card-based fighting / action game developed by Microsoft Game Studios and published for the Xbox in 2005. The game soon became a cult hit among hardcore gamers. Players construct “arsenals” similar to decks of cards and then use them to do battle against other players. The game incorporates strategy and action elements into a game that requires both mental and reflexive skill. [Info from Wikipedia]

In a 1UP article about the game are a couple of images from a Phantom Dust prototype / beta build, in which we can notice the early graphic, different HUD and a removed arena.

From an interview published on Xboxphreaker we can read even more info about those removed areas and other missing content:

If we had more development time, I would have really liked to increase the number of missions in the single-player mode. I also wanted players to be able to move from one underground town to another. (Take a look at the area near the town shop. The driller-like machine is the remnants of this plan.)

We had more than 500 skill ideas. From that large batch we organized them, edited them, and cut them down to the present level. At first, we had intended to create a lot more environments, including:

The Aquarium

This would be the ruins of an aquarium, with only water and fish still remaining. Only in the middle of the fish tanks would be lit up, and that light would be destroyed as players fought and destroyed things around them.

We also envisioned the floor to have leaking water on it.

The Station

The other stage we had in the planning stages was a station. In Tokyo there are a number of different subway lines, and we wanted to isolate one of them and make that into a 3D stage. In that one area there would be a memory train that was still running. Players could ride that train to different platforms. Inside the trains we would place the regenerating capsules. This is one of the very dynamic stages I had wanted to make.

You know, practically speaking it was just too much production work for our time to make these two maps, but I think we could have done it if we were creating the game on Xbox 360…

Lastly, we had also wanted to create maps to be used exclusively for multiplayer, but creating stages took longer than expected. Including normal-mapping took longer than expected, then getting designers to be comfortable with the development took a lot of time, so map creation was quite difficult.

Thanks to Jason for the english corrections!

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Here’s a video from the final version: