New Cancelled Games & Their Lost Media Added to the Archive

LiZboa [Cancelled – PC]

LiZboa is a cancelled game that was in developed between 2009 and 2011 by Portuguese team Vectrlab, who wanted to create the first portuguese horror FPS, taking place in a post-apocalyptic Lisbon filled with zombies.

Being developed for PC and Mac, LiZboa would place the player in the role of a survivor of a pandemic disease that would transform Lisbon in the Ground Zero of a worldwide zombie-apocalypse. All of the action would happen in the most famous places of the Portuguese capital, such as Alfama, Graça, Baixa, Avenida da Liberdade, among others. In order to raise money for development, the game was supposed to have in-game advertising, product placement and a crowdfunding campaign was also planned.

Vectrlab were inspired by movies like 28 Days Later, Evil Dead, I am Legend and Dawn of the Dead, other than games like Left 4 Dead and Resident Evil 1 and 2.  LiZboa was shown to the public for the first time at Motelx 2009 (Lisbon International Horror Film Festival) and in December of the same year, it was also shown at the 3rd Ignite Portugal, where Tiago Loureiro (Vectrlab CEO and Executive Producer) did a presentation of the game, explaining the concept behind te project, their marketing and how they planned to raise funds for development.

In 2010 a new partnership with Blueshark Studios was announced: this Portuguese company with a long history of outsourcing work for videogames, would provide concept art for LiZboa. In May another partnership with “Bad Behavioud” (a studio focused on horror movies), to – quoting Ângelo Fernandes – “expand LiZboa’s universe so as to give it a [more] cinematographic experience”.

At Motelx 2010 a playable demo / vertical slice (created in about  1 year of development) was available for the first time. Vectrlab had finally some defined concepts for their game (such as the main story arch, characters and their motivation, settings, etc.) and they could finally show this playable section of the game set in Sao Jorge Castle.

Despite all their efforts and the promotion of their game, Tiago Loureiro now recognizes that at the time LiZboa was too ambitious for their small start-up company. The project ended up being cancelled, after failing to secure funds with their crowdfunding campaign, without any investors interested in their in-game advertising or product placement. It was not possible to continue the project with just their own money.

Article by Jump/Error, original version in Portuguese on the Videogame PT Blog!

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Deprived (Diesel Games) [Cancelled – Xbox 360, PC]

Deprived is a cancelled first person horror game that was in development by Diesel Games in 2007 / 2009, planned to be released for PC and Xbox 360. The game was conceived as a collaboration with GenAudio to showcase their “4D sound technology” known as AstoundSound.

As far as the settings and gameplay promised, Deprived could have been similar to Condemned: Criminal Origins – another first-person horror game developed by Monolith Productions and released in November 2005 on the Xbox 360.

Audio would have been a key element in the game, taking advantage of the AstoundSound technology to “models how the brain perceives sound from all directions (including above and below the listener)”. As Deprived was conceived as an horror game we can assume that this kind of high-level audio would have highly improved players’ immersion in its fearful world.

“AstoundSound uses enhanced 3D sound technology software, we call 4D, built on over a decade of research and development into how the human brain perceives sound. “

In the end – even if Deprived was never released as a full game – an audio demo with the same name and settings was released by GenAudio on their official website:

“We’re thrilled to present Deprived, a special technology demo from Astound Holdings. Set in a creepy, abandoned prison building, the demo provides the perfect setting for you to experience a rich soundscape powered by AstoundSound 3D RTI spatial audio technology. You’ll hear game audio like never before!”

Before to close down without any official statement, Diesel Games were also working on another cancelled game only known as “Project Tesla”. If you worked on these lost games and could help to preserve more details and media, please let us know!

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Video (watch it using headphones!)

Super Shadow of the Beast (IGS/ Psychnosis) – [SNES – Cancelled]

Super Shadow of the Beast would have been the Super Nintendo port of an old Amiga side-scrolling action game which was originally developed in 1989  by Reflections Interactive and published by Psygnosis. The game since then has been ported to almost every known platform at that time, so why not a Super Nintendo version?

The SNES version was developed by a company called IGS (Information Global Service) and was first reported seen at the summer edition of the 1992 Consumer Electronics Show (CES): in an article on Nintendo Power it was mentioned as a promising upcoming title for the SNES.

The original Shadow of the Beast game and most of its ports to other systems contain many grim, dark looking and bloody details such as bloody spikes, bouncing bloody eyeballs, flying skulls and decapitated enemies. To get approval from Nintendo and thus a license to publish the game on the SNES platform this port of the game had to undergo some serious censoring, mostly graphical adaptions like removal of blood,  redesigned levels and removing or redrawing of enemies.

Some screenshots of this censored SNES port were found at a site called Schnittberichte.com: they did an excellent job in showing the differences between the SNES version VS the Mega Drive one. Apparently all the efforts from IGS to change the game weren’t good enough for Nintendo USA and thus Super Shadow of the Beast was not approved.

Other rumors however state that the mature content cannot have been the only reason why Nintendo dropped the game. It’s possible that Super Shadow of the Beast was just not good enough to be released, with its poor graphics and colorful style it became something too much different from the original game and its dark atmosphere.

However  the SNES version of the game is not entirely lost: a rom of the game was leaked a while ago and it appears to be fully playable (segameplay videos below). I even came across some reproductions of actual SNES cartridges of the game if you prefer to play it directly with your original Super Nintendo console (if you still own one in working condition of course)

Censored SNES version vs SEGA Mega Drive version (Thanks to Schnittberichte.com):

Youtube gameplay video, end sequence & credits & music:

Gameplay

End Sequence & Credits

Soundtrack

 

 

 

 

 

 

Screenshots various:

Nintendo Power August 1992

 

Avenida dos Aliados [Demo / Cancelled – PS2, PC, Xbox]

Avenida Dos Aliados (named after a famous avenue in Portugal) is a small demo developed by Portuguese team Gamelords (later renamed Seed Studios), created as a pitch to potential investors for the development of a full open-world adventure game in the style of Grand Theft Auto, using the UEFA Euro 2004 football competition license.

Since Gamelords formed in 2000 they always tried to impress publishers with their tech demos (Survivors, Room), to show off their skills and have a chance to develop their first, full game. Thanks to their efforts and great demos, in 2002 they managed to schedule three business meetings with different publishers, although only one of them (with Linha de Terra Studios) was successful.

As in 2004 the UEFA Euro 2004 football competition was to be held in Portugal, Linha de Terra Studios commissioned them this Avenida Dos Aliados demo to show it to different investors, trying to secure the Euro 2004 license with something more original than a classic football / soccer game.

Thanks to Linha de Terra Studios’ investment Gamelords worked on the demo for three months, improving their 3D engine, adding better animations, physics for vehicles and a new lighting system, among others details.

As the final version of this demo they had a faithful reproduction of Avenida dos Aliados (in Oporto, Portugal) in 3D, and just like in GTA it was possible to explore the avenue, get inside a car and drive around. This demo was quite good for its time, with several details adding to the realism such as pigeons that flew away when player passed by.

Unfortunately (and unsurprisingly) the Euro 2004 license was later bought by Electronic Arts to create one of their football / soccer games and as such, without the investment needed to keep on the development of a full game, the team had to cancel this project.

After the Avenida Dos Aliados demo Gamelords started working on “Holy War”, another lost game which story has already been told in this website. Below you can see some screenshots from the Avenida Dos Aliados demo, kindly provided by one of the developers, Filipe Pina.

Article by Jump/Error, original version in Portuguese on the Videogame PT Blog!

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Kyskrew (Call Of Destiny) [Dreamcast, PC – Cancelled]

Kyskrew (also known as “Call Of Destiny“) is a cancelled RPG for Dreamcast and PC, originally meant to be released sometime in fall / winter of 2001. Even if the game seems to have been mostly a fan-project in early concept stage, it’s quite interesting to learn about it because before this article there were not many evidences about its existence online: for sure it’s one of the most forgotten unseen games planned for Sega Dreamcast.

The graphic shown in these early screenshots (published in various French magazines such as “Gameplay RPG” #31 in july/august 2001, “Dreamzone” #25 in June/July 2001 and “Joypad” #113 in November 2001) was good for its time, but most of the models and environments were  pre-rendered and it’s currently unknown how much of the game was really in a playable state.

Kyskrew was in development by Dragonhydre (later renamed Crystal Dream), a small independent French team that was disbanded just after the cancellation of their project in mid 2002. It seems that Dragonhydre was composed of 12 members (with age ranging from 16 to 23 years-old) who meet in various French gaming forums and decided to organize a development team to create their own game.

In an interview published on Dream-Emu a former member of Dragonhydre said that their plan was to release the game for free on their website, to let people to download the ISO and play it on their Dreamcast and PC.

The plot of Kyskrew involved the Goddess of Love and Creation – Eloina – who imprisoned her arch-enemy, the God of Hate – Gainer. Unfortunately a fragment of Gainer’s tainted soul would escape from his prison and reincarnate in a human being to take revenge and destroy the world.

It seems Kyskrew would have featured different combat mechanics, they wanted to use real-time combat system to fight normal enemies through levels but then combat would became turn-based during boss fights. Several character classes were planned to play the game with, including knights, magicians, and thieves. There was also an internal clock system that alternated the game time between night and day, a feature that have since become a standard in many modern RPGs including Elder Scrolls and Fable.

The world of Kyskrew also appears to have been particularly large, with 5 continents that included a good number of cities and dungeons. It was reported by the project’s director that the game would have had over 40 hours of gameplay.

As the Dreamcast was near the end of its life-cycle, in late 2001 Dragonhydre decided to move the game to Playstation 2, plus adding a GBA version too. It’s hard to say how much work was really put into these consoles, as the team was soon disbanded.

In 2004 another former member of Dragonhydre wrote a few pots on the Yaronet forums, revealing that they had many internal problems: work done on the game was not very good, team members keep changing during development and even early deadlines continued to be postponed, until the cancellation of the project.

A few tech-demo videos were once available on their official website, but unfortunately it seems Archive.org doesn’t have the files anymore. If you know someone who worked on this game who could still have some footage saved, please let us know!

Article by Blake Lynch & monokoma, thanks to Isatis_Angel for the scans and contribution!

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