Sony

Trigun: The Planet Gunsmoke [PS2 – Cancelled]

Trigun: The Planet Gunsmoke is a cancelled action game / third person shooter based on the manga / anime with the same name, that was in development by Red Entertainment for the Playstation 2.  The project was unveiled in 2002 in Sega’s 2002 GameJam video. The unveiling consisted of a 20 second clip from the game, with multiple characters from the Trigun series. Since its unveiling, no word on development had come out by its developer Red Entertainment or publisher Sega. After so many years, it’s clear that the game will never be released.

Red Entertainment also worked on Gungrave, a third person shooter heavily influenced by anime series and published by Sega in July 2002 in Japan, September 2002 in USA and November 2002 in Europe. If it would have been released, it’s possible that Trigun: The Planet Gunsmoke’s gameplay would have been much similar to Gungrave. Gungrave even had the same character designs by Trigun’s series creator Yasuhiro Nightow.

Thanks to Ace.Dark for the contribution!

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Fear Factor Unleashed [PS2/XBOX – Cancelled]

Fear Factor: Unleashed is a mini-games collection / arcade game based on the TV Show, that was in development by Playinteractive in 2005, for the original XBOX and Playstation 2. Players would have been able to choose between single player and multiplayer mode, with 15 different mini-games and various challenge options. In the end the game was never released for unknown reasons, even if it could have been finished.

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Zone of the Enders 2 (ZOE 2) [PS2 – Beta / Concepts]

Zone of the Enders: The 2nd Runner is an action game with mechs that was developed and published by Konami for the PlayStation 2 in 2003. Most mecha were designed by Yoji Shinkawa, the character and mechanical designer for the Metal Gear Solid series, with the exception of Lloyd and Inhert who were designed by Kazuma Kaneko of Megami Tensei fame.

From the official Konami website we can read a series of interviews with ZOE 2’s developers and artists, in which to see early designs of the mechs (some of wich were designed by Shinkawa in his school days).

Please let us know if there were any obstacles you had to overcome when working on the animation look.

Shinkawa : What was tough was deciding in the very first days of planning in which direction we would like to proceed. Initially the models had clearer outlines and looked more 2D. The modellers came up with many test models and then we boiled them down.

Unique charasterics of the Orbital Frames are the flowing lines and the silhouette along the legs. How did you come up with these ideas?

Shinkawa : As for the silhouette, I looked over sketches I did as a student, and we were like “Why not go with this!” The energy lines were expressions of shadows used in those sketches. Then Mr. Kobayashi (modeller) and I chatted as said “Let’s make these into grooves!”, “Let’s make them glow!” When we incorporated this in the game, we made the energy lines change color to indicate how much damage you have incurred. It comes down to coming up with logical explanations to make everything work and enjoyable.

I would like to ask you things about “Anubis”.

Shinkawa : As I said last time, it is basically the sketch I did in my school days.

If we look at your old sketched, Anubis hasn’t really changed much.

Shinkawa : It did not have wings, but it always had its spear. (bozzetto)

I guess Anubis was evil since your school days. It now has a really intimidating face.

Shinkawa : The face was not intended to look like this. In my school days, it was a simple dog face. The face on the bottom (energy line face) was actually a bug of the texture screwed up when I viewed an early model of Jehuty. That screwed up texture face is what you see on the bottom. We were like, “Hey, this bug…looks cool!” (laughs)

This is the new Orbital Frame “Ardjet” whose motif is “Geisha”. Why “Geisha”?

Shinkawa : In the rough sketches for the previous gamewas a coffin-shape mech. Director Shuyo Murata wanted to include this in this game. And he wanted the heroine of the game to pilot it. The original sketch I did really looked like a coffin with a skinny fellow like a zombie or mummy inside. It just wasn’t a mech for the heroine. I tried to modify it and turn it into a girly mech. But then I didn’t want to turn it into something too girly. After some trial and error, I ended up with this design that looks somewhat like a Geisha. Its hairstyle and long cape — I hope this looks like a Kimono.

Thanks to John Doom for the contribution!

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Vette: San Francisco Thrills [PSX – Cancelled]

Vette: San Francisco Thrills is a cancelled racing game that was in development by Spectrum HoloByte / MicroProse for the Playstation in 1996. The game was a sequel / remake to the original Vette, a racing title released in 1989 for the PC, developed by Sphere and published by Spectrum Holobyte. As with the original game, the PSX version was set in a digital San Francisco, recreated from the real cartographic data of the city. Only a couple of screenshots remain to preserve this lost project, thanks to Celine that found them in GamePro #85.

Probably the gameplay would had used some of the interesting features from the original Vette, as the presence and interaction of law enforcement, in which you get pulled over and must give an excuse as to your erratic driving and the ability to drive anywhere within the accurately modeled city, including highways, tunnels, and bridges.

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Gex [3DO PSX SAT – Beta / Unused Stuff]

Gex is a 2D platformer game, developed and published by Crystal Dynamics in march 1995 for the Panasonic 3DO and later for the Sega Saturn and PlayStation. Thanks to Gexthegecko we found out that in the final game it’s possible to reach an unused shooting level: it involves taking a certain route in Planet X (check the videos below). There’s also a test levels that include unused sprites from the 3DO version.

Beyond this, there are loads of concept artworks to unlock in the special ending (after the credits roll). It seems that the original plot never involved television and in the early prototype Gex was set in our world instead of its very own fantasy oriented one. There’s also an article with one of the game’s developers, which exposes even more pre-production goodness:

The game was about Gecko X, a Hollywood stuntman (stunt Gecko). The studio he worked for was in financial trouble and helping it fail were the enemies Karl Chameleon and his henchmen like Guido Gila. Each level would be themed around a Hollywood action movie genre. For example the Western. The level intro would show stock footage of old Hollywood western movies (for some reason marketing thought this was the greatest idea ever) and then the level would have Gex going through it doing “stunts”. The better he did the more money the ‘Movie’ made and therefore the better the studio did. One level was designed using that theme and it was just awful. […]

They wanted a 32bit game that would be the next Sonic but they were not willing to put the resources into it that would be required to do it. They had come from a 16 bit world and still thought they only needed a 16bit size team. […]

By June we had decided to get rid of Mode 2 and make each world have only one art set so for example the Horror world dropped the Haunted House art set and became just the graveyard. Done by that time were the graveyard art set, cartoon and sci-fi and almost no enemies. It was around that time that Silicon Knights (creators of Legacy of Kain) were asked to do some enemies for Gex. They cranked out about 26 enemies in about 1 month. Also Steve Suhy was hired and was asked to do many of the enemies.[…]

Since it was now June and the project was not even 50% finished, the company decided to cut the sci-fi levels since none had been done and since they didn’t like the art. That brought the game down to five worlds and they hoped would get the game done by Sept in time for Christmas. […]

Evan had programmed a shooter for his Senior project at Stanford (he was finishing his degree at Stanford and working on this nightmare project and competing in National gymnastics) and we decided to stick that shooter in the game as a bonus. […]

Gex 4 was in early development for the PS2, but it was soon cancelled and only few artworks remain to preserve its existence.

Thanks to Gexthegecko for the contribution!

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