Xbox 360

Legacy of Kain: Dead Sun [Cancelled – PS3, Xbox 360, PC]

Legacy of Kain: Dead Sun is a cancelled a PS3 / Xbox 360 / PS4 and PC single-player action adventure game developed by Climax Studio, that was intended to mark the return of the Legacy of Kain series. The title was first leaked in 2013 by NeoGAF user, Mama Robotnik, in an extensive research thread about the many canceled games of the series throughout the years. According to his research, the production of Dead Sun began sometime between 2009 and 2010 with some supervision from Crystal Dynamics and was subject to strict NDA terms that prevented the developers from discussing any details of their work in the project.

Development and Cancellation

It seems that Square Enix laid down several requirements, which the title had to adhere to, such as being single-player with a multi-player component. The new main characters and a story set apart from the original series would have been an idea by game director Sam Barlow and Climax, because of the difficulty to follow LoK’s intricate storyline. Climax Studio worked on the production of the single-player game, while the multi-player was being developed independently by Psyonix Games.

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The single-player game went through several name changes: the known codename was ‘Blackcloth‘, as it is referred in the teaser, to later settle with title Dead Sun. The multi-player, on the other hand, was the basis for what later would evolve into Nosgoth, the online mutiplayer game that Square Enix finally released.

The development went through several stages, initially intended as a small project to be released on Xbox 360 and PS3,  even if a former developer wrote on NeoGaf:

That’s the only info that I think is wrong. It was never a downloadable game, not as long as I worked on it. Always intended as AAA. Same with the PS4 launch thing – it was intended for cross gen, all systems.

By the time it was cancelled for “old gen consoles” it was being considered as a potential launch title for PS4. This is namely one of the reasons for its cancellation in the first place, as was stated by the source that contacted Mama Robotnik to reveal further details of the project:

– This game was pushing the 360 and PS3 to the limit. A combination of sheer level scale, the twin realm mechanic and the ageing Unreal 3 engine meant it was a struggle to get this running to an acceptable level. A commitment to next gen would have possibly seen the game avoid the chop as we would have been freed from some hefty technical restraints that were holding the game back in a number of areas, including the visuals. Conversely, I can see why switching to next gen would have made the numbers even less attractive to SE top brass, given the far smaller install base.

– Having just finished Shadow of Mordor, which I found hugely enjoyable, I have to say it was eerily similar to the open world (hub as we termed them) areas of Dead Sun. From the art style, to the switching worlds, the environment traversal, character ability progression, combat and numerous other aspects, SOM was incredibly close to half the game we were making.

– The Dungeons were the other half. Given how much work obviously went into SOM, one of the most polished games I’ve played, I think Dead Sun was too ambitious, which probably also contributed to it getting the axe. It would have been a monster of a game – the wetlands hub area you’ve already seen was just one of 3 or 4 entirely different open hub areas, never mind the various dungeons that were planned. They all had distinctively different looks, puzzles and boss fights. The team wasn’t big enough to pull that lot off in a reasonable time frame, to the quality level required of a AAA release.

– Which is all a great shame, as the design of the game was excellent and meticulously thought through. Whilst not a straight sequel to previous LOK games, and not featuring previous favourite characters, it had more than enough depth and references to previous games to both satisfy (most) fans and really bring the LOK series back to life in a modern format. It was certainly a lot more than a re-skinned Assassin’s Creed or Batman, even if it did share some aspects with those games. But there we go, the vagaries of the games industry. Those design docs will still be around somewhere at Climax (or possibly elsewhere) – all it would take is someone with a spare $100 million or so and that’d see it up and running.”

In 2012, Square Enix decided to stop production since the title was no longer forecast to meet sales expectations, with some doubts about the game’s quality and its overambitious features. Due to the amount of work that went into this project, there was a lot of frustration among members of the team when it was canceled. Allegedly, certain members of the team weren’t informed of the decision and kept working on it after the cancellation.

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Story

The story was set in the distant future of Nosgoth; not being a direct sequel of the previous games, but taking place in a similar universe as the Soul Reaver games, to became a reboot of the series. The game would have introduced a new clan of vampires called ‘the Saradin’, who were much closer in appearance to the ancient vampires than their ancestors from Soul Reaver. The Saradin also had very similar powers to that of Raziel, being able to move freely between the material and spectral realms.

Dead Sun’s narrtive revolved around two main characters, Gein and Asher, who were Saradin vampire and human respectively. It would have began when Gein attacks Asher’s village, slaughering many, including Asher and his pregnant wife.

One of the main themes explored in the story would have been fertility. The human race in Dead Sun was inexplicably suffering from infertility and the fact that Asher and his wife were able to conceive a child is recognised being of great significance, as later revealed by Gein, the very reason of their deaths.

Unexpectedly, after Gein feeds off Asher’s soul, Asher becomes trapped in Gein’s body. The game would have featured both characters in the body of one; a unique creature with the body of a vampire and the soul of a human. Their quest to discover the reasons behind Asher’s assassination and who was behind it would eventually have led to a it more close tying in with the original Legacy of Kain lore. Another significant topic was religion and how this influenced human rituals and their interaction with vampires.

It’s important to note that the narrative designer of Dead Sun has implied that none of the Dead Sun story rumors released to the Internet are accurate.

Recently, Mama Robotnik uploaded several videos of Dead Sun to his youtube channel. Among the material, there is a teaser trailer, and a 32 minute long gameplay video. For more info about this lost project, check the Legacy of Kain Wiki page!

Article by Erameris

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Heist [XBLA/PSN/PC – Cancelled]

Heist was a stealth action/adventure game being developed by TrapDoor, the independent studio responsible for 2012’s Warp. It was planned as a digital title for Xbox Live Arcade, Playstation Network and PC platforms.

The Indie Stealth Game That Never Was

Work began on the project codenamed Heist in early 2012, “almost immediately after” development on Warp had commenced, according to one former Trapdoor employee. The game was a high concept, ambitious experiment in creating a 2D stealth experience with slick visuals, seamless combat and intelligent, dynamic AI.

Heist Tradpoor concept art - ballroom level

The greater narrative planned for Heist still mostly eludes us, but the central premise revolved around the player assuming the role of a nameless thief to infiltrate a number of top security complexes, stealing valuable items of interest and escaping undetected. Enemy forces carried taser weapons capable of downing the player in a single hit, meaning stealth was key. 

Dead or Alive: Code Chronus [Xbox / 360 – Cancelled]

Dead or Alive: Code Chronus was a cancelled rogue-like game set in the DoA world, that was in development at Team Ninja during early 2002 for the original Xbox. It was intended to take the fighting game series in a new direction, transitioning it into a full action adventure similar to Ninja Gaiden. Code Chronus was meant to serve as a prequel to the main series and Tomonobu Itagaki spoke in various interviews of how the game would have told the story of Ayane and Kasumi before the first Dead or Alive tournament.

In March 2014, Itagaki replied to a question from one of his fans from his Facebook page about the game:

I miss games made by you! I still wish that dead or alive code chronus got made. Is it true that the game would have been more of a double dragon type game than a regular dead or alive game? but with ayane and kasumi?

Me too, I love DOA:Code Cronus as it is the father of the DOA universe. So I find it strange that some people said DOA:Code Chronus was never in production. If that’s “true”, I guess that means I’m free to say whatever I want about it? ;D Let me fill you in on the “truth”
DOACC was a Rogue-like in production. If someone wants to try to reverse that reality, they’ll first have to own up to their lies. But it’s not something you should worry about too much. ‘Cause creating a game isn’t easy, you know? Only people with an ability to play inside their own head, even before sitting down to write code, are able to be a game designer. Whoever thinks that development is only concerned about things “visible” and “playable” should pack up their bags and go back to the countryside.
This is also an important truth – I’ll put that down here as a tip for anyone interested in developing brand new original games.

As we can read on Wikipedia, the game was supposed bear some relation to the part of the opening cinematic of Dead or Alive Ultimate that showed the child versions of Kasumi and Ayane.

As Dead or Alive Ultimate was released for Xbox in 2004, it’s possible that this video could have been originally made for Code Chronus and was later reused as the intro for Ultimate. With the release of Xbox 360 in 2005, it seems that the game was moved to the “next generation” console, as a placeholder box for Code Chronus can be seen in a Dead Or Alive 4 promo ad published in various Japanese magazines:

dead or alive code chronos promo

In 2008, Itagaki left Team Ninja and Code Chronus was lost; its legacy limited to being nothing more than a dream project of his that never was. In 2010, the new CEO of Team Ninja told Famitsu magazine that Code Chronus was officially cancelled. Unfortunately, Team Ninja never released any screenshots or videos from this project to the public and only its logo can be found online. We hope to be able to preserve more from this lost game in the future.

dead or alive code chronus cancelleddoa code cronus box 

RAGE 2 [Cancelled – PS3, XBOX 360, PC]

Rage is a FPS developed by ID Software and published in October 2011 for Xbox 360, PS3 and PC. A sequel was planned soon after they ended working on the first game, but development on Rage 2 was slowed down because ID was busy  working on their original, unreleased version of Doom 4.  After a while it seems that Zenimax Media, the owner of id Software, definitely cancelled all projects related to RAGE 2 in order to make the team to fully work on Doom 4.

As we can read on Rage Wiki, John Carmack stated that he still plans to do a sequel to RAGE after Doom 4 ships:

“After Rage certifies, the heavily-lifting code team will be migrating over to do new systems (for the Doom team). Building up the new team has been challenging to bring that many new people in and bring them up to speed” […] “We’re going to migrate more of the RAGE 2 team people, and then we’re going to roll onto RAGE 2.”

On August 4th, 2013 at Quakecon 2013, RAGE co-founder Tim Willits has mentioned that RAGE 2 is “Not dead”.

“I’m proud of what we did, I’m proud of the universe that we built. The franchise is not dead. We’re not doing anything immediately with it, but when I designed the universe, I designed it in such a way that it would be easy to step back into. I’m still proud that we did something that was different – it wasn’t like the games that we’ve done in the past.”

Willits also said that Rage’s development fueled innovations in ID Tech 5 that continue to pay off as the engine is adapted for use on next-gen consoles and in other Bethesda products.

As ID Software are now dedicated to create games for the new consoles (PS4, Xbox One, PCs), probably if / when RAGE 2 will ever be released it would be much different from its PS3 / Xbox 360 version. It’s fun to notice that there is an hidden Rage 2 Easter Egg in the original RAGE. During one of the missions in Dead City Centrall, a poster can be seen with “50% less on Rage 2, Doom 5!” on it.

Thanks to SGBillXS823 for the contribution!

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DJ Hero: After Party [Cancelled – Xbox 360, PS3, Wii]

DJ Hero: After Party is a cancelled spin-off to the original DJ Hero game, which was briefly being worked on by Zoë Mode, the UK based subsidiary of Kuju Entertainment, for Activision in 2009. It was proposed as a game for the Xbox 360, PS3 and Wii.

Another Spin On DJ Hero

As FreeStyleGames was in the final stages of developing the first DJ Hero, Zoë Mode set a team of artists on formulating ideas for a spin-off game to it in July 2009. The developer had, in the recent past, created other such music games as Rock Revolution and Disney: Sing It! when the project began.

Leading Light, the design studio of Christian Bravery, was contracted to help make concept art for the company, as the vision behind game was steadily being realised. Together, they imagined an alternative approach to the formula of DJ Hero, one developer explained.

“It would have had a very different vibe to it than the other games. We wanted it to have its own personality and feel. More relaxed and laid back.”

DJ: After Party would have made for a more casual-friendly approach to the series. Another developer described the possibility of it being made up of “slower, more up beat” tracks, although work on the title never got as far as assembling a set list.

The general idea behind it was that most of the show venues, as you might imagine, were after parties. Leading Light and the developers put together images of some of the events, which included celebrity wedding receptions, boat parties and a private luxury island.

Activision allowed the developer to use the DJ Hero license in developing conceptual documents and a prototype demo for their potential spin-off, as well as the opportunity to present a proposal to their management. Zoë Mode ended up working on the concept for a few months before Activision ultimately decided against pursuing the project, rejecting the pitch in October 2009; the month of DJ Hero’s first release.

According to one artist, the concepts were, however, retained by Activision and some of their ideas were later used in DJ Hero 2.

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More concepts including pitch documents/research: