Sony

Big Guns (Exodus) [Playstation – Cancelled]

Big Guns (Exodus) is a cancelled shooter / action game that was in development by Neversoft Entertainment in 1996 / 1997. They were able to create a good-looking playable tech demo for this project that was shown to Shiny Entertainment on June 1996 to demonstrate their 3D engine in hopes that Shiny would hire them to develop the MDK Playstation port.

As we can read at the Playstation Museum, a coop mode was also available:

Exodus features a fast and furious two player cooperative play. Two player mode does not suffer from any slowdown as a result of the superior 3D engine. What makes Exodus stand out is that both players can combine their mechs into one larger mech. In transformation mode, player one would control the bottom half of the mech including walking and firing at enemies while player two would control the upper half which allows for 360 degree swivel as well as firing upon enemies.

Shiny was impressed with their technology and Neversoft started to work on the MDK conversion (that used the Big Guns engine), while the Big Guns concept was sold to Sony Computer Entertainment America.

Big Gus was meant to be published by SCEA in 1998, but 1997 was a tumultuous year for Neversoft. The MDK conversion took far longer than expected, and Big Guns, renamed Exodus, went through numerous design changes at the behest of Sony. Somehow Exodus was changed from a mech shooter to an action adventure featuring a cat-girl (sadly, we don’t have any image from this version of the game). The project was doomed and it was eventually cancelled in November 1997.

Neversoft shrunk to just twelve employees. The company then spent the next few months shopping around their technology, meeting with numerous companies and looking for work.

In January 1998, just as Neversoft was about to run out of money, they had a fortunate meeting with Activision who were looking for someone to re-develop Apocalypse, a failed internal project featuring the voice of Bruce Willis. The technology developed for Big Guns turned out to be ideal for the project, Activision wase impressed and Neversoft began work on Apocalypse.

In the end Big Guns / Exodus was never released, but at least its 3D engine was used for 2 other games: MDK and Apocalypse.

Thanks to Userdante and Father PSX for the contributions! Some info are from Wikipedia and The Playstation Museum.

Thanks to Jason for the english corrections!

Images:

Videos:

 

The Fallen [PSX PC – Cancelled]

The Fallen is a cancelled action adventure game that was in development in 1995 / 1996 by Sensory Deception and it would have been published by Psygnosis for the original Playstation and PC. Sadly just few screenshots were found by Celine in CD Consoles magazine issue #19 and Edge magazine issue #33.

Below you can read the story / setting of the game, as announced at E3 1996:

The Lords are the law enforcers of the future, maintaining their own brand of vicious law and order in cities across the U.S. The Fallen are their prey, the drop-outs from society who fall foul of The System and want to find their own way without rules. When the two meet, only chaos can follow.

Play Lord or Fallen in this huge and minutely detailed strategic adventure which takes you from coast to coast across America and offers so many real-life options, you’ll think you’re there. And with bribery, corruption, gambling and violence all on the agenda, there might not be the place you want to be.

Some of the promised features:

  • Unique characterisation system introduces realistic characters capable of complex interaction.
  • Fully textured real-time 3D graphics.
  • Non-linear structure allows the player to dictate the action strategy.
  • Huge array of fully interactive vehicles, weapons and special objects.
  • Combat includes hand-to-hand fighting, vehicle ramming and use of futuristic weapons.
  • Multi-player options (PC version)

Even if we don’t know much about the project, from this description it seems that the gameplay could have been somehow similar to a futuristic Grand Theft Auto. The Fallen was cancelled for unknown reasons, maybe because it was too ambitious for 1996.

If you know someone who worked on this game and can share some more info or media, please let us know!

Thanks to Celine for the contribution! Thanks to Jason for the english corrections!

Images: 

Sorcery [PSX – Cancelled]

Sorcery is a cancelled fighting game that was in development for the original Playstation in 1997 / 1998 by Sony Interactive Studios America, later renamed to 989 Studios (Sony’s San Diego team). Players would have been able to choose between many fantasy characters that used fighting moves and spells to battle their opponents.

The first concept of Sorcery was much different from the playable prototype, as originally 989 Studios wanted to develop an ambitious multiplayer RPG, with a big overworld, quests and huge cast of characters. Because of the limitations of the PSX hardware and for economic reasons, Sony ordered the team to scale down the project to an arena fighting game (which was seen as more profitable / less risky).

As their own project was killed and because 989 Studios had no experience with fighting games, Sorcery went through various development issues that lead to its final cancellation after 2 years of work.

More info and screens can be found at The Playstation Museum!

The original concept would have worked great in today’s on-line environment. The scope, which started out as a split screen, was to run around a large world, setting magical traps, using magic to detect and find your opponent, then finally tracking him down and combating him, kept getting whittled down further and further until it devolved into a magical arena fighting game, where opponents would stand across from each other in very small (fits on a single screen) arenas and dispatch each other with spells and counter spells.

Thanks to Stone and baphomet for the contributions! Thanks to Jason for the english corrections!

Images:

Videos:

 

Cold Winter [PS2 – Beta]

Cold Winter is a FPS developed by Swordfish Studios and published by Vivendi Universal Games in 2005 for the Playstation 2. The game uses the Karma physics engine, allowing for interactivity with items in the game world and for ragdoll effects. Using a small inventory menu, some weapons and tools can be constructed, such as Molotov cocktails and lock picks. Originally the item creation system was more complex, but they had to scale it down for time and development issues. A previously announced Xbox version was later cancelled. [Info from Wikipedia]

Destructor1890 noticed some differences in the early 2003  screenshots:

  • Kim’s 3D model was changed
  • Andrew’s 3D model was changed
  • The HUD was different
  • Some scenes were not used in the final game

Thanks to Jason for the english corrections!

Images: 

Mega Man X Command Mission [GC PS2 – Beta / Unused Stuff]

Mega Man X Command Mission (Rock Man X Command Mission in Japan) was released only a few months before Mega Man X8, yet it takes place arround 100 years AFTER the events of X8. Also of note, is that it’s the first Mega Man X Game NOT to follow the standard style, due to the fact of it being an RPG adventure. Below, you will see what appears to be a prototype build, and two beta builds, along with a few videos.

Demo Videos

There’s some unused dialoge between the characters, namely what Cinnamon says to you… that, and the fact that she’s even where she is doesn’t make much sense. The fight with Wild Jango starts VERY differently in the final, and although the battle area is right, how you get there, is WAY off.

Also, you go into battle with X, Zero, and Axl. In the final version, all you have at your side is Spider, but then, in this demo, almost everything is out of order, so I just assume it’s a demo from E3 or something, which would make sense. In the final, the voices and text are in english, instead of like in the videos. Also, these were uploaded to IGN on august 6th i think, at least a month before american release, and just after japanese release.

Here are a couple of Trailers of the game. One of which shows X using a slightly altered version of his Action Trigger, Charge Shot. The screen goes black upon firing, and the camera is behind the enemy. In the final, the charge shot attacks more than just one enemy, doesn’t go behind enemy/enemies, and the screen DOESN’T go dark.

Pictures

Prototype (?) version

In these, the most notable difference is that X is in his standard form. No special colors, just standard X. In the final, he looks MUCH different. And to those that have played the game themselves, notice the vendor for the shop just to the right of X? Vendor my eye, that’s an enemy!Also, the attack seen in the In Battle picture, is currently unknown. It appears to be a Final Strike. Also of note, the Battle HUD is different from next version’s, and also different from the final. And, take notice and compare the Battle HUD in this version, the the one in the next version. Something odd going on here.

Version 2 (beta)

Here can be seen a few differences from the final. Dialoge is different, battle HUD is different, and so is the map.

NOTICE THESE!

I wanted to do a special point out for the above pictures. Character mugshots are in the “turn” lineup, that aren’t even in the battle at the moment. Also, I could be wrong, but, I don’t think you can switch characters mid battle, and even if you could, how could it predict something that hasn’t been set yet?

My personal guess is that there was more to the battle system planned at this stage of development. Also of note, is that the Battle HUD is the EXACT SAME in all three pics, so at this point, it’s just as possible that the HUD is just an overlaying image. Look at the numbers used for the character stats even. they go in almost perfect sequence. I mean, X’s life energy and weapon energy put together, read 1234567, then zero’s reads 7890234, axl’s reads 3456456.

Version 3 (near final)

There’s not alot here that’s different from the final, but still of note, is the fact that the beta map is still in use. The final map, isn’t too much different than the beta map in either version, but one very noticable difference is the white lines on the right and bottom sides are gone in the final.

Now then. Like I said, if there’s something I missed, please let me know, or if there’s something i’m calling beta and isn’t, let me know that too.