Xbox 360

Rayman Legends [Beta / Concept]

Rayman Legends is a 2D platformer by developer, Ubisoft Montpellier, and the follow-up to Rayman Origins. It was released in 2013 on Wii U, Xbox 360, PS3, PS4, Xbox One, Vita and PC. It originally started as a Wii U exclusive, billed as a launch title for the console’s November 2012 release.

Leaked NFC Concept Trailer

On April 27 2012, the very first footage of Legends emerged online. This was a conceptual video intended for internal purposes only, which was leaked by an anonymous source on YouTube from inside Ubisoft.

The build of the game shown in the reel wasn’t terribly different from the final release, but it did reveal one quite significant feature that was never implemented; nearfield communication support. Towards the end of the clip, it demonstrates a work-in-progress concept for NFC figures, which would have worked with the Wii U gamepad’s built-in chip.

Rayman NFC

Ubisoft’s video contained two uses of the proposed accessories: a heart figure, which would replenish the player’s health and a Rabbid toy that would cause Rabbids to appear in the game as enemies, as well as in the backgrounds of levels. Towards the end of the video, it hints towards the possibility of other Ubisoft characters, when a figure of Ezio from the Assassin’s Creed series appears. 

The Evil Within [Beta Differences]

The Evil Within (AKA Psycho Break in Japan) is a survival horror developed by Tango Gameworks and published by Bethesda Softworks for PlayStation 3, PlayStation 4, Xbox 360, Xbox One and PC in 2014. As we can read from Wikipedia, work on The Evil Within started in late 2010 under the codename “Project Zwei” by Shinji Mikami, but the game was officially announced to the public only in 2013 and most of its beta elements were never shown.

Yousef was still able to notice some differences in the early trailers from the game, as the one below: from 8:11 you can see some beta gameplay, a different inventory and 2 unused (?) weapons, a knife and a mine trap. 

Gun Runner [Cancelled – Xbox 360/PS3]

Gun Runner is the cancelled sequel to John Woo’s Stranglehold game from 2007; which was, in turn, a follow-up to the action movie, Hard Boiled. It was being developed by Midway’s Chicago studio and was slated to be released on the Xbox 360 and PS3 in late 2009.

The title entered pre-production in May 2008, shortly after Stranglehold’s release in September 2007. It was planned to continue the ongoing story of Hard Boiled and Stranglehold. Chow Yun-fat was down to reprise the lead role of the gung-ho Inspector “Tequila”, lending again both his likeness and voice to the character.

A New Identity

Gun Runner was proposed as the start of a campaign to rebrand Stranglehold, in order to increase its mass appeal. Despite taking place after the first game, its story was going to be completely self-contained, one developer told us.

A key aspect of this new direction for the series was the introduction of Vin Diesel. The actor would have voiced another character, alongside Tequila. A former member of the team we got in touch with described Midway’s idea for the two as “a buddy cop story“. Full multiplayer co-operative support was planned for the story mode, wherein players would have each controlled of one of them. 

Saints Row: The Cooler [Cancelled – Xbox 360, PS3]

Saints Row: The Cooler is a cancelled fighting game, which was in development for the Xbox 360 and PS3. It was being created by Heavy Iron Studios in Los Angeles and was funded by THQ.

“It was a brawler game. Go to a bar, pick a fight, smash a bottle over someone’s head” – Former Heavy Iron Studios artist

Work began on the title in March 2010 at developer, Heavy Iron. In partnership with THQ, the company sought to create the first Saints Row game controlled entirely by motion; a ploy to capitalise on the rising industry trend at the time.

Two versions of the game were planned initially: an Xbox 360 game using Microsoft’s Kinect peripheral and a PS3 port with Playstation Move support. The Xbox 360 was the lead development platform for The Cooler, as the team’s creative focus was very much on Kinect.

A team of around 40 people were put on the project, while the rest of the studio was occupied with another Kinect-centric project for Disney called ‘E-Ticket’.

We were able to get in touch with several people, a mix of both former and current employees at the developer, who shared some details with us on the game’s lifecycle. According to these sources, the title was a brawler set in the Saint’s Row universe and was, in contrast with the rest of the series, not an open world game.

“It was a ton of fun to work on because we got to use the original Saint’s Row locales as concept art, basically, and give them a redesign and a highly upgraded art treatment (since Saint’s Row was open world and our game was not, we could afford to devote more time and engine resources to artwork)”

Kinect lap dancing

Despite it ditching the free roaming traditions of the previous games, The Cooler apparently offered a myriad of activities to experience. Its main premise was of motion-controlled fighting in various parts of the Saints Row universe, but players would have also been able to compete in poker tournaments and other miscellaneous mini-games. 

Disney’s E-Ticket [Xbox 360 – Prototype]

E-Ticket was a prototype pitch for a cancelled interactive tour game developed by Los Angeles-based Heavy Iron Studios Inc., which was commissioned by The Walt Disney Company in 2010. The corporation was looking to create a new game using Microsoft’s Kinect peripheral for the Xbox 360 that would allow players to explore a virtual interpretation of Disney World in Orlando, Florida. Although a completed version of this concept would later be developed by Frontier Developments and released under the name of ‘Kinect Disneyland Adventures‘ in late 2011, E-Ticket represents an early, alternative iteration of the project that took different creative liberties with the setting.

E ticket 1

According to three former Heavy Iron Studios employees we spoke with, E-Ticket was conceived when Disney funded the development of a number of prototypes for a Disney World Kinect game at several different studios. Each team was assigned to work on a separate section of the Disney World park. The project, as a whole, was both a technical experiment, as well as a test to see which developer would perform best and be rewarded with a contract to work on the full game.

The original premise was to build a virtual Disneyland that kids could walk through from the comfort of their own living room.