Xbox

Necroscope [PS2, Xbox – Cancelled]

Necroscope is a cancelled psychological survival horror that was in development in 2002 / 2003 by Mobius Entertainment for Xbox and Playstation 2. The studio was mostly know for a series of ports and tie-in for GBA and Nescroscope would have been one of their first projects for home consoles. The game would have let players to investigate the world using extra-sensory perception and supernatural powers, as possessing other characters and monsters. It seems that gameplay would have been a mix between a detective adventure (L.A. Noire), horror sections against monsters (Silent Hill), while using special abilities to interact with the environment and resolve puzzles (Second Sight, Psi-Ops). As wrote by Edge Magazine (issue 117) in Necroscope we would have played as a “unique blend of a Jedi Knight and James Bond“.

The story and characters of the game were based on Brian Lumley’s series of sci-fi horror novels, a setting that would have offered a complex plot to unveil and an original way to interact with spirits:

“The term necroscope, as defined in the series, describes someone who can communicate with the dead (coined Deadspeak later in the series). Unlike necromancers, who here extract the knowledge they seek by brutal eviscerations of corpses, a necroscope can communicate with them as equals: peacefully and without any physical interference.”

In 2004 Mobius Entertainment was acquired by Rockstar Games (for which they already developed the GBA conversion of Max Payne in 2003) becoming Rockstar Leeds. After the buyout, home consoles games that were in development by Mobius (Necroscope and Titanium Angels) were canned and the studio focused their resources on creating portable games for PSP.  As we can read in an interview by Ross Sillifant with Dan Hunter (former Lead Artist and Game Designer at Mobius):

Ross: Talking of canned games, Necroscope,previewed in Edge for PS2 and Xbox, described as a cocktail of jedi mind tricks and sophisticated espionage, this was to be Mobius Entertainment’s 1st crack at a survival horror title. From the 4 screens shown, the game engine looked superb, very much inspired by Silent Hill, but it didn’t appear gameplay was as far along as the visuals at this point (Dec’2002). Game was set for a Q4 2003 release, so again, any insights as to what became of it, would be fantastic.

Dan: Necroscope suffered similar issues to Titanium Angels. You’re correct, the game was to be a survival horror game, set in late 70’s, early 80’s, London. Think Silent Hill mixed with the TV show ‘The Professionals’. I loved the concept and setting. I spent a huge amount of time “researching”, watching boxsets of The Professionals, The Sweeny, and films like ‘Who Dares Wins’ (‘The Final Option’ in the U.S). I’d say that actually the gameplay was further along than Titanium Angels ever was. Unfortunately the same pattern emerged, the play style changed over time. Where at one point there was to be little to no gun play or violence, with the vibe firmly set on exploration and playing detective, it slowing changing into shooting and snapping necks from behind cover. For me that was a real shame, I think it had the potential to be something different. There weren’t many people doing a spin on the horror genre, especially something set in the 70’s-80’s (this was pre Vice City). I still think about what it could have been, and I’m a little bummed to think it never happened. The other issue was that it was being developed without a publisher, so therefore wasn’t bringing in any money. Other games were, so naturally that was the focus. ‘Sound of Thunder’ was one, but the main one was ‘Max Payne’. Mobius was tasked with doing the Gameboy Advance version. As people may know, after that Rockstar bought Mobius Entertainment and renamed it Rockstar Leeds. I had left during the development of Necroscope and before the Rockstar buy out, so I can’t give the precise reason for its cancellation, but it’s clear to me that a small horror game set in 70’s London based on a series of books isn’t part of Rockstar’s bigger plans.

Thanks to Ross Sillifant for the contribution! Article translated in Russian thanks to Sergey Tyutin!

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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 

Deus Ex 3: Insurrection [Cancelled Concepts – PC, XBOX]

Deus Ex is a highly popular sci-fi first person action RPG set in a dystopian future on Earth. There are currently four games in the series: the first two were developed by Ion Storm, while the third and fourth games were developed by Eidos Montreal. However, it was  Ion Storm who worked on two ultimately scrapped, alternative versions of the third installment, which were called Deus Ex: Insurrection and Deus Ex 3 respectively.

Art Min was a programmer on the second game in the series Deus Ex: Invisible War, as soon as development was finished on this he became project lead on Insurrection. There were at least four different story lines set out for this iteration of the game and many of the core concepts, were thought out.

deus-ex-3-cancelled

In a initial design document submitted in February 2004 many of these concepts can be seen with the team vision for the game being to create an accessible and believable Deus Ex game with emotional depth and epic choices. It was slated to be released on both the Xbox and PC platform but what is interesting is, it is noted that a PS2 version would be made if an external team could be found to make it, and the “Xbox 2” for launch if green lighting was approved as soon as possible.

At the time of writing this document the team were in pre-production and were ready to go to full production by July 1st, 2004, it was written that they would have the game finished by January 2005. There is a very high concept for the game that is described, the game was to be based in 2027 and that there were five superpowers in the world who would either rise or fall depending on the intelligence that you would give to them.

The game setting was that America was falling into bankcruptcy and the other rising superpowers like China and Russia were trying to utilise this and bankrolling insurgents on U.S. soil. The EU was also trying to bring the U.S. under the jurisdiction of international bodies like the UN. The U.S. is also split in two with patriots who want to keep the U.S. as is and the globalists who want the EU control. 

Myst IV: Adventure Beyond the D’ni Ultraworld [Cancelled]

Myst 4 IV Adventure Beyond the Dni Ultraworld cancelled

In 1998, Cyan Worlds Inc. and Mattel decided to outsource the work on future Myst game to other developers. This would let Cyan work on their upcoming project Uru while still keeping the Myst main-series afloat duringsaid development period.

Various developers were given a chance to pitch their idea for a story and soon enough Presto Studios was working on the next game in the series, Myst III: Exile. However, they were not the only developer to be assigned the Myst license.

DreamForge Intertainment, the developers of the horror themed adventure game Sanitarium, started work on the fourth Myst game one year after Presto Studios effort. This game, known internally as Myst IV: Adventure Beyond the D’ni Ultraworld, would never be released or shown to the public during its development.

After having worked on the game for two years (June 1999 to June 2001), it was cancelled as the rights to the Myst franchise transferred from Mattel to Ubisoft. Myst III: Exile was released the next year and the next game in the franchise was to be developed internally at Ubisoft and was released in 2004 as Myst IV: Revelation.

Patrick Fortier, the creative director of Myst IV: Revelation, opened up about the unreleased version of Myst IV, hereby referred to as Ultraworld to avoid confusion, in 2004 on the Uru Obsession community.

According to Fortier, Ultraworld’s development was only about 20% finished, but the designs themselves were completely done. The game was presented in realtime 3D, a first for the series at that point. Some ideas from Ultraworld even managed to carry over into Myst IV: Revelation. Specfically the inclusion of Sirrus and Achenar, the two brothers from the original Myst. 

Ace Squadron [Cancelled – GameCube / XBOX / PS2]

Ace Squadron is a cancelled flying shooter that was in development by Atomic Planet for the Playstation 2, GameCube and Xbox. The game was set in World War II and offered various arcade air-combat missions to play and as we can read from the official press release “gamers will be given the opportunity to shout ‘Tally Ho!’ and dive their trusty Spitfire into a dogfight with swarms of Nazi aircraft. There are scores of missions to play, from the heady days of the Battle of Britain to dangerous raids on secret weapons factories in the last days of the war, and dozens of different and powerful warplanes to fly, such as the majestic Spitfire, the nimble Mosquito and the sturdy Lancaster”. The project was never released for unknown reasons and we don’t even know if the game was finished or not as the few screenshots available look like target renders and not actual gameplay.

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