Fallout 3 is a action RPG developed by Bethesda Game Studios in 2008, for the Xbox 360, Playstation 3 and PC. As we can read on Wikipedia, the F3 project was initially under development by Black Isle Studios, a studio owned by Interplay Entertainment, under the working title Fallout 3: Van Buren.
When Interplay went bankrupt and closed down Black Isle Studios before the game could be completed, the license to develop Fallout 3 was sold for a $1,175,000 minimum guaranteed advance against royalties to Bethesda Softworks, a studio primarily known for the The Elder Scrolls series.
Bethesda’s Fallout 3 however, was developed from scratch, using neither Van Buren code, nor any other materials created by Black Isle Studios.
In the released game there are still many unused items, weapons and perks, while in some early videos we can notice various beta locations and characters. You can find the full list of unused items at Fallout Wikia!
The following YouTube videos show cut content and development content from when fallout 3 and its DLC was in development. Very interesting stuff; almost all of the cut content can be accessed on the PC version and the beta tesla cannon can be found in the broken steel DLC and used on all ports of fallout 3 too.
A new game in the Road Rash series was in development by EA Warrington in 2006, but the project was soon cancelled and the studio was closed. The game was probably in early development when it was canned and only an animation pre-viz was found to preserve its existance. As Tiffany Steckler of EA explained to GamesIndustry.biz:
The UK Studio has decided to reinforce its development base by bringing the creative teams from disparate locations into one place. […] The idea is to have those people who are working in the North West Studio in Warrington closer geographically to Guildford and Chertsey, to help build a more cohesive entity, to have better synergy across teams, better career opportunities and better sharing of tools and libraries
It’s still possible that the Road Rash concept created at EA Warrington could be resurrected sometime in the future in the “bigger” EA UK studio.
“Kameo 2“, successor of Kameo: Elements of Power, is a cancelled Xbox 360 title which was in development at British studio Rare Ltd. Although it was never officially announced, some Kameo 2 animations appeared in a reel of a former Rare employee, as noticed by some Kameo-fans at the neoGaf Forum. It’s interesting to see that the style of the project looked different from the original game, with a more “realistic” version of the character. We can speculate that they tried to make Kameo more “mature” to appeal more to the typical Xbox userbase. It is unknown to what extent development was finished when the title was cancelled in late 2007 – around two years after the original was released.
In 2008, concepts for a more direct sequel were created. Kameo mainly retained her design from the same game, just with a more realistic style. Images can be found beneath.
Alan Wake is an action adventure game developed by Remedy Entertainment, the Finnish company behind the Max Payne games. It is due for release on Xbox 360 in March 2010 and plans for a Windows release have been shelved indefinitely. Alan Wake was originally announced at E3 2005 and in 5 years of development the team decided to change Alan’s appearance since the first trailer. Let’s see those changes throughout the years:
Aliens: Crucible (also know as Project Connecticut) is an RPG based on the Aliens films franchise that was in development by Obsidian Entertainment for the Playstation 3 and Xbox 360. The game was going to be published by SEGA, but after some economic problems, it seems that they decided to cancel all their Aliens games. Probably Aliens: Crucible gameplay could have been similar to KOTOR II and NeverWinter Nights 2, two other RPGs developed by Obsidian.
Thanks to Dominus Elf for the contribution!
Here are some more info about Aliens Crucible by a former developer, that were shared in the RPG Codex Forum:
I’ve talked about this game before…
There is a lot of could-ofs, should-ofs, and all that.
The problem with making successful horror games with the Aliens franchise is that the Aliens have been revealed… a lot. There is no mystery with them anymore. After 4 movies, countless comics and novels, countless video games – where the Alien and Alien variants have been killed multiple times, you have to tread new ground if you want to do something original. The horror with the Aliens no longer lies in the unknown, so we were going for the environment.
For example, the second or third time you watch Alien, it is no longer scary. My second playthrough of Amnesia was easy and scare-free.
NOT COUNTING JUMP SCARES! Jump scares are not true horror, though they can be used to effectively alter the tension temporarily.
Josh did have some ideas though on how to add horror and tension, and we had several scenarios into the game. Most of us were or had played SS2, Amnesia, and Call of Cthulu, but horror was not the goal of the game, survival was.
This was a game of limited resources and perma-death. If a party member got face-hugged, your choices were to mercy kill them, put them in a sleeper and wake them sparingly if you need them, or let them pop – but the bottom line was that once they got impregnated they had an expiration date.
As for the Alien variations, there are things that are simply expected by publishers and the fan base. The xenomporph variations also have a history in the aliens universe anyway. The first thing Josh and the concept artists did was to create the lifeforms the xenos would impregnate first. We also used some insect themes for the various xeno roles, from drones and scouts, to soldiers and queens. As covered in countless comics, novels, and films, the xenos take traits from their host, the idea being it would better enable them to survive in a dangerous habitat. One of the big mysteries Josh and the writers were exploring was what the caldera and how were the engineers (space jockeys) doing with the xenos.
The goal was not to kill all the bugs, but to simply escape from the caldera where you were trapped. Don’t get me wrong, there was still a lot of killing of both xenos and humans in the game. Combat was real time – but we had a companion wheel to context system so that you could issue commands to your squadmates. For example, you could highlight a door with your reticule, and then based on what your squard could do, it would show you your options, like weld door, open door, or if you had a bomb, plant bomb on door.
As far as tech goes, we were using an earlier version of Onyx – which would later be used to create DS3. Our tech was stable, but we had pipeline issues to resolve but by milestone 25 or so were in pretty good shape.
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