Playstation 3 (PS3)

Crash Bandicoot: Landed (2010) [Cancelled – Xbox 360 / PS3 / Wii / DS]

Crash Bandicoot: Landed 2010 is a cancelled game in the Crash Bandicoot series, which wasn’t even officially announced but some info leaked from the people who worked it. These info were soon removed from their websites: Crash 2010 was meant to be a 3d Adventure / Action game in developement by Radical Entertainment. It was cancelled due to layoffs by Activision in February 2010.

Many information were leaked after the cancellation but left unnoticed until August 2010, when they were found by some users in the Crash Mania Forums. There is a short gameplay / cgi footage and also some concept art. Crash Mania members made a petition to make activision continue working on the game but it was unsuccessful, partially due to abuse of the petition (ie. obvious sockpuppetry). A new petition has been started, and has so far not suffered these problems.

Recently, an fx demo was leaked by someone as a demo reel video. The owner of the reel video said that game would not be continued because of Activision. When the fans added the video to Youtube, Activision started removing them but many of these are still available.

Console Game!
Crash Bandicoot 2010 (Xbox 360, Playstation 3 and Nintendo Wii)
Design and implementation of character locomotion and weapon/combat using proprietary software
Open World Mission Design
Game Systems Design Documentation
Weapons/Tools
Interface
Game Economy
Boss design

Another video with items was found, in which we can see some interesting stuff about the canceled game!

  • Frogzooka [Suck]
  • Boombat [Blow… Away]
  • Glow Top [Stun/Light]
  • Fertilizer Gun [Shoot]
  • Bottle Rocket-Launcher [Ending/Surf]
  • Jet pack
  • Jet ski

Post by MotweraCity

Videos:

DS Footage (Developed by Renegade Kid):

Pictures video for similar visually done game (CTR 2010):

Also Effects Video in this link: http://landinkent.blogspot.com/p/game-fx.html 

Portal 2 [Beta & Unused Content]

Portal 2 is a first-person-shooter-type-puzzle game. Developed for the Xbox 360, PlayStation 3 and PC and released by Valve sometime in April 2011. Some beta information were shared thanks to interviews and by fans of the game, but sadly no screenshots are currently available.

At some point during the development, the player would have been allowed to use a type of gel that could give the ability to walk on walls. The gel was cut due to the fact it could have cause motion sickness.

Quoting the article from www.escapistmagazine.com:

Portal 2 writer Erik Wolpaw has revealed that Valve originally planned to include a gel that let you walk on walls in Portal 2, but dropped it after it made people queasy.

Wolpaw said that the gel had added a nice gameplay twist, but that it was incredibly disorientating. He added that nausea was a constant concern when developing first person games, so the decision was made to drop the gel. He added that Valve was so concerned about the possibility of Portal 2 making people nauseous in general – a very real threat in a game that has so many rapid changes in position and perspective – that it adjusted the frame rate and movement to try and minimize the effects. Wolpaw said that this action on Valve’s part should help even people who normally do suffer from FPS motion sickness to enjoy the game

Source: http://www.escapistmagazine.com/news/vi … als-Writer

Another piece of information comes from an interview with Chet Faliszek and Jay Pinkerton about portal 2’s early story scripts.  Originally portal 2 was to be a prequel rather than a sequel and Cave Johnson was amuch more important character in the game originally. GLaDOS wasn’t in the early scripts of the game.

Quoting the article from www.escapistmagazine.com:

Portal 2 writers Chet Faliszek and Jay Pinkerton revealed in a recent interview that the game nearly included nothing that we knew and loved from the original Portal, because none of it existed yet.

Speaking to Rock, Paper, Shotgun, Pinkerton said that Cave Johnson, founder of Aperture Science featured in Portal 2, was once a much more important character in the game. “At one point two years ago some Cave Johnson dialogue got leaked – so I can now tell you, two years ago Cave was the bad guy in Portal 2 and GLaDOS wasn’t in the game,” he said. “It was a prequel. We liked the character enough that we snuck him into this.”

Source: http://www.escapistmagazine.com/news/vi … -a-Prequel

Also, as linked to us by Robert Seddon, kotaku published a story about a removed competitive multiplayer more:

“Along with co-op, [we had] the idea of sort of a competitive Portal multiplayer,” Valve’s Erik “Old Man Murray” Wolpaw told 1UP.

“We went down that path, actually, for a little while and had something up and running — the best way to describe it is sort of Speedball meets Portal. You know, a sports analogy. And it quickly became apparent that while it’s fun for about two seconds to drop portals under people and things like that, it quickly just devolves into pure chaos. It lost a lot of the stuff that was really entertaining about Portal, which was puzzle-solving. Cooperative puzzle-solving was just a much more rewarding path.”

As noticed by user caseyfam, wheatley has a different voice in the E3 demo. It was also noticed that wheatley says something different in comparison to the final, same context, just different wording.

From Shacknews we can read some more beta differences:

a rare look at the game’s canned competitive multiplayer mode. “While it’s fun for about two seconds to drop portals under people and things like that,” Wolpaw explained. “It quickly just devolves into pure chaos.”

The original concept for Portal 2 featured a different main character, but the concept behind how the game would start was largely the same. Here, the player is waking up in a gorgeous environment designed to look like paradise–but it quickly falls apart in The Truman Show-fashion, revealing that the player has been trapped in a relaxation chamber for an unknown period of time.

Beta images:

E3 Beta Demo:

E3: Hey, hey lady! Over here. Aw good, you’re back. I thought maybe you’d tried to escape without me. Pop a portal over there. Oh thanks. Now they told me, I’m never never ever to disengage myself from this rail or I’ll die. But, we’re out of options here, so get ready to catch me on the off chance that I’m not dead the moment I pop off these things. On 3 ready? 1,2,3…

Final: Hey, Oi oi! I’m up here! Oh brilliant. You did find a portal gun! Aw, you know what? It just goes to show: people with brain damage are the real heroes in the end aren’t they? At the end of the day. Brave. Pop a portal on that wall behind me there and I’ll meet you on the other side of the room. Okay, listen, let me lay something on you here. It’s pretty heavy. They told me NEVER NEVER EVER to disengage myself from my Management Rail, or I would die. But we’re out of options here. So get ready to catch me, alright, on the off change that I’m not dead the moment I pop off this thing. On 3 ready? 1,2,3…

Finally we have a cut character from Portal 2. The characters name is MEL (as seen to the right of this paragraph). Mel can be found in games files and she was originally meant to be used/controlled by the PC in co-op. Instead the co-op mode featured two robots (ATLAS & P-Body) and the human test subjects were cut from the co-op mode entirely. The player can only control the human test subject, Chell, in the single player campaign.

Source of the image and info: http://half-life.wikia.com/wiki/Mel

Update: May 23, 2011:

Thanks to user Eris, it has been discovered that within the games files there is unused dialog of GLaDOS. The video below mentions garfield the comic book cat and how GLaDOS tweaked it to help make the robots more “human” (which was the co-op plot before it was changed to just finding humans). You can view the unused dialog in the video below:

The other video of GLaDOS unused dialog mainly consists of garbled messages, gibberish really. You can video the below:

Additionally, there are several functional prop items that didn’t make the final cut but remained in the code, including a set of collapsible furniture and several light-up indicators.

As pointed out by: bari, In one of the video, as posted on VALVe’S youtube channel, there were going to be a diversity vent. The vent would suck objects up into tubes. The diversity tubes were cut from the game. You can watch the diversity vent in action in the video below:

In addition, unused dialogue for Caroline can be found in the game’s files. Some of the lines were removed; Ellen McLain cried while recording them, and J.K. Simmons refused to record his lines because it “seemed too much like rape to him.” You can view the video below:

Thanks to Eris & bari for their additions to this article.

 

Steambot Chronicles 2 (Bumpy Trot 2) [PS3 – Cancelled]

Steambot Chronicles 2 (AKA Poncotsu Roman Daikatsugeki: Bumpy Trot 2 in Japan) is a cancelled steampunk sandbox / action mech game that was in development for the Playstation 3 by Irem, originally announced on September 2006, at the Tokyo Game Show. Steambot Chronicles 2 was officially canceled along with several other Irem games following the Japanese tsunami / earthquake in march 2011. It’s possible that Irem had already some problems with the development of Steambot Chronicles 2 and the natural disaster in Japan was just the nail in the coffin for this interesting project.

As wrote by Tollmaster on Mecha Damacy:

it seems that the original Steambot Chronicles is doomed to remain a one-off work of genius, an inexplicably deep and mold-breaking PlayStation 2 game where players finally got to see the civilian side of mecha. There was a living, breathing world outside the game’s mechanical boss battles and pitched tournaments; loading up lumber on your clunky steam-powered robot’s flatbed to help construct a bridge in-between playing the harmonica in a touring band and helping root out vast conspiracies seeking to control the world’s oil supply immersed you into something deeper than any other game has ever hoped to.

Images:

Videos:

 

The Deep [XBOX 360 / PS3 – Prototype]

The Deep was a prototype developed by French development studio Darkworks during 2009 for Xbox 360 and PS3. Started after finishing their contract with Ubisoft for I Am Alive, The Deep was pitched to various publishers. In 2010 it was used to present Darkworks’ stereoscopic 3D technology for next-generation consoles.

After The Deep, Darkworks worked on other prototypes including Black Death and Prodigies.

Thanks to Derok for the contribution!

Images:

Video:
 

Vanquish [X360 PS3 – Beta]

Vanquish is a third-person shooter created by Platinum Games for the Ps3/Xbox 360 that was released in 2010. In his blog , Shinji Mikami made some posts with many info about the development of the game:

  • Vanquish was originally a more open-ended game: we had to search and destroy enemy bases.
  • In the beginning there was much more emphasis on hand-to-hand combat, because Mikami wanted to reproduce the fighting scenes of the anime Casshern.
  • Sam’s suit was supposed to be empty and alternately controlled from distance by three pilots.  One of them had the ability to fly, while the other two were specialized respectively in shooting and melee combat.
  • The main character could have used a robot dog (see the video below).

Pics:

Videos: