Fracture was an interesting third-person shooter on the PS3 and Xbox 360. What do you do when you’re surrounded by enemies from every corner, and they’re gunning for you relentlessly? Worse, you’re about to die! Well, fear not because the developers answered that by making you own the battlefield. Lack of cover? No problem, you can just raise the ground to protect you. Can’t reach a higher place? No stairs? No problem, raise the ground.
Considering the lack of documented info on this game, here are some beta content and concept art of the game:
E3 2007 footage:
In this phase of development, the protagonist was known as Mason Briggs
Different running animation
Different suit
Different HUD
Different guns, weapons icons, and SFX
Different map design
Possible Early 2008 Footage
In this phase of development, the protagonist’s name remained Mason Briggs. Lawrence’s voice was also different here.
Different running animation
Some different gun SFX compared to the final game
Different enemies?
Different map HUD
The deformation bar is a bit different
The armour bar is on the bottom right, instead of the bottom-middle of the screen. Also, it’s quite different.
In 2003, a coming-to-stage Saudi Arabian studio known as D-Max Digital Design was working on an interesting RPG heavily inspired by many Japanese games you’ve already played. The game was titled Journey to the Moon, initially planned to release on PC in 2005 or so. While the developer managed to create a prototype with promising plans to release a demo in that period, it didn’t happen. The reason for the cancellation of this game remains unknown, but it is possible that the developer couldn’t find a publisher willing to market and fund this game. It goes to show you, once again, that making games in the Middle East is next to impossible. What remains are a couple of concept artworks of what could have been:
While there’s constant effort to document the cancelled games from major production regions of Japan, America and parts of Europe, you rarely hear about the games released on the other side of the globe. The other side of the globe? What do you mean, you’ll say. Well, to be specific, the Middle East, MENA regions.
You’d be surprised to find out that for every 10 games released there, hundreds were cancelled. Many that are now lost to time. You’d also be surprised to find out that those games were on par in quality with games from Russia/Ukraine. At times, maybe better.
The game we have today is Heroic: A 3D action-adventure that was in development by Timeline Interactive from Egypt. The game ran on the Unreal Engine 3, and it promised a multiplayer cooperative mode (up to four players in-game) where players could run around, defeating enemies, jumping from one platform (or falling to their doom together) and a couple of puzzles to spice things up.
The game featured 4 different classes for you to choose from, and if this didn’t pique your interest, the developers planned to make use of your own avatar in-game. How cool was that?
While the game looked interesting, it was never released due to the lack of an interested publisher. In the end, the game was cancelled in 2009. Some of the developers who worked on this game went on to work on Ark: Survival Evolved.
David Siller, creator of several games such as Aero the Acrobat, Maximo, and Crash Bandicoot, once pitched an interesting project titled The Secret Life of Guido. Very little is known about the game today, or what platform it was targeting, but based on what Siller shared seven years ago on his now-deleted Twitter account, The Secret Life of Guido was briefly conceptualised shortly after he left Universal Interactive Studios and before joining Capcom.
The project was envisioned as a funny parody of Super Mario. It starred “Guido,” a fix-it man who spent his days repairing broken machines sabotaged by pesky “gremlins.” After work, Guido would take a siesta—and while sleeping, he would dream of becoming a heroic character inspired by famous video game icons, much like Don Quixote. Each dream would place him in a “Special World,” culminating in a boss fight. Upon victory, Guido would wake up, only to repeat the cycle.
Siller didn’t intend to stop at parodying Mario alone, but planned to lampoon several iconic franchises, including:
Ghosts ’N Gudio (Ghosts ’n Goblins)
Bionic Guido (Bionic Commando)
Tomb Guido (Tomb Raider)
Guido Fighter (Street Fighter)
Resident Guido (Resident Evil)
Gudio Bandicoot (Crash Bandicoot, duh!)
Mega Guido (Mega Man)
…etc
Despite sailing smoothly at first, the project eventually fell apart due to a conflict between Hanaho Games and the investor funding it. According to Siller, the game was intended to be marketed by Capcom, with then–Capcom USA president Bill Gardner reportedly taking a strong liking to the concept.
What makes the project even more special is that Siller enlisted Sybersoft—now known as Rocket Amusement—run by his brother, Ron Siller. While the game never came to fruition, a video and several pieces of concept art have been found, helping preserve the existence of this curious and largely forgotten project.
Dark Void was a fantastic Double-A hidden gem developed by Airtight Games and published by Capcom in 2010 for the Xbox 360 and PlayStation 3, with a PC version following shortly after. While the game introduced two genuinely interesting mechanics: a fully functional jetpack and an ambitious vertical cover system, it ultimately failed to generate the commercial success Capcom had hoped for. As a result, all plans for a sequel were quietly scrapped.
That outcome is particularly unfortunate given how turbulent and imaginative Dark Void’s development history was. Before it became the jetpack-driven shooter we know today, the game went through several radically different conceptual phases.
According to Jim Deal, the project’s earliest pitch leaned heavily into an Indiana Jones-inspired adventure. Players would traverse exotic environments using motorcycles, jeeps, horses, and even airships, with a grappling hook allowing them to latch onto surfaces and swing their way forward. It was less about aerial combat and more about pulpy exploration and cinematic traversal.
Pre-conceptualisation artist Stephen Daniele later revealed that, before the jetpack ever entered the picture, Dark Void was built around a shadowy enemy faction known as The Invisible Hand. A technologically advanced organisation clearly echoing the iconography of Nazi-era villains. The narrative framed them as an existential threat, one that needed to be dismantled before their influence spread further.
Visually, the game was also very different in its infancy. Daniele noted that the original setting was intended to be the Mediterranean or North Africa, with heavy artistic influence drawn from Egypt in particular. Ancient ruins, desert landscapes, and sun-scorched architecture shaped much of the early concept art. At this point in development, the game was a stylised shooter similar to a Pixar film. However, as the project moved forward, the developer eventually opted for a realistic look.
Only after multiple iterations did the jetpack flight system emerge. A decision that would ultimately define Dark Void. It is worth noting that Dark Void began development in early 2007 as a spiritual successor to Crimson Skies: High Road to Revenge because, at the time, Fasa Studios wanted to implement some on-foot third-person interaction, but unfortunately, it didn’t happen. Dark Void seemed like the right opportunity.
Update: 16/5/2026
Dark Void Content
Sketches and Early Prototype:
Don’t be confused if you recognise the image from the prologue. There’s a perfectly good reason for it. According to Stephen Daniele, Capcom wanted Airtight Games to adopt an approach similar to God of War: begin the game by handing the player almost every tool upfront, then gradually teach them how everything works.
Because this opening sequence functioned purely as a tutorial, the developers placed it at the very start of the game. At the time, nobody realised they were actually controlling an early iteration of Will Grey! A small but fascinating detail that only makes sense in hindsight.
Videos:
A 1-hour chat with Stephen Daniele about the early concepts of Dark Void and some of the cut content, like the Motorcycle!
Images from the 2008 E3 build
Magazine Coverage With Early Preview:
A fan-documentary of Dark Void covering the early codenames and more details on the initial concept of the game and the sequel.
Credit: Huge thanks to Stephen Daniele for the early sketches and details that have gone unknown for 15 years!
Alpha Footage of Dark Void
Before Dark Void soared into the sky, and Will Grey kicked ass, the game had a completely different vision, graphics and, of course, character. In this early phase of development, the game had an entirely different name. The graphics were very reminiscent of a Pixar film, as shared by Stephen Daniele in a previous interview. However, Jose Perez III went on to reveal that some of the ideas in the early iteration of Dark Void were already in place way before Just Cause released. This iteration had a parachute, a grappling hook, a motorcycle (with guns!), aeroplanes which you could hijack anytime you wanted, and so many ideas.
In many ways, the alpha footage of Dark Void had glimpses of the real spiritual successor to Crimson Skies: High Road to Revenge, because it included everything the developer wanted to show in the cancelled Crimson Skies 3.
Videos:
The alpha footage of Dark Void was revealed 15 Years later!
Interview with Jose Perez about Tales from the Black Cloud and other interesting facts!
Credit: Huge thanks to Jose Perez III for sharing a lot of never-before-heard details that have gone unheard of for 15 years!
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