Digital Extremes is a Canadian video game developer founded in 1993, best known for creating Warframe, Dark Sector, The Darkness II and co-creating Epic Games’ Unreal series. Around 2012 the team was working with Square Enix to develop a new action adventure set in a fantasy vampire world, possibly to be published for Xbox 360, Playstation 3 and PC.
Unfortunately the project was never officially announced and they cancelled it in the end: we don’t have any more information about how it would have been played nor why it was never completed. Some concept art from this Vampire Hunter game is preserved below, to remember the existence of this lost project.
A Doctor Who video game, based-off the science-fiction series of the same name, was being developed by Australian developer IR Gurus Interactive (later rebranded Transmission Games). The game would have coincided with the first series of the revived 2005 tv-show starring Christopher Eccleston as The Ninth Doctor and Billie Piper as Rose Tyler. Development lasted half a year and was funded through substantial government subsidies. The reason for its cancellation according to Paul Callaghan who worked at the studio was simply “It’s complicated”.
“I’d wanted to work on a Doctor Who game since I was about 11 years old, so this was kind of a dream project for me,” said Callaghan. “When it was cancelled, I had to take a step back to work out whether or not this was the career I wanted to pursue.”
As to the plot for the game, it is vague whether the details given by Callaghan are what was planned for it. From the Sydney Morning Herald article:
“He conceived a plot around aliens modifying the human race with airborne nanobots, allowing companion Rose Tyler to undergo some changes: “We could give her some cool alien powers!””
According to Andy Widger, then head of communications for BBC Worldwide, there were no intentions of releasing it as he told website GamesRadar:
“The news of a Doctor Who game is a little premature. At present the only work being done is on an interactive demo for internal evaluation. There is no firm proposal for a game and no commitment to particular formats or an idea of a potential release date – and no screenshots.“
Warhound is a cancelled open-ended FPS that was in development by Techland (the team behind such titles as Call of Juarez, Dead Island and Dying Light) in 2007, planned to be released for Xbox 360 and PC. The game was quite ambitious for its time, offering RPG-like mechanics, fully destructible environments, usable vehicles, roguelike elements and freedom of choice on many aspects of your character’s development. Players would take the role of a mercenary: you would have been able to freely explore each area and resolve missions as you please, choosing how, where and when to complete each objective.
You could image Warhound as a mix between Crysis, Far Cry and Dead Island. As we can read from the (now offline) official website:
“Warhound is an open-ended First-Person Shooter (FPS) set in modern times. In the game, you will play as an ex-Delta Force operative, now working for the world`s largest military company. In Warhound, you`ll complete a variety of challenging missions in battlefields around the world, while later uncovering a massive terrorist plot that targets the United States and thousands of its citizens.
Warhound focuses on complete freedom of choice, and as such, you will have unprecedented opportunities to pick your missions, weapons, battlefield tactics and vehicles. You will select mission start times, insertion/extraction points and the types (land, sea or air) of insertion. You will also need to keep on top of your training, finances and position in the highly-competitive mercenary market to ensure you receive only the most select missions. More successful missions equal more money, which can be used to buy new equipment and weapons for future jobs. Warhound`s innovative First Person Perspective (FPP) cover system will allow you to bring the battle to your enemies in ways you`ve never dreamed of before.”
Unprecedented freedom of choice in an FPS:
– Tackle missions in the order you choose, create your own path through each mission`s objectives
– Plan your tactics and equipment load-outs
– Buy satellite photos, recon data and other intelligence about the battlefield situation
– Pick a deployment time and location, then pay for the means of getting in and getting out
– Train your character in several skills, including climbing, repair, and weapons proficiency
– Skills are earned and developed as in the real world – for ex., shooting ranges improve accuracy, running tracks and climbing walls boosts cover and movement skills
– Develop and use skill specializations to gain advantages in combat; new skills offer fresh opportunities for advancement through the mercenary ranks, and new ways to complete missions
FPP cover system:
– For the first time in FPP/FPS games, you’ll be able to use the innovative cover system, which will forever change your way of looking at FPS games. Use items, trees, buildings and other elements of the environment to hide from the torrent of bullets. Shoot at your enemies from behind safe covers.
Detailed and realistic economy:
– Earn money for each successful mission and by selling materials picked up on the battlefield
– Use your newly earned riches to buy weapons, ammo and new gadgets
– Invest in learning new skills
Constantly changing battlefields:
– Every mission is laid out differently each time you play it, enemy units take up new positions, post new patrols, lay traps in different locations, set up ambushes, etc.
– Enemy A.I. takes into account how you`re playing the mission, and counters with unique strategies and tactics
Interactive, destructible game environments:
– A fully interactive environment means plenty of surprises for the enemy – destroy buildings they are hiding in, set villages on fire to “smoke them out”, cause avalanches and knock down trees to clear your line of fire or to create obstacles for the enemy and cover for you
Rivalry with other mercenaries:
– Climb up the career ladder and increase your reputation among the elite mercenaries of the world
– Successful players will earn prestige among their peers, which leads to better and more lucrative contracts
Some interesting details can also be found in an interview by GGMania:
“Adrain Sikora: There are two primary unique features. First up, we have RPG elements that allow you to specify the characters specialization. This influences the kind of tasks you can undertake and allows you to choose different approaches to achieving a given goal. The second unique element is the economic layer of the game. You need to constantly keep an eye on your finances, and plan expenses ahead. Some missions will require a particular kind of weapon, equipment or vehicle, and you’ll need to buy that. We’ve also played around with various gameplay ideas and solutions, because with got the new Chrome Engine, but it’s too early to talk about that.”
“Adrain Sikora: Weapons and guns are still an open issue. We keep adding new types and models. You’ll get off-roaders, half-trucks, quads, APC’s, tanks and choppers. We’re still planning and testing other stuff. I can’t state a precise number of weapons right now, because we’re still working on it. We want to introduce some variety, but also we want to have all the usual stuff: pistols, SMG’s, sniper rifles, rocket launchers, etc. You’ll also get to use fixed guns and vehicles. We’re not planning a weapon upgrade mode, but most guns will come in different variations.”
“Adrain Sikora: We want to have classic modes, like deathmatch, team deathmatch, capture the flag and so on, with up to 32 players. We are also working on our own ranking system for online players, which will also allow you to create custom character classes. You’ll also get to use skills and choose equipment just as you’d do in single player. There’ll be vehicles in MP too.”
“Adrain Sikora: The game is 50% done at the moment. We want to release the game in Q4 2007. Warhound will be available in North America, though we haven’t chosen a publisher just yet.”
Warhound was quite hyped at the time, so many screenshots, details and footage can still be found online today. Unfortunately today the project is mostly forgotten by everyone. In the end Warhound was put on hold because the team had to focus their resources and efforts on such titles as Call of Juarez: Bound in Blood and the promising Dead Island. As we can read on Engaged:
“Blazej Krakowiak, the company’s international brand manager, told us, “We reached a certain development stage and had to postpone it because of Call of Juarez: Bound in Blood.” He continued, “A release of an ambitious and well-received title is always a good moment to unwind a little bit and reevaluate all the options,” speaking to the recent release of Bound in Blood. “It wouldn’t be a good idea for us to discuss them right now.” Though Krakowiak doesn’t exactly confirm our suspicions on the fate of Warhound, his caginess on the game’s fate speaks volumes.”
The Oddities is a cancelled action adventure that was in development around 2009 – 2010 by High Impact Games, possibly planned to be released on Playstation 3 and Xbox 360. Players would take control of a group of kids that somehow shrunk down while in the woods and had to fight against termites. The team was formed by former Insomniac Games and Naughty Dog developers, to work on such titles as Ratchet & Clank: Size Matters and Secret Agent Clank, so they had skills and talent to develop an interesting game with these premises.
Unfortunately The Oddities was never officially announced so we don’t have any more details about this lost project. Only some concept art is preserved in the gallery below, to remember its existence.
Blur 2 is the cancelled sequel to 2010 arcade combat racing title of the same name (basically “Mario Kart with Real World Cars”) developed by Bizarre Creations and planned to be published by their parent company Activision for Xbox 360, Playstation 3 and PC. It would have expanded Blur’s gameplay with a new 3D engine and more interactive tracks, for example by using rainstorms and avalanches to spice-up the course, or adding a new ability to race sideways on buildings.
“Over the past three years since our purchase of Bizarre Creations, the fundamentals of the racing genre have changed significantly. Although we made a substantial investment in creating a new IP, Blur, it did not find a commercial audience. Bizarre is a very talented team of developers, however, because of the broader economic factors impacting the market, we are exploring our options regarding the future of the studio, including a potential sale of the business.”
“This video shows us trying out some new visual effects, partly just because we thought it would be cool, and partly to see how more intense effects would effect the player’s experience (i.e. is driving through a storm shooting and dodging weapons fun and exciting or stupid and annoying).
So we built a load of big storm effects into the Brighton level from Blur and did some fancier animated turn markers. The ‘Shunt’ power up also got an overhaul from the big red ball in Blur, to a big refractive energy pulse here. This new one would throw tear up the road as it homed in on its target, leaving a trail of broken tarmac and scattered, twisted lamp posts.”
In late January of 2020 a Blur 2 playable prototype was also leaked online, preserving what was done on the game before its cancellation. From this proto we can learn the game would have had tracks based on Detroit, Dubai, North Africa, a ski resort, Odessa, Miami, Liverpool, and Hong Kong. Each location would have around 3-4 tracks, along with several test maps, but most of them are just whiteboxed in this build.
Several new cars would have been added, ranging from Ultima, Ferrari, Mazda, RUF, Bugatti, Mitsubishi, and more. There were also a couple of new powerups added, such as a star and a variant of the Shunt powerup, that unfortunately have no effect when used in the proto build. Lastly, a new mode was planned to be added, called “Fans”. It seems that it would have been a competition to get the most fans in a race.
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