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Game of Death [PC, PS2, Xbox – Cancelled]

Game of Death is a cancelled survival horror / action game that was in development for Playstation 2, Xbox and PC by german team Burns Entertainment Software in 2001. It would have been somehow similar to Shadowman, players would take the role of a dying (?) man who would try to kill down the most notorious serial killers of the 20th century (for example Fritz Haarmann, Charles Manson or Jeffrey Dahmer).

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Horror films director Joerg Buttgereit, who worked on such movies as Nekromantik and Schramm, was the one who created Game of Death’s concept and characters, a psychological horror game with an original gameplay mechanic.

The game’s protagonist is a young man sent to a hospital after a lethal car accident. While doctors try to save him, he dreams of a strange world in which you have to defeat evil serial killers to survive. Each homicidal maniac must be killed by their own method – choked, cut to pieces with a chainsaw, shot with a shotgun, crucified and so on.

You had to obtain the right weapons able to kill each boss by taking them from the less powerful monsters found in each level. It was necessary to learn and exploit the bosses weaknesses to survive, otherwise it would have been impossible to beat them. Players would have been able to read through the case files for those serial killers, to find clues about their modus operandi and weakness.

At the same time players should try to not became a murderer themselves, by killing bosses only during special circumstances, for example for self-defense, through the release of their kidnapped victims and so on. This would permit to eliminate the serial killers without losing your “innocence”, otherwise you could also lose your life at the end of the game.

More than 40 maniac bosses were planned for the game, each on with their own level accessible from a HUB zone, a giant bone cathedral.

Thanks to an interview with Burns Entertainment by Golem.de (in german, translated with Google Translate) we can learn some more details about this lost game:

Golem.de: How did the cooperation between BURNS and Jörg Buttgereit come about?

Winkler: I thought you’d have to do a horror game, in which you would like to go to bed after a gamble, but not in the basement. But this is hardly feasible as a pure game developer. Since you have all sorts of experiences, but none in terms of horror dramaturgy, effects and suspense. That’s why I contacted Jörg, who in Germany is something like the grandmaster of the horror and trash movie. I knew his necromancy films and the reviews he published in the Berlin press about movies. He has a wonderfully laconic writing style, I immediately liked that. Jörg found the idea exciting to play a game and immediately pledged.

Golem.de: Where do you see the most serious differences between Game Of Death and current action titles?

Winkler: Most action games are in fictitious worlds. The player fights against fantasy monsters or anonymous mercenaries. In Game Of Death, however, the player encounters negative characters in contemporary history who are firmly rooted in the memory of their nations. Many Germans know Fritz Haarmann, and many Americans know who Charles Manson or Jeffrey Dahmer is. Dealing with the abysses of the human psyche is exciting for most people, whether they admit it publicly or prefer to watch “The Silence of the Lambs” at home alone, and we are openly dealing with that. Another difference is the awareness of physical decay. The hero is not a superman. If he is injured, the player can actually see the consequences of this injury. The hero loses physical substance with each injury until he becomes disabled as a skeleton. Of course, he can regenerate his energy and his physical substance during the game in various ways.

Golem.de: Do you think that Game of Death is at risk of being indexed?

Winkler: No. The game definitely will not be a splatter orgy and will not provide any instructions to finally get rid of your unloved neighbor, who has always annoyed you. It may of course be that someone alone calls for the keyword “serial killer” after indexing. This happened only recently before the cinema start of “Hannibal”, and that will happen again and again. But we aim for a USK release from 16 years. This is far from an indexing game.

Golem.de: Where do you set the limits with regard to the biographies of serial killers? What will you learn about the characters in the game, what will you be able to re-enact?

Winkler: In the game every mass murderer and serial killer dies according to the method with which he has killed his victims. As a result, the player becomes a hero and avenger on behalf of the defenseless victims. In order to fulfill this role, the player learns the most important information about the killer’s deeds and psyche in a “Serial Killers Dictionary” (SDK), which is constantly available as an inventory component. Not every detail of the life of mentally disturbed child molesters is spread in it. The SDK limits itself to key data relevant to the game.

The historically accurate course of the murders is not reconstructed in the game. This is not necessary for the gameplay. I also do not think anyone is really interested in slicing up the guts of a highly pregnant woman like the Manson gang did with Sharon Tate. That’s where we set very clear limits.

As far as we know, Burns Games were not able to find a publisher for Game of Death, maybe because of its settings. In the end the game was cancelled and the company vanished forever after a few years. Game of Death’s soundtrack would have been composed by Rod Army.

Thanks to Massimo Carlone for the contribution!

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Conker’s Bad Fur Day 2: Other Bad Day [Cancelled – GameCube, Xbox]

Conker’s Bad Fur Day 2: Other Bad Day [Cancelled – GameCube, Xbox]

Conker’s Bad Fur Day was one of the most fun and original games ever released on the Nintendo 64, a funny and “mature” game featuring cute characters survived from the cancelled Conker: Twelve Tales. After the first game was published in early 2001 the team started working on a sequel, at the time probably still planned to be released on the Nintendo Gamecube.

In early ’00s Tim and Chris Stamper were trying to sell Rare but Nintendo was not interested to fully own the company. On September 2002 Microsoft officially purchased Rare for $375 million and the studio became a first-party developer for their first console, the Xbox. Most of Rare’s games still in development were then moved to the Xbox (Grabbed by the Ghoulies and Kameo: Elements of Power, originally planned for Gamecube), possibly including Conker’s Bad Fur Day 2, also known as “Other Bad Day”.

Conker’s creator Chris Seavor and other former members of the Conker Team revealed the existence of their Conker sequel in many interviews, as in this old article from Mundo Rare:

 

“So we asked Chris Seavor what ever happened with Other Bad Day and why the hell is that we are not playing that game if everybody seems to want it. He answered that not only did they start working on a sequel with that title, they also had a full storyline ready to be depicted on the screen and many new movie references in mind: “We actually started on a direct sequel which was going to be called ‘Conker’s Other Bad Day‘ which dealt with Conker’s somewhat unsuccessful tenure as King. He spends all the treasury money on beer, parties and hookers. Thrown into prison, Conker is faced with the prospect of execution and the game starts with his escape, ball and chain attached, from the Castle’s highest tower.”

Thanks to an interview by Gamer Québec with Chris Seavor we know some more details about the planned story and characters in Conker’s Bad Fur Day 2:

 

“GQ: People want to know more about The Other Day, rightfully so. Rare had trademarked the name, but the sequel never happened. More than 10 years later, can you spoil what we were going to see as far as the story goes? Did it ever make it to a prototype?

CS: It had some graphics and concepts done for sure, but didn’t really get much further than that. As for what happened to Conker in OBD, well he became Emperor of the Known Universe, got a new girlfriend, and lost an old one (again). There was also a massive space poo: The Cthulpoo, the main baddie. Lots of other stuff happened, with some new characters appeared and old favourites returned. We got to find out about Greg’s childhood and why he hated cats, there were tons and tons of parodies of the more contemporary movies, and an evil doppleganger version of Conker that you got to play for a while. And Beardy (Birdy) died. That kinda stuff…

As with the original, it ended on a bittersweet note. I did actually do an act by act summary for you and the fans, but it was twice as big as the rest of the interview so i took it out… sorry. As consolation here’s a piccy of some early designs for the first level, just to prove we actually did do some work on the bugger.”

Conker's Bad Fur Day 2: Other Bad Day

We also know that some unused scenarios planned for Conker’s Bad Fur Day were meant to be re-used in Conker 2:

 

“As for features, I don’t think anything we really wanted to do didn’t end up in the game. There were a few levels that only existed on paper, for example one where Conker had to inflate a giant, fetish themed female pig by sticking a bellows up her arse. She then became a floating dirigible which you used to fly around the level dropping anvils on Cows to make them shit in the trough which then weighed down a lever and opened a door. This would have eventually leaded to the Bull Fight sequence. It got cut to save some time.

There were a few of these “linker” levels. Some eventually ended up in the design for Other Bad Day, but that’s never gonna happen so i guess you’ll never know…”

Unfortunately it seems that Microsoft was not interested in a Conker Sequel and soon the team dropped Other Bad Day, to work instead on a remake of the first Conker with major focus on its online multiplayer mode. We can assume Microsoft though the Xbox market would have been more interested in another multiplayer game, and a bonus remake of Bad Fur Day would have been less expensive to create than a full sequel.

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In June 2005 finally Conker: Live & Reloaded was published but it seems that since late 2004 the team was already trying to return to work on Conker’s Other Bad Day, without success. In November 2005 Microsoft would release their second console, the Xbox 360 and they asked Rare to move their projects to the new console, as it happened with Kameo. As we can read on another interview by Eurogamer with Chris:

 

“Chris Seavor: I started designing it [Conker 2] and we were going to do it. They just wanted it quickly. It was coming to the end of the life cycle of the Xbox, and there was talk of them going, look, can we just shift this over to the 360, which was a year away? I was really against that because I just couldn’t face spending another two years on a game we’d already spent a year and a half on. So I guess it was probably my fault.

Now, I would have gone, absolutely. Let’s take a step back and make the graphics look as good as we can. It would have done all right I think. From the amount of messages I get every day saying please make Conker 2 I’d say it would have been a better move, but hey. There you go.”

At the same time Rare started working on another multiplayer focused Conker titled “Gettin’ Medieval” as a sequel to “Live & Reloaded”, re-using some of the art and assets from the cancelled Conker’s BFD 2. Chris revealed during an interview with Rarefandabase:

 

“CS:Erm, well it was pretty much designed in outline…. The story, the levels, some of the gameplay (loosely) which movies were ripe for parody, and general tests for the graphics. A ton of artwork was done, which spilled over into the multiplayer only game called Getting Medieval, based in the Conker universe with Gregg the Grim Reaper as the principal protagonist rather than Conker.. It all got a bit messy and tbh I couldn’t face another 3 years of the squirrel and gang. Summat like that…. Not really sure when it stopped exactly, we just kinda moved onto something else. Looking back, probably should have stuck with Other Bad Day, but hey ho, we live and learn. What would I have expected? Erm… it would have been fucking brilliant and JK Rowling would definitely have sued… :)”

In the end even Conker: Gettin’ Medieval was cancelled, along with many other canned projects designed by Chris Seavor, such as Arc Angel, Quest, Urchin, Perfect Dark Core, and Ordinary Joe. After so many failed attempts to create new and original games, Chris left Rare in January 2011 when the company did not renew his contract. Later in 2012, Seavor finally opened his own indie studio called Gory Detail.

Fans of Conker the squirrel got a bit excited when Microsoft announced a DLC campaign titled “Conker’s Big Reunion” for their game-tool Project Spark. Even if Chris reprise his voice for Conker, only the first chapter of Big Reunion was ever released, as Project Spark was soon discontinued and the whole campaign failed to be completed.

Unfortunately this was not the end of the mismanagement of the Conker franchise, as in 2016 Microsoft announced “Young Conker” some kind of casual augmented reality game in development for the Microsoft HoloLens. Maybe this is really “Conker’s Baddest Day”.

Some more details and photos from the Conker’s Other Bad Day design doc were shared by Chris on Twitter:

  

Asteroids 3D Reboot [Xbox – Cancelled]

Paradigm Entertainment was a talented studio that developed a few of the most interesting games for Nintendo 64, such as Pilotwings 64, F-1 World Grand Prix and Beetle Adventure Racing. Unfortunately during the 6th generation of consoles (Xbox, PS2, GameCube) the team had some difficulties finding their market and publishers interested in supporting their games.

To survive Paradigm had to work on tie-in and licensed games such as SpyHunter, The Terminator: Dawn of Fate and Mission: Impossible Operation Surma, unable to deliver successful products under budget and time limits. At some point in 2005 Atari even gave them the Asteroids IP to create a gritty 3D reboot of their classic arcade, to be developed for the original Xbox.

Atari already tried something similar with a Space Invaders reboot, releasing “Space Raiders” / “Space Invaders: Invasion Day” in 2002. The game was poorly received and heavily bombed, so it’s strange they even tried to do it again with Asteroids.

As far as we know Asteroids 3D reboot by Paradigm went only as far as an early prototype, before to be cancelled. A few images from this lost game are preserved in the gallery below, to preserve its existence in the unseen history of video games. Just 3 years later, THQ (their parent company at the time) decided to close down Paradigm Entertainment, while they were working on an untitled military FPS.

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Avenida dos Aliados [Demo / Cancelled – PS2, PC, Xbox]

Avenida Dos Aliados (named after a famous avenue in Portugal) is a small demo developed by Portuguese team Gamelords (later renamed Seed Studios), created as a pitch to potential investors for the development of a full open-world adventure game in the style of Grand Theft Auto, using the UEFA Euro 2004 football competition license.

Since Gamelords formed in 2000 they always tried to impress publishers with their tech demos (Survivors, Room), to show off their skills and have a chance to develop their first, full game. Thanks to their efforts and great demos, in 2002 they managed to schedule three business meetings with different publishers, although only one of them (with Linha de Terra Studios) was successful.

As in 2004 the UEFA Euro 2004 football competition was to be held in Portugal, Linha de Terra Studios commissioned them this Avenida Dos Aliados demo to show it to different investors, trying to secure the Euro 2004 license with something more original than a classic football / soccer game.

Thanks to Linha de Terra Studios’ investment Gamelords worked on the demo for three months, improving their 3D engine, adding better animations, physics for vehicles and a new lighting system, among others details.

As the final version of this demo they had a faithful reproduction of Avenida dos Aliados (in Oporto, Portugal) in 3D, and just like in GTA it was possible to explore the avenue, get inside a car and drive around. This demo was quite good for its time, with several details adding to the realism such as pigeons that flew away when player passed by.

Unfortunately (and unsurprisingly) the Euro 2004 license was later bought by Electronic Arts to create one of their football / soccer games and as such, without the investment needed to keep on the development of a full game, the team had to cancel this project.

After the Avenida Dos Aliados demo Gamelords started working on “Holy War”, another lost game which story has already been told in this website. Below you can see some screenshots from the Avenida Dos Aliados demo, kindly provided by one of the developers, Filipe Pina.

Article by Jump/Error, original version in Portuguese on the Videogame PT Blog!

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Skate or Die Reboot [Xbox, PS2 – Cancelled]

In 2002 Electronic Arts commissioned Criterion Games (the team mostly known for their Burnout series) to develop a 3D reboot of Skate or Die, the popular skateboarding game published by EA in 1988 for many home computers and the NES. Unfortunately this Skate or Die sequel for Xbox and Playstation 2 was cancelled after just 1 year of development.

Skate or Die “reboot” was in development by the same team that also worked on TrickStyle and AirBlade, two games very similar to the Tony Hawk’s videogames, but with hoverboards. Thanks to an article dedicated to Criterion Games published in Games TM Magazine (issue 100, September 2010) we can read that:

“Criterion started talking to EA in 2002 and they asked if we’d be interested in doing a remake of the old C64 and NES game, Skate Or Die. These guys wanted to make a skateboarding game, so we did it.”

It seems that after Acclaim filed for bankruptcy, Criterion approached EA as a possible new publisher for Burnout and in the end they also pitched a new racing game titled “Need for Speed: Split Second”, that EA greenlighted along with the new Skate or Die project.

“[After Burnout 2: Point of Impact in 2002], we were talking to EA Canada about doing a Need For Speed game, so we put together a pitch to do a stunt racing game called Need For Speed: Split Second.“

Criterion had an interesting concept for Skate or Die, to let players to freely move around the levels on foot, choosing the best spot to start doing tricks on the skateboard, entering into shops to buy new boards and interacting with NPCs. In 2002 this was quite a new way to conceive a skateboarding game, when most Tony Hawks games still had the same gameplay mechanics as the first one.

“In Tony Hawk you were always on the board and it was all about tricks and high scores, but I wanted to explore what it was like to just go out for a skate and have that feeling of just doing whatever you want, […] I wanted to be able to get off the board”

skate or die cancelled sequel

Unfortunately EA had even more ambitious plans for Skate or Die (it seems they also proposed to make it a tie-in for Jackass or Dogtown and Z-Boys), not only they wanted to enter in competition with Tony Hawks, but even against such as massive game as GTA 3:

“But the project was apparently subject to all kinds of pushing and pulling at the behest of the publisher. We were told ‘you can’t just make a Tony Hawk game – it’s got to be like Grand Theft Auto,’ and that was the first time we were like, ‘Really?’ ‘It’s got to be open world.’ Well, what does that mean? Nobody really knew.”

The team at Criterion knew that it would have been impossible to meet EA’s demands, so they decided to quit the project before it would became a development hell:

“We watch as the game changes direction before our very eyes, from classic skating game to GTA-inspired open-world ideas through to an ingenious skating evolution concept but the simplicity with which the various videos flow onto the screen belies the confusion and trauma the team went through in trying to score when the goalposts were moving so quickly and so frequently. Sullivan tells us of a number of serious illnesses he went through as a result of the constant stress, and he wasn’t alone – the team was in turmoil.”

“We called a meeting with the EA guys, told them we were walking away [from the Skate or Die sequel] and they went mad, threatening to sue us, put us out of business… there was a lot of anger and frustration, […] then we got a call from the Need For Speed guys and they said ‘we can’t work with you guys any more; you just walked away and there’s a shame on your company, so we can’t talk to you. […] I remember coming back to my desk and there was a folder on my desktop called EA and I just clicked delete. We learned a lot about how a game should be made, and we learned a lot about working with an external publisher – how we had to get our shit together earlier but also how we had to stand our ground.“

In the end Criterion and EA signed a new agreement and they started working together on Burnout 3: Takedown, released in September 2004 for PS2 and Xbox. In august of the same year Electronic Arts acquired Criterion and they became one of their internal development team that later create such titles as Black, Need for Speed and new games in the Burnout series.

If you own issue 100 of Games TM, let us know if there are more screenshots from the cancelled Skate or Die sequel in the magazine!

skate or die cancelled sequel