Playstation 3 (PS3)

Aliens RPG: Crucible [Cancelled – Xbox 360 / PS3]

Aliens: Crucible (also know as Project Connecticut) is an RPG based on the Aliens films franchise that was in development by Obsidian Entertainment for the Playstation 3 and Xbox 360. The game was going to be published by SEGA, but after some economic problems, it seems that they decided to cancel all their Aliens games. Probably Aliens: Crucible gameplay could have been similar to KOTOR II and NeverWinter Nights 2, two other RPGs developed by Obsidian.

Thanks to Dominus Elf for the contribution!

Here are some more info about Aliens Crucible by a former developer, that were shared in the RPG Codex Forum:

I’ve talked about this game before…

There is a lot of could-ofs, should-ofs, and all that.

The problem with making successful horror games with the Aliens franchise is that the Aliens have been revealed… a lot. There is no mystery with them anymore. After 4 movies, countless comics and novels, countless video games – where the Alien and Alien variants have been killed multiple times, you have to tread new ground if you want to do something original. The horror with the Aliens no longer lies in the unknown, so we were going for the environment.

For example, the second or third time you watch Alien, it is no longer scary. My second playthrough of Amnesia was easy and scare-free.

NOT COUNTING JUMP SCARES! Jump scares are not true horror, though they can be used to effectively alter the tension temporarily.

Josh did have some ideas though on how to add horror and tension, and we had several scenarios into the game. Most of us were or had played SS2, Amnesia, and Call of Cthulu, but horror was not the goal of the game, survival was.

This was a game of limited resources and perma-death. If a party member got face-hugged, your choices were to mercy kill them, put them in a sleeper and wake them sparingly if you need them, or let them pop – but the bottom line was that once they got impregnated they had an expiration date.

As for the Alien variations, there are things that are simply expected by publishers and the fan base. The xenomporph variations also have a history in the aliens universe anyway. The first thing Josh and the concept artists did was to create the lifeforms the xenos would impregnate first. We also used some insect themes for the various xeno roles, from drones and scouts, to soldiers and queens. As covered in countless comics, novels, and films, the xenos take traits from their host, the idea being it would better enable them to survive in a dangerous habitat. One of the big mysteries Josh and the writers were exploring was what the caldera and how were the engineers (space
jockeys) doing with the xenos.

The goal was not to kill all the bugs, but to simply escape from the caldera where you were trapped. Don’t get me wrong, there was still a lot of killing of both xenos and humans in the game. Combat was real time – but we had a companion wheel to context system so that you could issue commands to your squadmates. For example, you could highlight a door with your reticule, and then based on what your squard could do, it would show you your options, like weld door, open door, or if you had a bomb, plant bomb on door.

As far as tech goes, we were using an earlier version of Onyx – which would later be used to create DS3. Our tech was stable, but we had pipeline issues to resolve but by milestone 25 or so were in pretty good shape.

Anyway, it is what it is at this point.




Necessary Force [Cancelled – Xbox 360/PS3/PC]

Necessary Force is a cancelled action game that was in development at Midway Newcastle. The game was supposed to be open-ended, with the player that would have been able to choose how to approach the mission. Unfortunately, Midway Newcastle shut down in august 2009 and the project had to be shelved. A preview of an early playable demo can be found on the EDGE website and, as we can read, the game sounded promising:

[…] the developer’s demo room is the result of only three months’ work, yet there is plenty to see, and in remarkably stable, consistent form. […]

As a police officer assigned to this beat, you’re looking at a clean-up operation, which due to the game’s construction will play out literally. As you eliminate criminal activity to make these streets safer, we’re told, they will transform. The ubiquitous graffiti will be scrubbed away. Boards will be removed from windows. Entire buildings will be replaced with shiny new constructions, putting a shop, say, were once there was a tumbling-down tenement.

Thanks a lot to Sam Chester for the help in preserving some screens of the models that he created for the game!




Killzone 2 [PS3 – Beta]

Killzone 2 is a FPS for the PlayStation 3, developed by Guerrilla Games and published by Sony Computer Entertainment. As we can see in a very early Killzone 2 multiplayer video from 2006 , the beta version had tons of changes from the final game. Some of the changes include very early maps with differed layouts and themes.

The m80 has a red dot sight and a grenade launcher, the Helghan weapons have white muzzle flashes as in the first game. The way you see your gun in your hands is different and the graphics are nowhere near as polished. It appears that classes haven’t been implemented into the game yet and both sides only have 1 character model. Probaly the biggest and most noticeable difference is that there are drivable vehicles, which are not available in the final games multiplayer.

Thanks to Earthwormjim for the contribution!