Gravity Daze (Gravity Rush in the west) is a PS Vita action-rpg created by SCE Japan Studio that was released in february 2012 in Japan. Thanks to an article from Dengeki Online, we know that the game was already in development in 2008 as a Playstation 3 retail game called “Gravite”. Additional DLC episodes were also supposed to follow the original release shortly. In 2011, however, Sony decided to port Gravity Daze to his new console.
In the gallery below we can see screenshots from the original PS3 version and the various concept arts made during the two years of work on the Ps3 build.
Star Wars: Battlefront is an action game developed by Pandemic Studios and LucasArts, and released on September 2004 for PlayStation 2, Xbox and PC. Development for Star Wars Battlefront began at Pandemic Studios in 2002. Greg Burrod, executive producer on Battlefront stated “We wanted to create an online shooter title for the Xbox, PS2, and PC which would allow for team strategy and would feature battles and worlds from every one of the six Star Wars films.”
A beta version of Battlefront was released as an extras DVD for one of the trilogy sets. It’s quite interesting and has a lot of ideas that were not in the final version. The build date is February 03 2004, 8 months before the final version was released. Also, the HUD was different and the graphic was still unfinished.
Stranno posted a video and some comparison-screens between the beta and the final version on the Assembler Games Forum!
Shin’en Multimedia was founded in 1999 by coders from the Amiga demoscene. Manfred Linzner, one of the founders, always had the desire to develop an horizontal shoot-em-up for the beloved Amiga computer but after just programming one stage the project was abandoned. When the Munich based developer decided to focus to the Game Boy Color the idea of creating a shooter was still alive and they started work on it. According to developer, Iridion was a horizontally scrolling shooter that pushed the Game Boy Color’s hardware to the maximum with never-before-seen (on the Game Boy) graphical effects. With the help of its proprietary graphics, coding and music tools, Shin’en was promising some impressive technical feats, like 128 colors simultaneously on screen, smooth two-way parallax scrolling, multi-color overlay-sprites, 3D-rendered animation sequences and more elaborate music pieces than most other Game Boy titles. The game was planned to have 8 stages, 9 bosses and 12 weapons to dispose the enemies with. Anyway, after just an excellent one level demo, Shin’en, recognizing that original GBC games were almost impossible to market, dropped this project as well.
When Shin’en shifted their focus to the Game Boy Advance, Iridion was their first game to appear on the “new” system. Iridion 3D was then released in 2001 for the GBA with commercial success and thus began Shin’en technical excellency on Nintendo platforms that continues to this days with the recently released Nano Assault for Nintendo 3DS.
In 2009, images about an undisclosed project for Wii appeared on 3d artist Eric Testroete’ site. The pictures resemble very closely a 3d rendition of Konami old military game Jackal released in 1986 in the arcades. In light of Konami revival of its older franchises on Wii under the Rebirth brand-name ( Contra, Castlevania, Gradius ) a new Jackal could have been in the card. Too bad it seems the project never went further than that working prototype.
Cool Boarders: Sold Out is a cancelled game that was in development in 2002 for the PlayStation 2, by Idol Minds. The Cool Boarders series is a snow boarding racing simulator, that was initially developed by UEP Systems for the original PlayStation in 1996. In terms of gameplay, Cool Boarders: Sold Out was probably going to be similar to the previous Cool Boarders games, but it’s a different game than the japanese-only Cool Boarders: Code Alien. Some 3D models from the game, created by Jason Stempel, are saved below, to preserve the existence of this lost project.
Tech. Notes on the Character Models:
“Concept Artist Jason Burch provided front and side orthogonal concept sketches and it was my responsibility to match the exact likeness of the illustration style and character silhouette.”
“Each character was constructed for use during gameplay and IGCS so each had an articulated face with work, eyes, brow, mouth, jaw and hair joints and also articulated finger control.”
“Modeling and texturing of each character ranged from 3-4 days”
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