Marvel artist Roger Robinson drew concept art for this Streets of Rage Online pitch, which was shared online on his DeviantArt profile in 2010. As far as we know development for this pitch by BottleRocket did not went much further, possibly because Sega reconsidered their plan after seeing what happened with Golden Axe: Beast Rider.
Ape Escape: Trapped in Space is a cancelled action game in the Ape Escape series, which was conceived by Sony Japan Studio for Playstation 2 (or possibly Playstaton 3) after the release of Ape Escape 3. Players would have been able to visit different planets to catch monkeys, exploring a virtual universe created by Specter. The project was never officially announced by Sony, but some details were shared online by Ape Club (now offline) around 2010:
“Ape Escape: Trapped In Space (working title) was a game that was originally set for release in 2006, however due to complications, it was never released. The game was in the process of being made after Ape Escape 3. Several paper’s containing the concept were leaked on the internet in mid 2005. Japan Studio continued to develop the game, hoping that the concept wouldn’t be taken. Originally the concept was that Specter had kidnapped The Professor and it was up to the protagonist (character had not been announced yet), to get him back by catching the monkeys and defeating bosses. Specter had created a computer generated universe, with many planets which the protagonist would have to visit and capture the monkeys. The planets would each be very unique and each have its own theme. Finally, the protagonist would defeat Specter and the Professor would be rescued. After E3 in 2006, Japan Studio was disgraced to find out another popular platforming video game franchise had used this concept after it had leaked. The game was scrapped.”
While it’s said that some pages about Trapped in Space were leaked online in 2005, we were not able to find anything unfortunately. If you saved a copy of those pages back in 2005 and could help us to preserve them, please let us know!
“Originally Ape Club started out as a Promo site for SCEE’s Ape Escape titles and was run by them up until 2007. In 2007, there wasn’t any maintenance to be done except Newsletters. So Rebecca, who was a major fan, was left in-charge of that. She updated the newsletters and received updates from SCEE, and Japan Studio about upcoming Ape Escape games. She was also asked to promote Ape Quest when it was released.
Are there any other canceled Ape Escape games you’re aware of?
Apart from Trapped in Space, the only other game would be Ape Escape 2 which was going to be released on PlayStation 1. However, Japan Studio (JS), was already releasing Piposaru 2001 beforehand, so releasing a PS1 game after a PS2 game didn’t make much sense. So in Early 2000, they stopped working on AE2-PS1, and worked on AE2-PS2. Apparently, looking at the leaked photo of it, it seemed to have the same graphic engine, and look, as the first.”
Ugo Volt(AKA FLOW: Prospects of Mayhem) is a cancelled FPS – TPS Adventure game that was in development by Move Interactive around 2005 – 2007, planned to be published on Xbox 360, Playstation 3 and PC. The game was officially announced in 2006 and it was shown at E3 of the same year: graphically and stylistically it looked like a strange mix between Halo, Too Human and Fable, with cross-settings between sci-fi and fantasy.
“Ugo Volt will switch from third-person view to a first-person perspective as players move through these two areas of the game, but we didn’t see much of any gameplay mechanics.
[…] In the near future, global warming melts the polar icecaps and floodwaters ravage the earth, covering all but the highest altitudes. (Waterworld?) Things, well, things don’t look good. Out of the ruins, the World Order Corporation harnesses nanotechnology to construct buildings and sanctuary for the population quicker than humanly possible. As the world’s savior, mankind gives ruling power to the World Order Corporation, which by expertly misleading the population, gradually takes away more and more liberties from the population, and eventually goes so far as to instill a dictatorial leadership, complete with emperor and creepy throne room (Revenge of the Sith?).
In 2031, in order to create the first advanced human prototype, the WOC selects a worthy man and woman to give birth to and raise the child. The prototype will use powerful artificial implants and the test period will last 60 years. If successful, mass production will begin. The child’s name is Ugo Volt. At 15, one of Ugo’s neurotransmitters malfunctions and sends out a shockwave that pushes his father into a pit of molten lava. […] Ugo internalizes his anger toward the WOC and eventually creates an alter-ego bent on revenge.”
By looking at available footage Ugo Volt seems like an interesting project. There’s something fun in its style and setting that could have made it enjoyable to play, just like watching a b-movie with friends. In prototype videos we can see some of the first-third person shooting gameplay: the protagonist uses special powers to resolve physic-based puzzles and some kind of black-hole gun, which attracts objects scattered through the levels to use them as projectiles (somehow like the Gravity Gun in Half Life 2). You could also assembly and edit your weapons to create new ones by mixing their parts together, open up shooting gameplay to experimentation.
Unfortunately it was still in early development when the team had to put the project on-hold, for lack of funds. They started working on a tie-in game for Portuguese TV series Floribella, receiving some money from SIC publisher. This was not enough to keep the company afloat and without any new investor interested in Ugo Volt, Move Interactive was closed down in 2008.
Cult County is a cancelled psychological horror game that was in development by Renegade Kid around 2013, originally announced for Nintendo 3DS at PAX 2013 and later also planned for PS4, PS3, PSVita, Wii U, PC, and Xbox One when they unsuccessfully tried to fund the game on Kickstarter. Their plan for the project was to create an episodic horror tale, something like “The Walking Dead meets Silent Hill 2 from a first-person perspective”.
The team is mostly known for cult-classic Nintendo DS horror titles such as Dementium: The Ward and Moon, plus fun platforming adventures such as Mutant Mudds and Xeodrifter. While they always showed skills and love for Nintendo consoles, their games never sold much unfortunately.
“Cult County is an all-new first-person survival horror game that blends the episodic story-telling of The Walking Dead with the classic tension-filled exploration and action of Silent Hill and Resident Evil, presenting an opportunity for fans to help a veteran team produce a new experience that is fresh, exciting, and scary!
Rebirth of the survival horror FPS genre, crafted with fan input. Story-driven gameplay, featuring memorable character interactions. Small West Texas town filled with tension, mystery, and scares. Vulnerable and personalized melee and firearm combat. Varied cast of creepy enemy encounters and devious boss battles.
You assume the role of Gavin Mellick, whose mother has fallen deathly ill. Unable to reach your older sister, Alissa, by phone you drive the 6 hours across Texas to visit her in person and share the sad news. You return to the small town where you spent your summers as a child with Alissa, at your late aunt’s house. There is a particularly savage dust storm rolling in when you arrive.
Unable to locate your sister, you ask some of the locals for help. You quickly learn about their suspicions of a cultish group that recently moved into town, and the unexpected suicide of Father Pearce. The locals offer very little help finding your sister, and it isn’t long before your search takes an unexpected dark turn, leading you down a road of no return.
You are alone. You are unarmed. You see strange “people” linger on the edge of the dust storm, who seem to be watching your every move. But, as soon as you turn your head to face them, they disappear. Who are they? Where do they go? What do they want?
As you explore deeper into the town, searching for any clues that might lead to your sister, you meet various town folk who offer their own anecdotes on what the “people” might be. Some claim they are just your imagination, and some say they are part of the new cultish group who recently moved into town. One person even goes as far to name them “Dust Devils“!”
With no support on Kickstarter, Renegade Kid possibly tried to find a publisher for Cult County, but without success. After releasing Moon Chronicles and Dementium Remastered on Nintendo 3DS, in August 2016 Renegade Kid announced that it was shutting down. It’s currently unknown if Cult County could be resurrected in the future, but if so we could see it from Infitizmo, the new team created by former Renegade Kid cofounder Gregg Hargrove.
Spectac was an ambitious cancelled project that was being developed in 2004/2005 by Slovakian studio Cauldron. It was planned to be a prequel to Cauldron’s 2003 game Chaser: a futuristic First Person Shooter similar to Red Faction in tone, set in a time when humanity has successfully colonized Mars. Spectac in turn was to be set before these events, dealing with the hunt for a terrorist group threatening to unleash a viral weapon on the world, and the team tasked with putting an end to their plans.
From what we can tell, Spectac was to be a stealth-action affair, very inspired by other espionage and military-science stealth series such as Metal Gear Solid and Splinter Cell, but played from a first-person perspective. And like in the latter franchise, the player was to make heavy use of sound and shadows for things such as masking their actions or distracting enemies, along with a strong emphasis on climbing, swimming, and other means of infiltration.
Players would have been helped by other team members, in a feature that would show some inspiration from the Rainbow Six or SWAT series. This would add a strategic element of choosing what individual skill sets would be useful in each mission and what paths they would open. This would in turn allow for greater replayability, as not only could a level play out differently depending on what team members are present, but one could also step in their shoes and play from their perspective. A sniper and a security expert/hacker, named Isis and Evac, respectively, would also be available to help the player at all times.
The engine that had powered Chaser (CloakNT) had been upgraded, and its 2.0 version allowed for many innovative features. The Havok physics engine had been integrated as well, and Cauldron was ready to take full advantage of their new technology by allowing for extensive interaction with the environment in Spectac. For example, to use a simple numeric keypad or keyboard, the player would have to physically move the character’s hand in order to press the individual buttons. The same approach would be used if they needed to swipe a keycard to open a door, or use a mouse at a computer terminal, and so on.
The hand-to-hand combat would apparently also use this system to some degree, with different techniques such as neutralizing an enemy by choking or pistol-whipping requiring active player interaction.
Graphically, the game was to take visuals to the next level as well. The geometry was now much more complex, allowing for more detailed models. In conjunction with the aforementioned first person interaction, the lighting would have offered a great deal of immersion as well, filling the levels with dynamic shadows. Spectac looked a bit like F.E.A.R. another game that became known for its rich lighting and physics interaction, developed by Monolith and released in 2005. In addition, missions in Spectact were to take place in locations heavily inspired by real-life landmarks, such as the Hoover Dam.
All of this, however, seemed to be just a little too much for Cauldron. Spectac was conceived as a possible next-gen title to be released on PC and the then-upcoming PS3 and Xbox 360 platforms, but apparently even the most powerful computers of the time were struggling to run it in 2004. Possibly for this reason, the project was eventually abandoned some time around 2005, after being deemed too ambitious, and never entering full production.
Cauldron themselves would infamously continue on to create lower budget games in a partnership with the Activision Value publishing brand, such as Soldier Of Fortune: Payback and a string of hunting-themed and war-themed First Person Shooters for the Cabela’s and History Channel brands, respectively. We know the team also worked on the cancelled Project Revolution and Seven Days, before being acquired by Bohemia Interactive in 2014 and renamed to Bohemia Interactive Slovakia.