New Cancelled Games & Their Lost Media Added to the Archive

Kaio: King of Pirates [3DS – Cancelled]

It is not the first, but one of the more memorable failures in Keiji Inafune’s growing history of cancellations and shortcomings: “Kaio: King of Pirates” was announced for the 3DS in 2011, and was planned to not only be a launch title for Nintendo’s wildly popular handheld, but also to spawn an own multimedia franchise with anime, manga and toys. The project was the first game that Comcept, Keiji Inafune’s new studio, should develop after he left Capcom. Looking for an alternative way to achieve his visions and free himself from restrictions, he decided to found Comcept and Intercept, two new game development companies to work on his own ideas and titles.

Kaio: King of Pirates was the first game to be developed by Comcept and Intercept. Marvelous had acquired the rights to fund and thus publish the game. It was planned as the first part in a trilogy of games that would recount the infamous Romance of the Three Kingdoms tale, similar to other Japanese games like Dynasty Warriors. In this case, the scenario was that of pirates, ships and sea monsters, albeit with the twist of anthropomorphic characters. The main character Sangokushi is a penguin, and in the trailer one can spot numerous other animals such as lions, snakes, parrots, cats and even dragons. There is not much else to be found on the internet: the first and only trailer with English subtitles from 2011 is everything that is left of Kaio: King of Pirates.

Gameplay was planned to be quite like the Dynasty Warriors series, with the ability to pick up and play for longer sessions without problems. This is also one of the reasons why Keiji Inafune chose the 3DS as main platform, as opposed to mobile phones. The game was announced almost around the same time that the 3DS was unveiled, and was planned for release in 2012. Later, it was delayed to 2014, before being cancelled by Marvelous in the beginning of 2015. The company stated it had lost around 3.8 million dollars (or 461 million yen) in the 4-year-period of Kaio’s development.

Keiji Inafune has since turned to crowdfunding for his newer projects, but it seems the former Mega Man-talent cannot reach the glory of his past projects: Mighty No. 9, despite being a successful Kickstarter campaign, has received rather mixed and average reviews after release in 2016. Other Comcept games are Yaiba: Ninja Gaiden Z from 2014 for PS3, X360 and PC, as well as the Microsoft Studios-published ReCore, which also released in 2016 for PC and Xbox One. Let’s hope Inafune’s bad luck will end soon, because his next project Red Ash: The Indelible Legend is described as the spiritual successor to the Mega Man Legends titles. Despite causing some controversies in its Kickstarter campaign, which ran when Mighty No. 9 was still in development, the game is planned for a 2017 release on PS4, Xbox One and PC.

Article by kazuhira64

Images:

Videos:

Project V13 (Strategy RPG Version) [PC – Cancelled]

Project V13 was the codename originally used for Interplay‘s original attempt at creating Fallout Online, an overly-ambitious MMO that was initially in development in 2006 by Engage Games Online, then by Micro Forté and in the end by Masthead Studios, before to be finally cancelled.

The original Project V13 MMO was canned after a lengthy court case with Bethesda as Interplay lost the rights to make the MMO using the Fallout IP. Interplay could have probably tried to rework their MMO into an original IP, but we can assume they understood it would have been difficult to successfully develop and complete a quality MMO without enough money and without a recognized IP to work with. That’s when they decided to redesign their game as a classic isometric turn-based strategy RPG using a new setting, but still similar to the original two Fallout games. This kind of project is something they could have easily completed with way less money, using their previous experience on strategy RPGs.

To work on this second version of Project V13 Interplay decided to reconstitute the previously closed Black Isle Studios, using their fame to hype up the game, even if only Mark O’Green and Chris Taylor were back from the original team. In december 2012 Interplay and Black Isle opened a crowdfunding campaign to raise funds to create a prototype of their new strategy RPG, raising slightly over $6000.

Donating to the campaign gained access to the Black Isle Forums on which they posted updates and pieces of concept art from the game, as well as a picture of the tabletop prototype that they were using to test out the rules for the digital game.

Here’s the original details available on the Black Isle website / crowdfunding campaign:

“Project V13 (PV13) is the first planned Black Isle Studios release in years, a post-apocalyptic strategy RPG. You will create a character to represent yourself within the game world. Your character will be a hardy adventurer from a variety of backgrounds; one of the last remaining humans, a new breed mutant, or a technologically advanced cyborg. The choice is yours.

Once you have determined your character’s background, you will found your “colony”. From a deserted city, a broken down military base, or even the ruins of an oil pumping station, the colony will be yours to rebuild and control. Attract non-player characters for guards, peons, scientists, and other activities. Or, if you are the type that so desires, shanghai the NPCs. Put them to work rebuilding your society and improving your colony.

Meanwhile, you will experience grand adventures to gather the resources and ancient technologies as well as fight back the enemy hordes. Your character will gain experience, advance skills, learn new talents and gain access to incredibly powerful equipment. Or die trying.

Explore the world, meet friends, and fight your neighbors for control of resources. PV13 will be your chance to rebuild a devastated world.

Project V13 cancelled Black Isle second SRPG

About the Team

We’re an experienced team of game developers. We love the post-apocalyptic genre and want to do something exciting with it. PV13 has been in development for years, but we’ve had to make some major changes recently. We believe the changes are for the better and we’re excited about working on this new iteration of PV13.

We Need Help

But we can’t do it alone. We need to raise money to put together a prototype. We need more developers and staff. This is a big world we’re developing.

The prototype will be a “proof of concept“. It won’t have the entire world or a finished game. We’ve got some great ideas, but they haven’t been tested in the crucible of actual play. We need time and money. We’ll have most, if not all, systems in the proof of concept. We’ll be able to run around the world, interacting with NPCs and objects, basic combat, building and worker management, and test the other core gameplay mechanics.

We can then use this prototype to raise the additional funds necessary to complete the game.

Our backers will have immediate access to a private forum, where you will be able to interact with the developers. You’ll have the earliest possible access to the friends and family beta test towards the end of development. You will be able to influence the game’s ultimate direction by providing valuable feedback.

Sounds great, but what will you do with my money?

We have been working hard behind the scenes to resume operations as Black Isle Studios. Since we are no longer constrained by licensing issues, we have the opportunity to build a new IP from the ground up and there is a lot more latitude to unleash our creativity, try some new ideas and even incorporate your suggestions. Our goal at this stage is threefold: 1) prove to management that you want Black Isle Studios resurrected – and all the history and tradition of excellence that goes with it; 2) to continue to staff up BIS and complete our PV13 game design; and 3) to develop a tech demo/ proof of concept for our design that will open the doors to additional funding.”

Unfortunately feedback on this new project was not very good, only hardcore fans of Black Isle and old-school strategy RPGs supported the crowdfunding campaign, it was not enough to really develop a playable prototype and raise more funds. Interplay quietly removed any references to Project V13 from their website, the supporters’ Forum were closed down sometime later and there are no official statements on what happened to it.

As wrote by machiavalium on Reddit:

“After seeing it and realizing it was months past the deadline, I decided to check it out again and see where the project stood. It hasn’t changed much at all, in fact the ability to donate was still up and running until August 15th, 2014, eight months past the original deadline and two months past the Forum deadline. They ended with only $6,630 (Campaign Successful!), with donations trickling in once every couple months according to their feed.

They haven’t provided public updates since January 3rd, despite continuing to take donations for another eight months. Did anyone around here contribute? Has anyone heard any news? Or was it really just a shady cash-grab by Black Isle/Interplay?”

Only a few concept arts and a photo from the tabletop test-game remains to remember this unreleased project. On September 2016 Interplay sold off all their remaining intellectual properties and video game assets, ending their long troubled existence.

Thanks to True Patrician for the contribution!

Images:

Videos:

(b)Last (quantic dream) [PS2, Xbox – Cancelled]

Before to became a hugely popular studio among Playstation fans thanks to successful games such as Heavy Rain and Beyond: Two Souls, Quantic Dream was a somewhat obscure French studio mostly known for their cult adventure games Omikron: The Nomad Soul and Fahrenheit.

In early ‘00s Quantic Dream was trying to expand their portfolio with many different projects for the 6th generation of consoles (Dreamcast, PS2, Xbox, GameCube), announcing a few titles that never seen the light of day: Omikron 2, Quark and (b)Last.

(b)Last is for sure one of their most obscure and mysterious project, with only a few details and low-quality images to remember its existence. As far as we know it was meant to be an action game / beat ‘em up in a sci-fi / fantasy setting mixing together Lovecraft tales and the Matrix movies, with weird tentacle monsters, laser weapons, super powers and many different characters to interact with.

While Omikron 2 was probably Quantic Dream’s major focus at the time, only a small team of artists and developers were working on (b)Last: unfortunately the project was soon canned for unknown reasons, but we can speculate the studio fell into some issues while developing so many different games at the same time, making it hard to create a quality, fun game.

As we can read in an old interview with David Cage:

UL: Does QD canceled projects live in this new project? bLast, Quark… other?
DC: We usually start several projects at the same time. Over the last years, one of them get so much interest from publishers that we had to cancel or at least postpone the others. Each Quantic Dream’s project requires up to 80 people and all our attention. It is difficult to start several original project with the same ambition in matter of quality…

At the moment only a couple of images are preserved from (b)Last, we hope to be able to save many more artworks in the future with the help of former developers who worked on it. If you know someone who worked on (b)Last, please let us know!

Thanks to Maik for the contribution!

Images:

Swords of Yi [PS2 – Cancelled]

There is scant information about Swords of Yi. The game was co-created by Artoon and Melbourne House around 2002, planned to be published by Atari as a PS2 exclusive fighting game. Players would have been able to use weaponry, which likely judging by the title would have included swords. The game is also reported to have utilized story-based themes, which was not a very common element in fighting games at the time. Expected to launch sometime in mid to late 2004 initially, Swords of Yi was canceled early in its development and never made it past internal testing phases before being work on the project ended.

Unfortunately neither Artoon or Melbourne House ever released any images from Swords of Yi, but we hope to find some screenshots in the future, maybe with the help of former developers.

In the end Artoon only published two games for the PlayStation 2: Ghost Vibration in 2004 and Swords of Destiny in 2005.  In April 2011 Artoon merged with their parent company “AQ Interactive“, along with Feelplus and Cavia. In June of the same year, AQ Interactive merged with Marvelous Entertainment and Liveware, closing down their original studios. Melbourne House released Transformers and Test Drive Unlimited on the Playstation 2, before being sold to Krome Studios and renamed Krome Studios Melbourne.

Article by Blake Lynch, thanks to Tim Reimer for the contribution!

 

Devil’s Third [PS3, Xbox 360, PC – Cancelled]

The premiere game of Tomonobu Itagaki‘s Valhalla Game Studio, primarily made of ex-Team Ninja members Devil’s Third was released in 2015 to incredibly divisive reception.  This would come as no surprised as the title was in development on and off for the good hunk of six years.  Starting development as a Microsoft published Xbox 360 title only to move to a multiplatform title under the now defunct THQ, only to soon after transfer to the Korean Publisher Doobic, a partnership that promised mobile and PC releases as well, who too would end up going out of business, finally resting on the Nintendo WiiU as a Nintendo published title.

The game was first formally announced at E3 2010 by THQ,(who later that year would announce the ill fated Insane) after Itagaki met with Danny Bilson, who would stay with the game until the end. Announced as a PS3/360 title the game looked to be an action game with a deep focus on mixing gunplay with melee combat.  While that much is true in the final WiiU release, one big change can be seen right away.  Despite being used for the reveal trailer and title logo, the 3 characters that had been shown would end up replaced by the new protagonist Ivan.  Not much is actually known of the original cast of three, but the male character focused on in the trailer bears a resemblance to a villain in the final game named Big Mouse.  Another change that can be seen is the excursion of wall running in the final release.

The game would not be shown off more until another trailer the following year, this time focusing on the Japanese celebrity Hard Gay (Masaki Tsumitani) going on a tour of Valhalla’s studio. Despite being four years before the eventual release, in this video a boss (Saha Grundla) and many characters from the final game can be seen.

Another drought of information would come, this time for three years until randomly showing up at E32014, this time by Nintendo.  The game had made a drastic change from the last time shown and the lead protagonist was the easiest to see.  This would be the first time the game would be shown off in any real detail including a multiplayer mode, according to Itagaki a main reason for Nintendo picking the title up to begin with.  The title would then release the following year, despite promises of Nintendo polish, the title would be plagued with issues relating to framerate and lower end graphics, which would give off a very last-gen feel.  The contributing factor to polish issues comes from the title shifting through almost as many engines as it did publishers.  Starting from proprietary to the Darksider’s Engine, ending with Unreal 3.

Despite the lukewarm reception of the WiiU title in most regions outside of Japan, Valahalla also released a multiplayer-only PC version in Asian territories and their subsidiary Soleil is developing the upcoming Naruto to Boruto: Shinobi Strike for current consoles.  Valhalla also opened up a headquarters in Vancouver to watch over each of it’s subsidiaries.

Article by Nicolas Dunai

Images:

Videos: