Playstation 2 (PS2)

Four Horsemen of the Apocalypse [PC/XBOX/PS2/GC – Cancelled]

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The Four Horsemen of the Apocalypse is a canceled beat them up/action game developed and published by The 3DO Company from 2000 to 2003, for PC, Playstation 2, Xbox and Gamecube.

As we can read on Gamespot, the game was a single-player action game centered on Abaddon, an archangel who must face off against the apocalyptic horsemen of the title, alongside Satan, and prevent the end of the world. Before players can take on the horsemen, they would have to find the three mortals known as “the chosen”, who were born with the power to fight the horsemen, to even the odds. However, while the three chosen are unaware of their abilities, the horsemen do know of them and the threat they pose. Players would be charged with finding and protecting the three chosen until they can be reunited and combine their powers to save the world. The chosen were Jesse Horner, a scantily clad 18-year-old prostitute; Jimmy Ray Flynt, a tattooed preacher turned serial killer; and Anderson Scott, a corrupt politician who actually unleashes the horsemen in the first place and only later realized he is one of the chosen. Players would take direct control of Abaddon, with the three chosen providing support based on their unique abilities. Jesse would be the party’s healer, Jimmy Ray’s mystic sight would reveal demons, and Senator Scott’s power of persuasion would take control of his enemies and force them to do his bidding.

It would appear that 3DO had broad ambitions for The Four Horsemen of the Apocalypse, surrounding himself with multiple big names, such as Stan Winston as producer and comic artist Simon Bisley and illustrator David de Vries as game designers, in addition to many vocal talents like Tim Curry as Satan, Lance Henriksen as Abaddon and Traci Lords as Pestilence, one of the four horsemen of the apocalypse.

The game would have more than 18 levels, ranging from the postapocalyptic world created by World War III to the depths of hell, featuring hand-to-hand fighting, swords, and projectile weapons, in addition to special abilities like a Matrix-like slow-motion effect and lots of gory effects, including dismemberment, dynamic exit wounds, and motion-captured finishing moves provided by Hollywood’s Smashcut Action Team to ensure that the game’s combat sequences appeared intricate and realistic. The gameplay would center on exploration and combat alternating between standard melee and ranged fights.

It was showed at E3 2003 where Gamespot wrote a preview:

“Four Horsemen of the Apocalypse is similar in look and feel to Devil May Cry during its action elements. Abaddon’s starting weapons include a pair of powerful pistols and two large swords that can be used to hack off the limbs and heads of your opponents. In the E3 build, only basic combat moves were available, but 3DO representatives noted that acrobatic, wire-fighting moves will be included as advanced combos. Abaddon also has the ability to execute superhuman maneuvers, such as using his swords to deflect bullets back at the enemies who shot them. You’ll also collect the souls of the enemies you kill, adding to your power in a meter called “the wrath of God.” Borrowing a page from Mortal Kombat, you’ll even be able to perform some gory finishing moves on higher-level enemies such as bosses.

The game will include some slower-paced exploration elements that will allow you to interact with non-player characters to gain more background story and hints on the dangers lying ahead. You’ll also be able to pick up bonus items to help you in your quest. There will also be some horror elements mixed in during the exploration portions, like the shadowy creatures we glimpsed running along a hallway behind us. We even found a room with a particularly gruesome murder–a Catholic priest crucified against a wall decorated with a bloody pentagram.

Currently, the game appears to be in a somewhat rough state, with many of the combat maneuvers and finishing moves not yet complete and the graphics looking a bit rough around the edges. 3DO is still aiming for Four Horsemen of the Apocalypse to be released at the end of this year for the PC, PlayStation 2, Xbox, and GameCube, but the release could slip into 2004 if the game isn’t ready.”

Sadly, only a few days after it’s first and only official presentation, 3DO went bankrupt. As we can read on IGN, Four Horsemen of the Apocalypse’s rights were purchased by former creator and development director Michael Mendheim, helped by numerous investors who founded a company called Four Horsemen Entertainment L.L.C. We learned that, unlike others franchises bought by differents publishers after 3DO’s demise, The Four Horsemen of the Apocalypse was neglected because it was in its then-early stages it may not have been large enough. Publishers may have also been unwilling to provide the time necessary to complete the title properly.

“Now that Four Horsemen is officially in new hands, what was initially intended as a title for current generation consoles has become an entire entertainment franchise. The new company will begin by releasing comic books and a graphic novel based on the property, and eventually release a completely revamped version of the video game for next-generation systems.

Mendheim has confirmed that the key players are back on board: Simon Bisley is creating the artwork, and Hollywood effects legend Stan Winston is handling toy and movie rights. The star voice talent slated for the first iteration of the game, including Tim Curry and Traci Lords, are also apparently still committed to the project.

While few details about the new version of the game are available yet, Mendheim did hint at horseback-based combat and an ambitious multiplayer mode involving epic battles of angels versus demons in which the player takes the role of one of the four horsemen.”

However, as far as we know, only comic books would be released, instead of the movie and the various iterations offered for video game concepts.

Article by Daniel Nicaise

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Shadow Of The Sun [XBOX/PS2 – Cancelled]

Announced in February 2003 via press release, Shadow of the Sun was meant to be the first title released by HotHead Studios (to not be confused with HotHead Games), a UK based studio formed after the demise of DarkBlack. The team re-utilized the technology created for Asylum (a cancelled first-person horror game that was being developed at DarkBlack) to work on a new original IP.

Shadow of the Sun was set in an alternate universe where players would take control of a Vampire Lord, who was sent to prison after an act of betrayal of a governing body known as the Council of Vampires. After hundreds of years pass by, the Vampire Lord would receive a vision of a beautiful human woman, encouraging him to escape and help her out. After escaping the prison, the Vampire Lord finds a helpless infant girl and takes her to a nearby human village, where she would presumably be safe.

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Twenty years pass: the Vampire Lord receives another vision of vampires attacking a human village – which proves to be true soon after. After finding out the now-grown up girl has been kidnapped by the Council of Vampires, he swears revenge on them and goes on a rescue mission.

Shadow of the Sun was described in the press release as a first-person adventure game, where players would take control of a vampire and utilize a combination of weapons and special abilities (such as being able to mind control NPCs). You would fight a variety of enemies, such as human villagers, orcs, vampire soldiers and lords. Additional game content would be available through Xbox Live with downloadable campaigns and online multiplayer.

Shadow of the Sun took inspiration from Lord of the Rings for its visual artstyle. One of the members of HotHead Studios (Tony Charlton) said in an interview with gaming website HomeLan Fed that Shadow of the Sun had a “middle earth look and feel with a gothic undertone”. Locations the player would be able to visit include vampire prisons, peasant villages and terrifying castles.

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The reason the game never came out was not revealed. The development team tried to negotiate with Octagon Entertainment but according to the team Octagon never made a serious effort. The title was never actively advertised on HotHead’s website, which instead focused on another product called Hyper Streetracing. The company would effectively disappear by the end of the year.

Founder Richard Beston would later join another UK studio, Pocketeers. He would work on art for the Nintendo DS versions of Need for Speed games between 2003 and 2006, before quitting the gaming industry altogether and becoming a tattoo artist.

Article by Thane Langdon, thanks to Daniel Nicaise for the contribution!

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X10 (Warthog Games) [Cancelled – Xbox, PS2, GameCube]

X10 is a cancelled first-person shooter for the Playstation 2, Gamecube, and Xbox developed by the defunct Warthog Games. Known mostly for licensed games, Warthog Games was founded in 1997 and worked with such properties as Harry Potter, Looney Toons, Star Trek, and Animaniacs. Like many licensed video games, the British developers’ output was rarely met with critical praise as their work achieved an average of 59 on Metacritic. X10 was to be a deviation to this formula, as it was not based on any previous IPs.

X10 was announced on July 9th, 2002 on the website IGN along with the publisher, Conspiracy Entertainment. This article also gave a brief summary of what the game was intended to be like:

“X10 situates players in the role of a soldier who, following strict orders, must explore a world of the same name. The planet presents gamers with many challenges, including environmental difficulties, political problems, military factions and of course dangerous enemies and predators.”

Conspiracy Entertainment senior vice president Peter Bergstrom also noted the lack of new Intellectual Properties in the video game industry, and their excitement for the project:

“We are very pleased to team up with an outstanding partner like Warthog to develop a new game and a new game IP for today’s increasingly discerning consumers.”

Little was shown off of the game during its reveal, besides concept art, a screenshot, and an Easter 2004 release date. More information about the game was revealed during an interview with Worth Playing.com. The Project leader on X10, Hal Sandbach, discussed many details about the game, including an explanation of the games’ title:

“Without giving too much away, the player and the rest of their squad are sent to investigate why there is a lack of communications from a particular research station. Twelve such research stations exist, although the player only gets to see one. The one the player is sent to is the tenth, hence x10.”

As for gameplay, X10 would have featured open-ended levels set on an alien planet and facing off against space marines, settlers, X10’s indigenous population, and the mysterious Hollow (which despite being important enough to be named dropped in the Worth Playing interview, the Hollow were not mentioned in any other pre-release materials). The game also would’ve mainly been set in varied environments on the planet, with Hal Sandbach specifically stating how  “we want to get away from the corridor-based games as much as we can.”

To traverse these large environments, the game would’ve featured several different vehicles. Sandbach even teased that the games’ opening was to be set inside a vehicle. X10 would have also implemented a complex physics system for each of the in-game vehicles that was being developed using the teams’ previous work with physics-modules. The Worth Playing interview teases that the game planned on using boats, buggies, air vehicles, and even trains.

The game was also to feature light survival mechanics, with players’ carrying capacity would be limited so they would have to choose what items to take with them throughout the levels. This goes in tandem with the weapon selection for X10 and while not much is known about the full loadout, Hal Sandbach did divulge some details. The game was intended to have a mix of traditional FPS weapons like sniper rifles, and more unique weapons, although nothing in particular was revealed.

After the Worth Playing interview, X10 was not discussed much by either Warthog or Conspiracy. A November 2002 interview with website NoFrag.com took place but no substantial new information was revealed, and the game was not heard from again after 2002. In 2004, Warthog was acquired by Tiger Telematics to develop games for the then upcoming Gizmondo handheld. Now under the umbrella of Gizmondo Europe, they were developing several games for the Gizmondo including Momma Can I Mow the Lawn?.

After the failure and bankruptcy of Gizmondo, many staff members from Warthog came together to form Embryonic Studios, which was purchased by TT Games to become TT Fusion. The team still exists and are working on the LEGO Franchise and their handheld counterparts to this day.

Article by Alex Cutler
Thanks to Daniel Nicaise for the contribution!

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Symbiosis (elseWhere Entertainment) [PC/XBOX/PS2 – Tech Demo/Cancelled]

Symbiosis (formerly known as Project Alpha and The Incident) is a canceled futuristic stealth action/adventure game developed by elseWhere Entertainment in 2002 for PC, alongside potential Xbox and Playstation 2 versions.

Information about this project is pretty scarce. The game was designed by former developers of Appeal Studios, known for developing the 1999 PC game Outcast. The title was first mentioned in 2002 by Gamekult:

“(…) elseWhere Entertainment, a two-year-old company is currently working on Project Alpha, a working title which, admittedly -even from its founder, will be the conceptual continuation of the first Outcast.”

It was then Jeuxvideo.com which, in 2003, revealed the first images of the game alongside new information:

“elseWhere Entertainment is currently developing Symbiosis, an adventure/action game planned for PC and consoles. If the developers maintain still some mystery concerning the scenario of the game, we know that the action will take place in a futuristic universe with a crucial part of interactions between the characters. The team wishes to go beyond their previous project, Outcast, in terms of A.I. and storytelling, leveraging their NeoReality technology.”

After that, elseWhere Entertainment decided to cancel Symbiosis in order to focus on Totems instead, also canceled a few years later. Michaël Defroyennes shared in 2013, on his personal blog, some additional information on the concept of the game:

“Some concepts I did for a game prototype called Symbiosis, started in September 2002 : The game concept was about action/stealth combats in a space station on an unfriendly planet, unfortunately it was stopped to focus on other prototypes.”

Oddly enough, Gamestar also shared information regarding the concept of Symbiosis, slightly different than what was revealed until now. According to them, Symbiosis was going to be:

“(…) A squad based tactic shooter with a 4 player coop mode set in an futuristic environment. Before it was announced as Symbiosis it had the code names Project Alpha and The Incident.”

After the cancellation of Symbiosis, elseWhere Entertainment was acquired by 10Tacle Studios and released their only game in 2006, a sport title named David Douillet Judo, before shutting down in 2008.

Article by Daniel Nicaise

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Outcast 2: The Lost Paradise [PC, PS2 – Cancelled]

Outcast 2: The Lost Paradise is a canceled action-adventure game that was developed from 1999 to 2001 by Appeal Studios and published by Infogrames for the PC and the Playstation 2. It was the sequel to the game Outcast, released in 1999 exclusively on PC and also developed by Appeal.

Franck Sauer, co-founder of Appeal, shared the full experience of the development of Outcast 2 on his personal website:

HOW IT ALL STARTED

PRE-PRODUCTION

In mid-1999, right after the release of Outcast, we started pitching new ideas about a sequel and tried to convince Infogrames (our publisher) to fund a pre-production, quickly.

Infogrames had stock in our studio Appeal, and as partners they were more inclined to help us proceed with the sequel. They were cautious though. The sales reports from Outcast were underwhelming, way below their one million initial target (we ended up selling slightly over 400k boxed units).

At first we managed to sign a pre-production deal and we proceed with R&D and graphics design. As sales were disapointing on the PC, Infogrames insisted that we should make the game for consoles first. They also insisted to have more action and less adventure, because that’s what console gamers want they said, something Yves Grolet in particular was not very happy with.

FROM PC TO PLAYSTATION 2

Another difficulty started when it became evident the Playstation 2 would be the best selling console of the generation. Yves wanted to work on the Xbox, which was the superior console in term of rendering capabilities, and easier to work with, but from the publisher’s point of view it made no sense to work for the smaller installed base. We all liked the idea of working on consoles in general, as close systems have their sets of challenges but are very interesting to work on, and we had this arcade background that made us probably overconfident, especially considering the Playstation 2.

The Playstation 2 was a very difficult console to work with, especially for a studio with most of its engineers only experienced on PC, and it took some times to get the dev kits and actually realise what a PS2 was (there was a lot of speculation at the time). With the dev kits finally available, we were progressing slowly and initially had a lot of performances and stability issues. At some point, Yves would decide to quit and start his own company (elseWhere Entertainment) to work on the Xbox.

We finally signed a production agreement. At first it was a 7 million contract, but got reduced to 5 million as Infogrames was starting to feel pressure from the market. We managed to develop a working demo with a lot more work also done behind the scene on the game’s universe and environments, but we were far from being ready to ship an actual product. Internal difficulties also raised when we hired a designer to replace Yves, only to find out a bit late that the guy was heading the design in the wrong direction. That didn’t help either as we had to rethink the whole design again in the middle of the production.

The project was killed after spending about 3 millions as Infogrames stocks were hitting a new low in 2001 after the internet bubble (and all IT companies as a side effects) exploded. They pretty much killed all their 3rd party projects, focussing all remaining funds to their internal studio, Eden Games.

THE START OF THE END

However, as Infogrames were shareholders in our company, they couldn’t kill us so easily (they would have to clear-up the debts). Instead they sold us back their stocks in exchange of a new pre-production contract around a Tintin game. We didn’t have much choice if we wanted to keep the studio alive, but for them it was a win-win situation, they were set free from their shareholder duties and had a working prototype they could show to Moulinsart (the company that holds the rights to Tintin).

When the Tintin prototype was completed, they did not sign the Tintin game (purposely or not we have no idea) and we went bankrupt in 2002. Yann Robert and I purchased back most of the assets belonging to Appeal the Curator could not sell, including the unfinished technology that would help us later to develop and (finally) ship Playstation 2 games Wild Water Adrenaline and Mountain Bike Adrenaline.

Some additional details were shared in February 2015 by Gamestar during an interview with Frank Sauer. We learned in particular that the game was running on a brand new engine called Himalaya, replacing the voxel technology, used on the first title, in favor of one working with polygons. For instance, it allowed to display swirling dust particles in some levels.

Still according to Franck Sauer, the story took place just after the events of the first Outcast, where the main character, Cutter Slade, now living alone in a hut in the mountains, receives a distress call from a Talan, the natives from the planet Adelpha, about an invasion of humans, called New World Army and helped by soldier bots, coming to colonize the planet. A parallel with the film Avatar was notably drawn. Other novelties planned in the sequel were the addition of an all-terrain vehicle for travelling in the open world as well as new levels and territories, such as, for example, a spaceship that Cutter had to hijack in order to be able to move from one area to another.

After more than a decade without the license being mentioned, Appeal, under the name DAOKA Studio at the time, attempted a first comeback for a reboot of the first game in high definition called Outcast Reboot HD in 2014 on Kickstarter, unfortunately without success. Later that same year, the developers, under the Fresh3D’s name, ported the original game to Steam as Outcast 1.1, before managing to release their HD remake in 2017 under the name Outcast: Second Contact on PC, Xbox One and Playstation 4 thanks to BigBen Interactive as publisher. At the beginning of 2019, the publisher THQ Nordic bought the license before officially announcing a sequel on September 17 2021, still developed by the original team, renamed once again Appeal Studios, and called Outcast 2: A New Beginning, almost 20 years after the cancellation of the original planned sequel.

Article updated by Daniel Nicaise

Thanks to Marcel Lutrix for the contribution!

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