Nintendo

Too Human [GameCube – Cancelled]

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This title developed by Silicon Knights, was first presented in a playable form at E3 1999, on the original Playstation. It collected immediately the attention from the critics and the public, not only for it’s good graphic (at least for its time), but even for an interesting and promising gameplay.

The release of the game was scheduled for summer 2000,  on more than 4 CDs, filled with an huge world, an immersive story and hours of FMV movies… but it was never finished. At that time Nintendo, after seeing the excellent work that Silicon Knights were doing on Eternal Darkness (at the time in development for N64), decided to take over the team, making it one of its numerous 2nd parties.

After the cancellation of the PSX version of Too Human, there were rumors that the development of the game was switched to the GameCube. Those rumors were confirmed at SpaceWorld 2000, with a FMV presentation of Too Human for the Nintendo console. But even the GameCube version was never finished.

In 2005, Silicon Knights went under the control of Microsoft and the Too Human project was moved to the XBOX 360. The game was finally released in 2008, even if it has lost many of the original features.

For more info read this article: Too Human: the game that will never be?

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Project Katana / Red Steel [Beta / Prototype]

Red Steel is a FPS published by Ubisoft for the Nintendo Wii, created by the Ubisoft Paris studio and released on November 19, 2006 in North America. Red Steel was one of the first Wii games to be developed by other studios outside of Nintendo. [Info from Wikipedia]

When the game was just a concept, it was know internally as “Project Katana” and Ubisoft started to work on a  GameCube prototype, as the Wii Development Kits were still not available. Some screens from the Katana GameCube prototype build were somehow leaked thanks to Wombat on the Assembler Forum: “screenshots from the booting sequence of Project Katana ‘playing ground’. These were made prior E3 2006 and running on an standard GameCube devlopment kit, but offcource with the Wii-controller connected to it. This ‘playing ground’ was used by the makers to see how the wii-mote reacts and works.”

Additionally, some early concept arts from Project Katana can be seen in the gallery below: it’s possibile that some of those places were not used in the final game and even the protagonist’s character design seems a bit different from the final one. Also, there were some target renders released before the published game, that have a much more better graphic than the final one.

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Cars [GC – Tech Demo]

This tech demo was shown at the Space World 2000, along with other GameCube tech demos (as the Perfect Dark and Banjo Threeie ones), just to have a look at the graphic power of the new Nintendo console. This was probably never meant to be a complete game, but just a bunch of 3D cars to let people know that there would have been racing games for the GameCube with this kind of graphic details.

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Ghouls & Ghosts Online [Proto / Cancelled]

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Ghouls & Ghosts Online was planned to be a MMO of CAPCOM’s cult classic Ghouls ‘N Goblins with platforming challenges and hordes of monsters to battle as well as community features like guilds. This project was announced at GDC in 2003 but the ambitious multiplatform MMO never saw the light of day.

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Saffire Shooter (Rainbow Six?) [GC – Tech Demo]

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This first person shooter, in the vein of Rainbow Six, was one of the first “Dolphin” tech demos that were shown before the console became the “GameCube”. It was made by Saffire, a development studio that worked on Rainbow Six for the Nintendo 64 and one of the first studios that started to work on GameCube games.  Even if various RS titles were released for the GameCube, no one of them was ever made by Saffire and this video remains just an interesting concept that was never realized.

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