Kabuki Samurai Sensei: Bride of Shadows is a cancelled action RPG adventure that was in development by Smack Down Productions (AKA SDP games) for Nintendo 3DS and PSVita. The game was announced in August 2010, with just some concept art and vague details about its gameplay. Players would explore medieval Japan, through temples, floating castles and dizzying waterfalls.
The game was planned to feature Zelda-style side quests and “Dragon Ball style action”, with the main protagonist using swords and shurikens in epic fights. Battles would take place in arenas, with Quick Time Events, using magic elements of fire, earth, wind and water against different types of demons from Japanese folklore.
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.
Warrior’s Lair (working title ‘’Ruin’’) was an action role-playing game set in a medieval fantasy universe. Developed by Idol Minds (now known as Deck Nine), Ruin was supposed to feature gameplay similar to Diablo and Torchlight, which were pretty big in the early 2010s.
‘’Both games will be packaged together. You can play the game at home on PS3, save your data on our PSN server on the cloud, and you can continue playing the game on PS Vita by downloading the save from the PSN. And you can do vice versa. It’s a continuous experience, playing the same game on PS Vita and PS3.’’
The game was presented in June 2011 at E3. The seamless gameplay and cross-connectivity were arguably the biggest selling points of the game. Its isometric view and dungeon-crawling elements were reminiscent of games such as Diablo, confirming their main inspiration for the project. Ruin was also supposed to contain simulation of destructible environments and ragdoll physics.
During the same E3 conference, Sony Entertainment demonstrated the ability to transfer active games between the two systems using cloud storage. Warrior’s Lair/Ruin was supposed to feature social media integration, allowing players to post their progress on Facebook and Twitter. Players could show up in each other’s games and either collaborate or compete.
‘’Sony Computer Entertainment can confirm that Warrior’s Lair for PS Vita is no longer in development’’; We apologize to those who pre-ordered the title and ask that they contact their retailer directly to cancel their pre-sale.’’
We don’t exactly know why the game was canceled. All that we know is that Sony Entertainment San Diego was supposed to add the finishing touches back in 2012, and when the game didn’t show up at E3 2012, the future of the game was put into question.
“Apparently, when the title was canned, Idol Minds had been working on the project for a full year. The game was supposedly just three months away from release, with Sony having already invested “millions of dollars” into it. But the plug was pulled nevertheless, even if the reasons behind its cancellation weren’t even clear to those that worked on it.
“First, I assume it had to do with the weakness of the Vita,” Floyd explained. “Sony internal studios, to me, looked like they never had much faith in it. As far as we were concerned, the game was primarily a PS3 game; we weren’t going to bank on the Vita.” Regardless, the title apparently looked and played great on the troubled handheld, with the cross-save feature working like a charm.”
Unfortunately, the chances of Warrior’s Lair eventually seeing the light of day are slim. After Reddit user u/nduval emailed the developers asking about the future of the title, they said:
It’s great to hear from you. Ruin was a passion project for the entire team and we were heartbroken when Sony ran out of funding to finish it.
Things are different over there now, with the success of the PS4, so building fan interest in the game and communicating that to Sony would be the only way forward.
We would love to return to that game and finish it.
Terrorforge was a cancelled RTS game that was briefly being worked on at Cohort Studios in Dundee, Scotland during 2010. It was a concept developed in under a month for publisher, Sony Computer Entertainment. Had full development on the game been green-lit, it would have been a Playstation Vita exclusive title with a release targeted around the system’s launch in late 2011/early 2012.
The game was one of many concepts worked on by Cohort during their partnership with SCEE, which was originally struck when they collaborated to produce the Buzz! Junior series. According to our sources, it was a small secondary project pitched during production on The Shoot for PS3.
It was imagined as a strategy-action experience with similarities to a god game, in which the player assumes the role of mother nature to assist humanity in defending Earth from a highly advanced race of alien invaders. At your disposal would have been the ability to manipulate terrain, as well as the power to summon earthquakes, spontaneous volcanism, and other forces of nature like tornadoes.
It was planned to be controlled primarily using the Vita’s touch screen and pad. Although the Vita, which was then codenamed “NGP” (Next Generation Portable), had not been formally announced by Sony, Cohort’s staff were already privy to its existence and some of its features as a trusted partner. They joined a number of developers around the world introduced to the new system early to begin proposing games for it. Terrorforge never entered production, or even the prototyping phase, before being turned down by Sony’s management for publishing.