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Ride to Hell: Retribution [Prototype – Xbox 360, PS3, PC]

Ride to Hell: Retribution is a low-rated action game developed by Eutechnyx and Deep Silver Vienna, released in 2013 for Playstation 3, Xbox 360 and PC: the game is a linear, buggy, and occasionally tasteless mess. When it was originally announced in late 2008 as Ride to Hell it was meant to be an true open world adventure taking place in 1960’s California, with influences coming from Biker films. The game was planned to be published in 2009 and formally shown off as the cover story for the January 2009 issue of Play magazine.

As we can read in the first press release:

“Action loaded from the very start with free roaming environments, players can immerse themselves in the liberty and freedom of riding full throttle with their gang on a multitude of different vehicles through the dusty flats of Western America. Protecting their turf, their brothers and their machines from rival gangs is just a taste of what this epic game will involve.

‘Ride to Hell’ is not for the faint hearted; it’s aimed heavily at the player who wants to become fully involved in the original West Coast biker culture. With its hard drinking, bare knuckle environment, this is as close to the action as you can get.

In a movie style production model, the internal Deep Silver studio is teaming up with leading creative companies such as Eutechnyx, Perspective Studios, and others, to bring the authentic and massive game world of ‘Ride to Hell’ to life.”

The keyword to describe the original “beta” game was “free”: freedom to explore the world as you please with your bike. The team’s goals were to create a vast experience, a sandbox world with incredibly high details. Your motorcycle was just as important: it would be used to move around the map, earn respect from other NPC bikers and to show your power. You could have been able to customize your own motorcycle to recreate nearly anyone you’d find in real life.

You would take control of a man named Ray, a Vietnam War veteran returning home to find his world changed. He would soon join a Biker Gang named Devil’s Hand: this would start the game’s adventure, with the mission to earn respect for the gang, to make it grow and heighten your reputation as one of the best bikers. This had effects on gameplay and on the game’s NPCs, with other bikers following you as a posse, drivers being weary about you and Police trying to arrest your gang. All depending on how you would play.

Sex, drugs, rock and roll: these all would find a place in Ride to Hell.  Allegedly, over 300 licensed songs were to be featured in the game, fitting each mood, from Blues, Country, to Hard Rock. Born to be Wild by Steppenwolf was even featured in the reveal trailer. In the original beta version of Ride to Hell you could deliver mushrooms to a chef to cook them and eating the wrong one would cause a psychedelic reaction. You could have been able to help a doctor bring special medicine to an outskirts Hippy Joint, work on a porn movie-set to earn a camera you could use to blackmail a sheriff found with a prostitute. These are a few examples of the sandbox mechanics were planned for the original version of the game.

Unfortunately development of Ride to Hell was not going well and the title would be cancelled in 2010, along with the closure of the Deep Silver Vienna team. The game would reappear in early 2013 with only Eutechnyx to develop it, losing most of its original open world and sandbox mechanics. The beta main protagonist Ray was replaced by Jake Conway, a  Vietnam War veteran on a quest for revenge after his brother was murdered by the Devil’s Hand, now a rival gang.

In the end Ride to Hell: Retribution was published in 2013 by Deep Silver, a Xbox Live Arcade / PSN game titled Ride to Hell: Route 666 and a mobile game titled Ride to Hell: Beatdown were also planned, but due to the highly negative reception of the main game both titles were later cancelled.

Article by Nicolas Dunai

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Eden (Antichrist) [Cancelled – PC, Xbox 360, PS3]

Eden is a cancelled psychological horror game that was in development in 2009 by Zentropa Games as a tie-in / epilogue of the Antichrist movie directed by Lars Von Trier. Zentropa Games was part of Zentropa Entertainments, the Danish film company started in 1992 by Von Trier and producer Peter Aalbaek Jensen and from an interview published on Eurogamer DK it seems that Aalbaek was the one to suggest making a game related to Antichrist.

eden Zentropa Games - antichrist tie-in

Eden was based in the same universe as Antichrist, with a new plot starting where the film ends. The player would have assumed the role of Willem Dafoe‘s character, who goes back to the lodge in the woods (called “Eden”) to try to figure out the cause for the violent events seen in the movie. Eden would have been a deep dive into your darkest and most gloomy personal fears, as players had to create their own profile at the start of the game, answering to a series of questions about their fears, and thus making the adventure a very personal experience, that would change for each individual.

We can assume gameplay would have been somehow similar to the Silent Hill series mixed with Heavy Rain and other Quantic Dream games, but played in first person. The game was conceived to be played multiple times, to see all the different endings and events. Zentropa Games planned to release Eden in 2010 for PC, Xbox Live Arcade and PSN.

As we can read in an article by Superannuation published by Kotaku:

Morten Iversen, formerly a writer on the Hitman franchise at IO Interactive, led the development of the game, and Politiken added that “Von Trier [had to] approve the [team’s] final design. […] In an e-mail, Iversen said Eden “was originally intended to be a companion piece to [the film],” but the development team ultimately felt Antichrist’s audience was too narrow, so they decided to reposition it as a unique story-driven title appealing to people interested in games like Heavy Rain. Iversen compared the connection between Eden and Antichrist to that of S.T.A.L.K.E.R. and the Andrei Tarkovsky film of the same name: there would be elements – the setting and general universe – discerning fans would recognize, but it would still be an accessible product for a larger audience.

The game began “with a short prologue about legal and emotional repercussions” of Antichrist’s events, and then tasked players with “collecting clues in a mystery that slowly unfolds – [they] unlock areas in and around the cabin [from the film],” Iversen said. In order to succeed in Eden, players had to confront their personal phobias and “explore the darkness in [the game’s] universe” and within the players.”

eden Zentropa Games - antichrist tiein Willem Dafoe

Unfortunately in early 2010 Zentropa Games had to close down because of economic issues:

“Even after receiving 100,000 Euro in aid they just couldn’t manage to keep it going. It seems that the games industry in Denmark is coming to a crushing halt as now 4 developers have closed in the last 12 months.  “There was just no budget to continue development. Over the years it became increasingly clear that there simply was not enough money,” said Morten Iversen, former head of Zentropa Games to PC World.”

Only a few concept arts remains from the development of Eden: if you know someone who worked on this game that could have some screenshots or videos, please let us know

Blitz & Massive [PC, Xbox 360 – Cancelled]

Blitz & Massive is a cancelled “point & click” adventure game developed by Spellcaster Studios, following two robots in their adventures all over the galaxy in what was conceived as a parody of sci-fi movies from the ’60s and ’70s. The game used a retro-futuristic look inspired by the same sci-fi movies they referenced to and the 3D engine was in a cell-shaded style.

Just like in a tv series, five episodes were planned, each one containing a tv-like intro with credits and all of them were self-contained, meaning the the story would always be introduced and resolved in the same episode. Spellcaster Studios were inspired by tv series like Star Trek (their main inspiration) and they compared the style of Blitz & Massive to The Secret of Monkey Island and movies that parodied a genre like Spaceballs or Scary Movie.

Developed for PC and Xbox 360, with an investment of 250.000 euros shared between Gameinvest and their own capital, Blitz & Massive was almost complete when it was canceled, with the exception of the cutscenes which were supposed to be created by Overseas Animation Studios, lead by Bruno Patatas.

Spellcaster Studios closed in 2010, mainly because of the worldwide financial crisis and the subsequent reduction of subcontracting work they received. Today the team only remains as a hobby project by Diogo Andrade and Diogo Gomes.

In the gallery below you can see some images from the alpha version presented to Mega Score (Portuguese videogames magazine), that although small and low quality show all parts of the gameplay. Below you can also check a video showing the tutorial section of the game.

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

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Alien Fear (Alien Rage) [Cancelled/Unused – PC, PS3, Xbox 360]

Alien Fear is a FPS that was announced in September 2010, initially developed by The Farm 51 and published by CITY Interactive. In February 2011, CITY Interactive was displeased by the work done by The Farm 51 and moved the project to one of their related companies based in Bydgoszcz, Poland. Here was what we could read on Polish website Polygamia on that matter:

The Farm 51 will no longer produce Alien Fear. Reason? The developer does not meet the artistic requirements.

Do you still remember Alien Fear? We didn’t know much about the game itself, except that it was a “shooter set in a science fiction setting with horror elements”, it would probably run on Unreal Engine 3, and that it was to appear only in digital distribution on PS3, 360 and PC. Now we also know that City Interactive has moved its production to its internal studios, or in legal terms: “while retaining all rights to the production elements of the Alien Fear game already made and received” – it will continue producing the game in its own development studios.

The stock exchange announcement states that it was “the Contractor’s failure to properly fulfill its obligations under the contract, in particular the failure to perform the subject of the contract on time and taking into account artistic requirements.”

When asked for a comment, Marek Tymiński from City Interactive told us: “We focus on the quality of our games, we want Alien Fear to become a hit. This will be brought closer to us by the decision to transfer the project to an internal studio, and – which will happen soon – by expanding the team with new faces from abroad and from Poland.

The Farm 51 responded that they still had rights over the work done so far on the game, so CITY Interactive reworked Alien Fear to change some of the previous work, and planned to release it on Xbox 360 and Playstation 3. This was, again, revealed by Polygamia, in April of the same year:

We claim that the withdrawal from the contract made by City Interactive S.A. does not produce any legal effects, and therefore the Agreement is still in force. We were accused of lack of punctuality when the project was delayed by City Interactive S.A. intentionally or at least demonstrating a lack of due diligence or organizational skills. The artistic level of City Interactive S.A. products, which we allegedly did not meet, has been sufficiently documented in reviews of other games of this company, therefore we will not comment on this allegation, leaving the dispute to be resolved by independent experts. All allegations made by City Interactive S.A. are not confirmed by the facts and therefore we argue that they were invented in order to break the Agreement and achieve previously set goals, which we can only guess at. We are convinced of the bad intentions of City Interactive S.A., which may result, for example, from the desire to avoid payment of the contracted amounts from the project budget, mainly sales royalties.

We declare that the copyrights to parts of the project are still owned by The Farm 51 and will only be transferred to City Interactive upon payment of the remuneration. Therefore, until the disputes regarding withdrawal from the contract are clarified, City Interactive S.A. should at least refrain from distributing undue rights to third parties.

The Farm 51

In the late summer of 2012, CITY Interactive restructured and was renamed to CI Games. At the time that they took control of Alien Fear, The Farm 51 reported that the game was 75 percent ready but it is unclear exactly how much was playable.

There are screenshots available of both versions of Alien Fear: the game as designed by The Farm 51 and the later game that was reworked by CITY Interactive/CI Games. Screenshots from the first half of 2011 reveal that Alien Fear utilized a point system similar to the one used in Bulletstorm.

The game’s location was set on a ship in deep space. At this point, Alien Fear was similar in tone to the 2008 game Dead Space with many dark corners populated by monstrous aliens. Others who have viewed these early screenshots of Alien Fear compared it to Doom and Alien. The reworked version of Alien Fear by CI Games used less of an horror setting with larger and more mechanical oriented characters, somehow similar to Gears of War.

In May 2013, Alien Fear was reworked again due to another commitments by the time and title was changed into Alien Rage. As we can see in the screenshots from the second version by CI Games, it featured a cooperative mode. This was scrapped in the final retail version. The director credited to the game is Mark Bristol. It marked Bristol’s first director credit on a video game and he would also direct Enemy Front in 2014. Alien Rage was released on the PC on September 24, 2013, and later on the Xbox 360, and Playstation 3 in October 2013. It received mixed to negative reviews with many critics focusing on the game’s generic play and glitches.

After Alien Fear, The Farm 51 began work on several new projects, including a FPS mixing The Bourne Identity and Gothic and another FPS with an Indiana Jones atmosphere. They would ultimately create two games for the Xbox 360/Playstation 3: Painkiller: Hell & Damnation and Deadfall Adventures. Work on the Gothic based game likely ended up in Painkiller where the player fights demons, while the Indiana Jones game became Deadfall Adventures which is set in the universe of Allan Quartermain, a 19th century novel and series of films from the 1980’s about an archeologist adventurer.

Article by Blake Lynch, thanks to Daniel Nicaise for the contribution!

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Shadow of Memories / Destiny (The Day of Walpurgis) [Beta]

Shadow of Memories” is a 2001 released Visual Novel by Konami in guise of a Third Person Action Adventure for the PS2. Set in the fictive German town of Lebensbaum, the game combines solving a murder case (the protagonist’s very own) with a time travel element and gothic fantasy elements. Like Visual Novels, the game did not offer many possibilities to stray from the predestined path(s), which baffled a portion of its players and reviewers at the time as well as its total lack of action elements in any form. Yet, like Visual Novels, its strengths are its setting, atmosphere and story, which branch into not less than half a dozen different endings. Known as “Shadow of Destiny” in the US, the game was ported to several other platforms: in 2002 it was released in the EU for the original XBox, a short time later a PC version was produced for the west and finally in 2009/2010 it came out for the PSP in Japan and North America.