MediEvil Legends is a cancelled hack & slash developed by ChocChip Moose team for Sony as a part of the MProf Games Development course. This prototype was based on a brief given by Sony to students of the course with plans to possibly fully developed it into a PSP Mini commercial release.
While this should be considered a course-prototype and never announced by Sony as an official MediEvil game, some details were found online by fans:
“For the second semester, we were given the task of developing a small prototype by Sony that could be carried over and fully developed for sale as a PSP Mini game. The game was part of the established Sony franchise MediEvil and the concept was Dan retelling the story of his heroic deeds in the form of tall tales to his fellow heroes that the player had to relive. It took the form of a simple 3D top-down hack and slasher with humorous dialogue and banter between the listening heroes and Dan. This game was also developed in PhyreEngine.”
“The gameplay was a linear set of enemy waves, each wave getting progressively harder by spawning more enemies for longer periods of time. in addition, the final prototype contained 5 different enemy types, each with their own strengths and weaknesses. The zombies, numerous and weak, the mummies, rare but significantly tougher and hard-hitting, Scarecrows, extremely fast and agile, Headless zombies who run in straight lines very fast across the map, bouncing off walls and providing both comic relief and a surprising hazard, and Shadow Demons, deadly, fast and tough.
Waves were interspersed with humorous dialogue between Dan recounting his tale, and the heroes listening in, chiming in with their own comments and version of events, mocking and supporting Dan’s achievements.”
In the end sony never completed the MediEvil Legends prototype into a full PSP game and it soon became a lost and forgotten project.
A PSP FarCry game was in development around 2006 by Ubisoft Montreal, as found out thanks to a FTP leak and a developer’s resume. Unfortunately this PSP project was never officially announced by Ubisoft so we don’t have any detail on its gameplay. It seems it would have been a FarCry 2 conversion, but we can assume it would have been much different from the original PS3 and xbox 360 version.
If you know someone who worked at Ubisoft Montreal around 2006 and could help us to preserve more details about this lost game, please let us know!
Heartland (originally titled “Homeland” in its early stage) is a cancelled FPS in development by Incognito Entertainment / SCEA, planned to be released on the PSP. The project was conceived by David Jaffe as a mature shooter focused on making players thinking about their decisions and the consequences of war, with political themes related to George W. Bush’s administration and their “war on terror”.
Jaffe wanted to arouse players’ emotional reactions with a strong setting and series of dramatic events, which would have been directly affected by their choices during the game. A couple of examples of these difficult / morally ambiguous decisions would be to “blow up a bridge, stranding the townspeople, but preventing the ground assault” and “obey or disobey the order to douse an innocent family and their house with gasoline, and set them on fire”.
Heartland was meant to be a metaphor of the real US invasion of Iraq in 2003, with North American being the invaded country by a foreign army. The game was to be set in “heartland” of the US in an alternate history in which China invaded America. The main protagonist was a soldier debating whether to stay in the army and fight for America or go AWOL to find his family. As revealed by Jaffe in a few articles on 1UP and Escapist:
“On one hand, it was supposed to be emotional, we wanted players who are sensitive types like myself – that cry at Hallmark commercials – we were hoping that those types would actually cry, and that other players would still feel something that came close to an emotional response.”
“We were trying to put in a lot of gameplay that would evoke emotion. You had sequences where you’d go into homes and your commanding officer would tell you to shoot innocent Chinese-Americans. It was very dark and was meant to cause players to consider what it’s like to live in America and be an American today.”
“It wasn’t supposed to make you hate the Bush Administration so much as, as a layperson political junkie, it was supposed to put into light – using games as a medium – all the things I didn’t like about the Bush Administration.”
The team planned to use many different and original ways to unfold Heartland’s story and its themes, for example by letting players to find a tape they could watch: initially one would see the execution of a Chinese soldier, but by rewinding the tape you could discover older footage with the soldier’s family during a vacation at Disneyland.
The Incognito team was full of talented developers and after their experience on the PSP with Twisted Metal: Head-On they were planning on making a full 1st person shooter experience to “create the definitive shooter for the PlayStation Portable.”
You can imagine Heartland’s gameplay as an open ended FPS, with several objectives in each area and many different ways to resolve them. It was meant to be more similar to a “Deus Ex” set in a contemporary american settings than another “Call of Duty” or “Battlefield”. As said by Jaffe “I was really excited about creating this almost homage to Deus Ex.” On his old blog Jaffe wrote:
“HEARTLAND: Was going to be a return to more old school, opened up single player (and co-op) Goldeneye/Doom II style level design. Plus a little Deus Ex thrown in, in terms of multiple solves, as much emergence as we could intentionally create (not the mention the happy surprises)”
Unfortunately Heartland would never seen the light of day: the team worked on the project for about 6 or 8 months, creating concept art, 3D models and an early engine running on the PSP, before most of them were moved to the Warhawk team to help finishing the game. As more and more people left the Heartland team, they thought to cut some parts (such as the planned multiplayer mode), but in the end with less than 10 people available it was clear they did not have enough resources to fulfill their original concept. For Sony Warhawk was a much more important project to complete and it had the priority over an ambitious PSP game.
With such a small team David Jaffe and Scott Campbell left Heartland behind and decided to start a most suitable project, which later became “Calling all Cars“, released for Playstation Store in May 2007. In mid 2007 Incognito was splitting to create two new studios: Eat Sleep Play lead by Scott Campbell and David Jaffe – which later created Twisted Metal (2012) – and Lightbox Interactive lead by Dylan Jobe – which later created Starhawk (2012).
Unfortunately we still did not save any image from Heartland (the ones you see in this article are from random videos related to the chinese army), we got in contact with a few former developers who worked on the game but they did not have any screenshot or concept art anymore. If you know someone else who worked on this lost game, please let us know!
“Shadow of Memories” is a 2001 released Visual Novel by Konami in guise of a Third Person Action Adventure for the PS2. Set in the fictive German town of Lebensbaum, the game combines solving a murder case (the protagonist’s very own) with a time travel element and gothic fantasy elements. Like Visual Novels, the game did not offer many possibilities to stray from the predestined path(s), which baffled a portion of its players and reviewers at the time as well as its total lack of action elements in any form. Yet, like Visual Novels, its strengths are its setting, atmosphere and story, which branch into not less than half a dozen different endings. Known as “Shadow of Destiny” in the US, the game was ported to several other platforms: in 2002 it was released in the EU for the original XBox, a short time later a PC version was produced for the west and finally in 2009/2010 it came out for the PSP in Japan and North America.
Isle of Minno was developed for the Playstation Portable in 2006 by Sumo Digital; a company founded by former Infogrames/ Gremlin Interactive employees and which released other PSP games such as Toca Race Driver, Outrun and Driver 76 (which I truly enjoyed to play when I owned a PSP myself).
There is little information on Isle of Minno, a prototype was found by an Assembler Games Forum user and the game itself looks and sounds a bit like a children’s game. I couldn’t find a reason why the game got cancelled by Sumo Digital; the game is hardly mentioned anywhere. Game also doesn’t show up on old cached webpages of Sumo Digital’s website. In May 2006 Sony and Sumo Digital made some actual pre-production Isle of Minno UMDs, none intended for resale, but you can now easily find a leaked ISO online.
Some of the actual UMD copies even ended up on ebay and were selling for around $ 100. The dumped prototype looks to be a fully playable demo, with even a multiplayer and game sharing option.
The game starts off with a small sequence showing a boy who washes up ashore on an island after drifting in the sea with some leftovers from a ship. After a small walk on the beach he enters a cave and finds a small village hidden in a valley at the end, presumably called Leafy Cove. After a short introduction talk from an elder person you are sent on your first mission to get yourself some decent clothes. The town is fully explorable; decent sized with loads of places to go to and now and then you find inhabitants with which you can interact and accept missions from. After completion of a mission you’re invited over to the person’s house or you can collect a small reward for your efforts. The whole gameplay mainly seems to consist of completing small mini games like collecting feathers, fruit or other stuff, mowing lawns, throwing things out threes and of some music memory games. The complete story of the game or its missions stays however vague.