New Cancelled Games & Their Lost Media Added to the Archive

P.I.G. (Team 17) [Playstation, PC – Cancelled]

P.I.G. is an interesting 3D platform adventure game that was in development by Team 17 for Playstation and PC, with a planned release in spring 1999. The project was started around 1996, following Mario 64 and the 3D platform craze of the late ‘90, but even with some great premises PIG was cancelled after more than 2 years of development. The only proof of existence of this game seems to be its announcement in an old Team 17 special in Total Control magazine issue 1 (November 1998), where the studio shown many of the projects they were working on, along with Phoenix, Stunt Gran Prix, Project WM and Worms Armageddon.

P.I.G.’s gameplay would have followed similar style of popular games in the same genre as Banjo Kazooie, with the main character being a pig named George, working as a private investigator (this explain the title’s acronym: Private Investigator George) hired to solve the mysterious disappearance of a bunch of piglets, kidnapped by the evil Dr. Gotem in the strange and puzzle filled Fun Dazzle Magic Land theme park.

8 main themed areas (as Mars, the Arctic, Fairy Tales, a Volcano, etc.) were planned and each theme was subdivided into 3 or 4 sub-levels, filled with areas to explore, traps and puzzles, giving a total of around 40 different environments to play in. Lots of different minigames were also available to players, as arcade machines featuring PIG-style versions of some classic games and surreal sections where George was swallowed by a giant pumpkin lantern or shrunk to minute size. George would have used different outfits for each area climate, for example by wearing a sweater and wool hat in the snow level, and more than 60 NPCs (between enemies to fight and friends to help) would have moved around the world.

While this kind of gameplay could not be the most interesting one by today’s standard, back in the day when 3D platform-adventures were some of the most loved games, PIG could really have been a hit. After its reveal in Total Control Magazine, the project seems to have been vanished forever and there are no more info available on its features or why it was cancelled. In an interview by MCV with Team 17 Co-Founder & CEO Debbie Bestwick, she remember how in late ‘90 the huge success of Worms made them to lose sight of how to develop other great games, and they lost a lot of money on a series of unreleased projects:

“For around ten of the past 25 years, all of them ironically post-Worms launching, we came so close to losing the business numerous times due to game slippage, less than smart business decisions and publisher traumas. Worms changed everything about the company in 1995. Prior to that we were doing some very cool stuff – similar to what we are doing right now actually – with amazing games talent from around the world and I often wonder what else we would have done had Worms not landed. We should have stayed true to what we had been doing, but overnight nothing mattered but Worms. We really thought we were superstars and everything we touched would turn to gold, but the reality was that a lot of money was wasted on games that were never released. These included Rollcage, Allegiance, Witchwood, P.I.G, and so many more I won’t mention. I’d say, looking back now, that the Worms IP was as much a Godsend as a poison chalice.”

Thanks to Ross Sillifant for the contribution! If you know someone that worked on this game and could help to preserve more screens or videos, please let us know!

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Silent Hill: Cold Heart [Wii – Cancelled Pitch]

Silent Hill: Cold Heart was a pitch for a new Silent Hill game that eventually became Silent Hill: Shattered Memories. This pitch came to light when the developers Climax Studios held a competition to give away eight copies of the document to fans, who since have uploaded it to the Internet so that other fans can enjoy it. Cold Heart was planned in 2007 by Climax for the Wii and would have been published by Konami.

Cold Heart would have followed Jessica Chambers an athletic but emotionally vulnerable college student. The protagonist would have recently being talking to a psychiatrist after being plagued by horrific nightmares and being unable to sleep. These distressing circumstances lead to Jessica leaving her college town and going on a road trip to go back to visit her parents, on the way back Jessica becomes caught in a blizzard and so follows an ambulance that leads her to the town of Silent Hill. This is where the game would begin with Jessica stranded and needing somewhere to stay the evening: she explores the town, but now her nightmares start to become real.

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The game would contain the usual elements of a Silent Hill game but would use features of the Wii such as the Wiimote to control where the player shines the flashlight. The Wiimote was to be used for a large number of controls in the game, in combat the player would swing the remote to enact the actions on the screen, it is also noted that the sound of hitting an enemy would play through the speaker on the remote. The remote would also be used for when puzzles needed to be solved, using push, pull and turning motions. Also for puzzles certain audio cues would be played through the remote that would hint on how to solve them. The remote was also going to be used for interactions with other characters, allowing you to point, nod or shake your head.

The “world’s first real psychological horror” is how Silent Hill: Cold Heart is described in the pitch, this is because of the ways in which the game would tailor itself to the individual, creating unique experiences for different players. These experiences that would change would be story events, dialogue, sound cues, monsters and even camera field of view. Profiling was one of the ways this would be done when certain questions were asked by Jessica’s psychiatrist, the players answer would be logged, also your response to events would also be tracked, thus building up a psychological profile for the player. Climax also wanted each player’s psych profile to be shared and compared to friends over Nintendo Wi-Fi Connection.

Climax also wanted to change the way that the player can use their inventory, rather than being able to collect many items, it would be restricted to what could only be worn or stored on the body of Jessica, or in a small backpack the player could use. This was because Climax wanted to have survival type elements to the game, with the player having to find new clothes to protect themselves from the blizzard that would rage through Silent Hill. The player would also have to eat food and drink water to maintain their health. These items would not just maintain the health of the player though, it would also maintain their body heat and stamina.

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There are a few puzzle examples also noted in the pitch document, such as the metal detector, the player would have to slowly move the Wiimote and use the audio cues of beeps from the remote to find hidden objects in the snow. “Sewer Fishing” is also another puzzle noted, this is where the player would have to try and collect a key while using rumble and audio cues to fish it out.

The main technical features that are mentioned in the document are that the game would have dynamic weather, mentioned are updated fog effects from Silent Hill: Origins, these would allow the fog to react to the different shapes of the environment. The variables of the weather would also change so that the player would have different intensity of the blizzard.

Climax also wanted the game to be seamless, to do this they were going to “stream” content ahead of the player by anticipating where the player would guide Jessica, this would mean that there would be little to no loading times in the game.  They also wanted to push photo-realistic graphics on the Wii and were confident that they could “redefine” what people could expect from real-time graphics on the WII.

One other feature that was mentioned, pending talks with Nintendo, was the integration of players Mii, their local weather and news. Climax wanted to be able to quote this in the game so that it would “spook” the player. With the Mii integration they wanted to use certain aspects of the user created Mii such as hair colour and project them on to the main characters in the game.

Contained in the document is a large description of some exploration, combat and puzzle solving, if you would like to read through this to see some of the experiences you would have in the game, please download and read the pitch to get a detailed understanding.

Ultimately, Cold Heart was never realized but a few details were used in Silent Hills: Shattered Memories as the cold and harsh environment, the use of a psychological profile to change some situations and parts of the plot. This pitch is however a really interesting look into how a different version of one of the top rated survival horror games could have looked like. Shattered memories was released for Wii in 2008 which was essentially a reimagining of the very first Silent Hill game, and it reviewed fairly well, it does however leave questions of how well a different story and character would have done.

If you have any more information on this game or any questions, please don’t hesitate to leave a comment below.

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Necroscope [PS2, Xbox – Cancelled]

Necroscope is a cancelled psychological survival horror that was in development in 2002 / 2003 by Mobius Entertainment for Xbox and Playstation 2. The studio was mostly know for a series of ports and tie-in for GBA and Nescroscope would have been one of their first projects for home consoles. The game would have let players to investigate the world using extra-sensory perception and supernatural powers, as possessing other characters and monsters. It seems that gameplay would have been a mix between a detective adventure (L.A. Noire), horror sections against monsters (Silent Hill), while using special abilities to interact with the environment and resolve puzzles (Second Sight, Psi-Ops). As wrote by Edge Magazine (issue 117) in Necroscope we would have played as a “unique blend of a Jedi Knight and James Bond“.

The story and characters of the game were based on Brian Lumley’s series of sci-fi horror novels, a setting that would have offered a complex plot to unveil and an original way to interact with spirits:

“The term necroscope, as defined in the series, describes someone who can communicate with the dead (coined Deadspeak later in the series). Unlike necromancers, who here extract the knowledge they seek by brutal eviscerations of corpses, a necroscope can communicate with them as equals: peacefully and without any physical interference.”

In 2004 Mobius Entertainment was acquired by Rockstar Games (for which they already developed the GBA conversion of Max Payne in 2003) becoming Rockstar Leeds. After the buyout, home consoles games that were in development by Mobius (Necroscope and Titanium Angels) were canned and the studio focused their resources on creating portable games for PSP.  As we can read in an interview by Ross Sillifant with Dan Hunter (former Lead Artist and Game Designer at Mobius):

Ross: Talking of canned games, Necroscope,previewed in Edge for PS2 and Xbox, described as a cocktail of jedi mind tricks and sophisticated espionage, this was to be Mobius Entertainment’s 1st crack at a survival horror title. From the 4 screens shown, the game engine looked superb, very much inspired by Silent Hill, but it didn’t appear gameplay was as far along as the visuals at this point (Dec’2002). Game was set for a Q4 2003 release, so again, any insights as to what became of it, would be fantastic.

Dan: Necroscope suffered similar issues to Titanium Angels. You’re correct, the game was to be a survival horror game, set in late 70’s, early 80’s, London. Think Silent Hill mixed with the TV show ‘The Professionals’. I loved the concept and setting. I spent a huge amount of time “researching”, watching boxsets of The Professionals, The Sweeny, and films like ‘Who Dares Wins’ (‘The Final Option’ in the U.S). I’d say that actually the gameplay was further along than Titanium Angels ever was. Unfortunately the same pattern emerged, the play style changed over time. Where at one point there was to be little to no gun play or violence, with the vibe firmly set on exploration and playing detective, it slowing changing into shooting and snapping necks from behind cover. For me that was a real shame, I think it had the potential to be something different. There weren’t many people doing a spin on the horror genre, especially something set in the 70’s-80’s (this was pre Vice City). I still think about what it could have been, and I’m a little bummed to think it never happened. The other issue was that it was being developed without a publisher, so therefore wasn’t bringing in any money. Other games were, so naturally that was the focus. ‘Sound of Thunder’ was one, but the main one was ‘Max Payne’. Mobius was tasked with doing the Gameboy Advance version. As people may know, after that Rockstar bought Mobius Entertainment and renamed it Rockstar Leeds. I had left during the development of Necroscope and before the Rockstar buy out, so I can’t give the precise reason for its cancellation, but it’s clear to me that a small horror game set in 70’s London based on a series of books isn’t part of Rockstar’s bigger plans.

Thanks to Ross Sillifant for the contribution! Article translated in Russian thanks to Sergey Tyutin!

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Warfare Afghanistan (Conflict Reboot) [Cancelled – Xbox 360, PS3]

Warfare Afghanistan is a cancelled third person team based tactical shooter that was in development by Pivotal Games in 2007 / 2008 for Xbox 360 and PS3. The project was meant to be a reboot of the Conflict series of which the last chapter was Conflict: Denied Ops, published in 2008 by Eidos Interactive. Conflict: Desert Storm 1 & 2 were loved by many fans for their fun coop multiplayer, in which each mission has to be played with a bit of strategy, using the special skills of each character to be able to survive and to complete the most complex objectives.

Unfortunately the last games in the series lost the charm of the originals and Denied Ops was mostly a linear, single player experience: it was clear for the team that they had to reboot their saga, to earn again the love of their fans. Planned to have a full coop campaign up to 4 players offline (split-screen) and online, Warfare Afghanistan would have returned to Conflict’s roots, to create a compelling gameplay, with strategy and collaboration between players at its core.

The game’s story and setting were also meant to be something deeper than the usual shooter. The team wanted to create something like Spec Ops: The Line in terms of realism and players’ experience, by hiring a military consultant and slowing down the pace of the game, following a plot that handled the Afghanistan conflict, with all its moral dilemmas.

Unfortunately Warfare Afghanistan was still in early development when Pivotal Games’ parent company Sales Curve Interactive / Eidos (now Square Enix Europe) decide to disband the studio in August 2008, probably because of internal restructure and low sales of their last game. Only a pitch prototype was done before the cancellation, with basic cover, animations and melee mechanics: by looking at the footage available we can only imagine what could have been and it’s sad to know that the team did not have a chance to win back again the heart of their fans.

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Space Race [Cancelled Pitch – MegaDrive / Genesis]

Space Race was a game being pitched by Warren Spector to Origin for the Sega Genesis / Mega Drive either on cart form or for the Sega CD. According to pitch documents, Spector was looking for concept approval so they could then create the script. Space Race could have also been developed for PC as well and would have required 4 Megs of RAM and a 320 x 200 VGA. The PC version would have been based on Wing-3 technology and had the possibility of modem/network play.

The game is described as a 3D racing game with a difference and was likened to Road Rash and Super Monaco Grand Prix, but taking that intense racing action into outer space, with the player at the helm of a futuristic space-racing ship. The basic plot for the game would have been based in the distant future mankind has met a myriad of alien races in the solar system, and they together have created a championship of space racing that would pit the very best from each planet against each other.

Some of the design elements promised within the pitch document were that the ships would be customisable so depending on your race style or the course, you, the player would be able to make alterations to your ship to suit.

Some of the tracks are also described, there would be tracks that would have a road type surface, but more interestingly there were tracks that would be wide open and would have no horizontal or vertical constraints and as long as the player touched the appropriate checkpoints they would continue in the race. There would also be enclosed winding tunnels with walls made of energy that if the player touched them their ship would take damage but nothing is described as to what this would affect.

A few race types are mentioned, there could be straight up races where no contact between vehicles would be allowed, but there were also planned demolition derbies where it would be last vehicle standing. When the player wins or ranks in a race, they would earn points for their standing in the Space Race championship and money so they could upgrade their vehicle.

All of the items described may seem like it could be quite hard to implement on the Sega Genesis but Warren Spector said “Technologically, I don’t think there’s anything challenging in here, and the design would be a piece of cake, one of the simplest we’ve ever done.” The proposed budget for developing the game was $200,000 for the Sega Genesis but would have been higher for a PC version.

Also pitched was that the drivers and ships could be licensable allowing for more revenue to be made from the game if it was a success. Spector believed that the only game that was being developed at this time that was close to Space Race was CyberRace for the PC and that looked like it was going to be a hit. CyberRace can still be played using DOSBox emulation, but the game came out with middling reviews and was described as “Stylish but not very good”.

This could be one of the reasons that Space Race was not taken any further than this pitch, but as all of the information that can be found about this game is in this document, it is hard to obtain anymore details. If you do have any more details please feel free to contact us.

Many thanks to Joe Martin for the document.

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