Lada Racing Club 2 is a cancelled racing game that was in development by Geleos Media, planned to be released on PC. The first Lada Racing Club was quite hyped before its release: the team promised full tuning from russian AvtoVaz company, being able to build the car of your dreams from real existing parts, impressive graphics and physics. Players would have been able to drive around a super realistic Moscow, so detailed that if you live in the city you could even drive to your real-life home.
Unfortunately when the game was released in 2006 players were not happy: Lada Racing Club had a ton of bugs, poor AI, boring tracks, weak customization, and it could be completed in just 3 hours. After receiving criticisms Geleos Media promised to improve everything in Lada Racing Club 2, but players heavily boycotted the project and the team couldn’t raise enough money to fully work on the sequel.
TRON 3.0 is a cancelled sequel to TRON 2.0, which was in development by Climax Studios around 2004, planned to be published by Buena Vista Interactive for Xbox and PC. The same team already worked on Tron 2.0: Killer App for Xbox, so we can assume the project was successful enough to convince Buena Vista to hire them again for another game.
As far as we know TRON 3.0 was never officially announced, but concept art was found online by fans of the series and preserved below to remember the existence of this lost game.
If you know someone who worked on this project and could help us save more details, please let us know!
END is a cancelled FPS / RPG / MMO / Action Adventure hybrid that was in development by Faramix Enterprises around 2007, planned to be released on Xbox 360 and PC. The concept was quite ambitious and the team wanted to renovate the FPS genre in gameplay and immersion.
“Not only is “End” a hand to hand combat adventure, but weapons are widely available for use based on the wants of the player. Many moves are available to stay in stealth, including but not limited to – picking locks, stealing, or interrogating others for information. The control is left in the player! Do you sneak through the level or alert everyone you are there and run and gun? Do you interrogate and knock them out or kill in rage? The control is in your hands and your fate will change based on your actions.”
“I’m the creator of the storyline and gameplay for End. I designed and wrote the backbone that it was built on top of. This is my dream and my life, and now I share my dream with others on the team, and it has become our game.
We made the mistake of submitting our company and game title for review too early. We spent a hard three months after our first publisher encounter fleshing out more ideas, developing more artwork and most importantly, finishing the demo, before even thinking about approaching other publishers.”
“The FPS genre is boring and new ideas need to be incorporated. Most of the new FPS video games being released or scheduled to be released follow the same basics, which were cool at first but are beginning to get stagnant. Companies today are scared to try something new and unproven, because it could bring a loss in revenue.
“The different designs and ideas we have incorporated into our video game title END will bring a new front to the FPS genre by including other aspects from RPGs, MMOs, and Action/Adventure games, creating a kind of hybrid. We didn’t start designing the gameplay for END until many aspects of the storyline were near completion. The type of game play we chose helped drive the storyline and immerse the future video game players.”
“We recently finished our technical demo to show off game play and our abilities at designing, and are moving into the Unreal Engine 3 to being smaller demos of what we can visually produce as we having already begun talking to many publishers around the world.”
Unfortunately it seems Faramix Enterprises were not able to find a publisher or funds to keep working on END and the game vanished along with the company a few years later. Only some concept art is currently preserved for this lost game.
“Setting: Modern world setting with somewhat futuristic weapons / scenarios. Players are immersed in a world that is live, constantly changing, affected by their characters’ actions and friends and foe are not necessarily known entities. Players are best served by their skills, tools, powers of observation and following the spy credo, trust no one.
In a modern day society we rarely have time to think about the influences or subtle happenings that color or trigger events that come to change history. Ideas are generated, tossed around, become mainstream and then become accepted fact by the masses all in the blink of an eye. The birth of the overnight sensation came in the 20th century. With television commentators spooning out “the truth” as if they have a private pipeline on it.”
“With the birth of the “overnight sensation” has come the ability for government, corporate and special interests to warp points of view to their own particular flavor of the truth. Known as marketing, PR, political / ethical / moral debate the world news release is subject to clever input to nudge the tide of opinion and ability or favor to one side or the other on every conceivable issue.
With this ability came the need to control more and more about an information campaign, perceived enemies abilities and the information gathered or released. So came the birth of spies on all levels. In every formal and informal interest at every level people are engaged in espionage of sorts in an effort to control the influence for resources, public opinion, industry and in short order whole governments and continents to further their own interests.”
“International spy organizations bring those factions to the forefront, exposing the ugly underpinnings for all who enter to uncover and reap the rewards. Those who join start freelance, perhaps originally just to make a little quick cash and then eventually find themselves either sucked up into or actively recruited to serve a faction. Many times participants join factions and their cause long before they have any true understanding of the overall faction plan or long term goals.
The factions are run by strategists who carefully use and even dispose of their spies like pawns. An element that makes many spies stay undercover even from their own employers and alliance members.”
By looking at the screenshots, it seems you would have been able to freely explore the city, enter buildings and drive different vehicles. If you know someone who worked on this game and could help us preserve more screenshots, footage or details, please let us know!
Private Wars is a cancelled tactical / arcade / turn based FPS hybrid that was in development by 1C Company and TS Group Entertainment between 1998 and 2003. The game ran on their own Eternity 3D engine and it looked quite spectacular for the late ‘90s (but it seems they changed the engine during those 5 years, or heavily upgraded it), with large explorable outdoor maps and simulated weather conditions. Private Wars’ most ambitious feature would be the option to change gameplay as you prefer to play it: as an arcade shooter, a real time squad-based tactical game or a turn-based strategy simulation.
A playable tech demo was found by fans, but we don’t know how much of the game was really completed before its cancellation. 1C and TS Group showed Private Wars at E3 2003, when it was previewed by some gaming websites such as IGN and GameZone:
“As with the famous Clancy games, Private Wars is a tactical shooter set in real world environments and situations calling upon you and your crack team of military experts to carry out some tough missions under extreme circumstances.
Over the course of 15 missions, the game will take you to locations such as Afghanistan, Columbia, Europe, the US, Russia, and Africa to complete missions that have to do with everything from drug lords to industrial espionage to border conflicts.”
“Before each mission, you’ll have the chance to choose which of your mercenary team comes with you into the field. There are 30 different characters total, each with different attributes and specializations.
A nice selection of over 60 different types of weapons and all the nifty gadgets and equipment that you’ll need will be available for use.
Unfortunately, in the short time the game was shown, and at such and early state, there wasn’t anything on this front to be seen.”
Some more details were shared in an interview by CombatSim with TS Group founder and CEO Sergey Titov :
“ST: There’s actually several different styles of play to this game. You can play it as either arcade, simulation or even turn based. In the arcade mode you will have the same superhuman traits we see in games like Quake, where you can be shot many times and still be up and shooting. Then we will offer the simulation style where all your actions have a direct reaction to the world around you. You will die if shot in a killing shot area, so one shot CAN kill in this game. In the turn based mode you will control the action from a typical isometric view you find in all strategy games.”
“ST: You will have a pool of about 50 mercenaries from which to choose up to 8 mercenaries if you have the cash to pay for them. Your reputation will precede you here… if you leave a mercenary stranded on a previous mission you may find other mercenaries reluctant to work for you.”
After E3 2003 Private Wars just vanished and everyone forgot about its existence.
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