Nintendo

Flesh & Wire (Running With Scissors) [Cancelled – PS2, Dreamcast, GameCube]

Flesh & Wire is a cancelled action adventure that was in development by Running With Scissors (of Postal fame), announced in 1999 and planned to be published by Ripcord Games for Playstation 2, Dreamcast and GameCube. It would have been and over-the-top shooter where you could control an alien blob to explore the world and resolve environmental puzzles. As we can read on IGN:

“The game follows Angus, a sleazy, slimy cop who wakes up one morning with an alien amoebae-like creature noshing on his legs, and his city has been engulfed by a bio-ship by the name of the Nulloid. Rather than worry about what the heck the thing’s doing to his lower half, he comes to the realization that he can control the gelatinous blob, and uses this newfound power to move around and utilize special abilities, sloshing around the levels. He’ll also utilize massive amounts of firepower, so expect over-the-top violence […]”

In 2016 Running With Scissors CEO Vince Desi talked about Flesh and Wire in an interview posted on their official website:

Robin TGG: I had almost forgotten that you once worked on a title called “Flesh and Wire”. What was that game all about? And why was it canceled?

Vince RWS: Yeah that was after POSTAL got cancelled, we actually had 2 other original games in development, but financial reality simply didn’t allow us to continue. It was a sci-fi based game that had a blob as the main character, I really liked it, who knows maybe someday we’ll take another look at it.

The game was somehow similar in concept to a more violent “A Boy and His Blob”, as you could transform the blob into different forms, such as a ladder to reach high places, a bungee to get down and a shield to protect the protagonist from bullets. Some more details on its development can be read on the March 1999 issue of Game Developer magazine:

“According to Randy Briley, the soft-spoken art lead for the project, the development process for FLESH & WIRE (FW) has always been a little bit different. For starters, the publisher (Ripcord Games) has been very hands-off, letting the development team drive the development. This uncharacteristic display of trust has as much to do with RWS’s track record of getting products out the door on time as it does with Ripcord Games’ relative newness to the gaming scene. And although the style of game play has some basis in currently released titles (the game is some-thing of a cross between RESIDENT EVIL and THE THUNDERCATS), the look of the game is anything but conventional. From character design and animation to background generation, the unorthodox look derives from equally unorthodox production methods.

When RWS finally settled on the game spec, they realized that from a resource production standpoint, they had bitten off more than they could chew. In addition to the standard budget of special effects, GUI art, and several minutes of cut scenes, the spec called for over 200 static screens of game play with in betweens, and a set of enemy and player characters’ 300+unique animation sequences. With a production cycle of just under 18 months, no budget for outsourcing, and an extremely small art team, the task seemed pretty daunting. It was time to improvise.”

[…] rotoscoping could be done largely in-house with little or no overhead, the production time compared to hand animation was much faster, and although it required the talents of a skilled animator to implement, it provided a cheap, efficient method to complete the animations on schedule. The team went down to a local gymnasium and interviewed several martial arts students. Then, working closely with the art lead (a martial arts expert himself), the actors were mocked up to look like the characters in the game. Several sets of motion shots were taken, using two synchronized digital cameras set 90 degrees apart (front and side). After digitizing these images and importing them into Softimage, the result was a sequence of images. The Animator then animated the characters by hand, using the images as a guide. […]

Compared to the mammoth task of generating over 200 hundred in-game background scenes, the character animation problem looked simple. With only a handful of 3D artists on staff, the team had to make some tough decisions. As the project evolved through its initial stages, it became clear that the art direction was evolving towards the techno-grunge look typified by such industry standards as The Crow and City of Lost Children. The level of detail the team wanted would require hours of tedious texture and modeling work using classical CG methods. Given the size of the team and the allotted time, this simply would not be possible. Rather than cut the design or ask for more time, the team resolved to find a solution that would allow them to maintain the scope of the project while holding true to the artistic vision. They Took a gamble, and decided to build the entire game using miniatures.

“Near the end of the planning phase of the project, RWS presented the publisher with a proof of concept for the process. For the first test, the team put together a town from a model railroad set and digitized it into the POSTAL engine. In short, the result was a huge success.

Put simply, the sets for the game were built with “anything we could get our hands on,” says RandyBriley. Basically, the team would just bring stuff in: PVC piping, copper tubing, old VCR’s, and so on, and the pieces were glued together and painted using a hot glue gun and standard modeling paints. Most of the back-drops for the game were created using Styrofoam panels, which proved easy to get hold of and standardize.  “Once we got an assembly line going with a certain panel (background piece), we could crank each one out in a matter of a few hours.”

By far however, the biggest advantage of the process is the lack of any requirement for CG expertise on the part of the artists. Consider that with a single trained 3D artist to guide the process, the bulk of the artists can be classically trained with little or no industry expertise. This means that production costs go down for any given piece of work or, you get a lot more resources for a lot less money.”

As said by Vince, in the end they were not able to keep up development for 3 different projects at the same time, so Flesh & Wire had to be canned. We hope someday to be able to see some more images from this strange and original video game.

Thanks to Josef for the contribution!

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Joris le Sans-Pouvoir [Nintendo DS – Cancelled]

Joris le Sans-Pouvoir is a cancelled action adventure set in the cult-following DOFUS universe, that was in development around 2007 by Ankama and Magic Pockets for Nintendo DS. The game was planned to be released along with the animated movie featuring the same protagonist (Joris), but in the end both projects were canned.

Some details about this lost DS game were shared online by former Ankama developers, such as Sachka and Roy:

“Joris was the first Nintendo DS project developed at Ankama (in partnership with Magic Pockets). […] Game design on this project involved boss fight, level design, minigame design, UI… I also designed an original collecting system where collectible items were used in a minigame inspired by the “Grow” series. The developpement has been put on hold to match the release of the animated movie with the same character (scheduled in 2013).”

“Joris Le sans-Pouvoir is the main character from a feature film Ankama due in 2013. It’s a new character IP situated in the DOFUS universe. I had the chance to work on a platform game prototype that was all about delving into the character’s backstory. We wrote a lot of background and had a lot of fun designing and developing a cute and quirky platformer with a hint of metroidvania elements and a dash of Grow gameplay elements in-between levels. It also was a great opportunity to work with Jono Takeshi-san of Radiata Stories fame who worked with me on the art direction.”

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Tobe! Dragon [Nintendo 3DS – Cancelled]

Tobe! Dragon (Fly! Dragon) is a cancelled air-racing game that was in development by Amzy for Nintendo 3DS. Announced in 2015, the game quietly vanished without any screenshot or footage released until it was officially cancelled by the company in 2019. We assume gameplay would have been similar to Mario Kart, with characters riding their dragons to race and using special moves to slow down their opponents. We hope there could be some screenshots published in japanese gaming magazines, but at the moment we did not find any.

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Nandemo!? Taihoman [Super Famicom – Cancelled]

Nandemo!? Taihoman (なんでも!? タイホマン) is a cancelled action platformer that was in development by Namco around 1995, planned to be released on the Super Famicom / SNES. A short preview of the game was also published in EGM (April 1995 issue), but in the end the game was never released in any region. It seems gameplay would have been similar to Kirby and MegaMan, with the robotic protagonist (Taihoman) being able to absorb abilities / fuse with other objects to gain new skills.

“The robot cop from a popular manga bounces into side-scrolling action! Taihoman is an unbelivably advanced mech who has been designed to combat an inept criminal syndicate. He can fuse with many devices to gain powers, line a fan to fly, a lighter to spew flames, a battery to zap foes and even a pop machine to bombard enemies with cans of cola!”

To promote the game Namco also released a Nandemo!? Taihoman manga by Taku Koide and phonecard, with a proposed anime by Sunrise that was also canned (only a pilot seems to have been seen by industry insiders).

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Denshi Maid Techou: Koi no Iroha [Nintendo DS – Cancelled]

Denshi Maid Techou: Koi no Iroha (Electronic Maid Notebook: Iroha’s Love) is a cancelled day organizer – life simulation game that was in development by SNK Playmore around 2006, planned to be published on Nintendo DS. The project was officially announced at the Tokyo Game Show 2006, with many other titles that SNK were publishing for DS (such as Doki Doki Majo, Metal Slug 7 and SNK vs. Capcom: Card Fighters Clash).

In Denshi Maid Techou players would raise a digital version of Iroha from the Samurai Showdown series, somehow like a Tamagotchi. By doing this she would start learning more about the world and help you in your daily-schedule, similar to an organizer App. Nice idea to gamify boring “do my homework, do my laundry, do my shopping” checklist, isn’t it? Some details about this strange software can still be found online in Japanese forums:

“In addition to the daily schedule function, elements of training, communication, and changing clothes are also included. There are about 100 costumes for Iroha. Mr. Takkun (Denshi Maid Techou character designer) commented: “Please put it on your desk at home or at work and enjoy one maid in the family”.

The traditional Japanese girl Iroha who looks out of a fairy tale suddenly appears in front of the protagonist: serving players at home, school and outside with the gentleness of a traditional Japanese geisha. But because Iroha doesn’t know the real world, players must also take some time educating her.

The game provides 5 kinds of “educational activities” every day, plus mini games to play against Iroha. Dialogues with Iroha and her personality depend on how players educate her. By playing every day you can also unlock new costumes for Iroha, with more than 100 types in total.”

A similar simulation game featuring Iroha was later released for smartphones, but it sees they removed the life organizer features. As we can read on the SNK Wiki, “a character named Tsunami was originally created for this game. However, she later appeared in Days of Memories series and Koi no Iroha games for mobile phones”.

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