New Cancelled Games & Their Lost Media Added to the Archive

Land of the Dead (Day of the Zombie) [PC XBOX – Beta]

Land of the Dead: Road to Fiddler’s Green is a FPS based on the George Romero zombie horror movie Land of the Dead, that was developed by Brainbox Games (now Digital Extremes) and published in 2005 by Groove Games, for PC and the original XBOX. As we can read on Mobygames, the project was originally developed as a singleplayer PC game called “Day of the Zombie”, which had a 4 months development cycle and was ready for October 2004 release.

Day of the Zombie was shown to Universal Studios around the time the movie Land of the Dead was being filmed in Toronto, Canada (where Groove Games is headquartered) – this is how the license was secured. The game was ported to Xbox, multiplayer functionality was added and environments were added to tie the game to the movie.

In April 2009, a Youtube user posted a video from Day Of The Zombie, with a link to download a playable beta of the game. This leaked version is very similar to Land of the Dead, but it’s currently unknown if it’s really the original Day of The Zombie project or just a mod of the released game.

Thanks to Alex for the contribution!

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Madness: House of Fun [GEN/MD – Cancelled]

Madness: House of Fun is a cancelled platform game based around the Ska music group with the same name, that was in development by Gremlin Graphics for the Sega Genesis / Mega Drive. The project was a “remake” of the original Gremlin’s Amiga title “Harlequin”, with new graphic, characters and Madness’ music. As Robert Hazelby (webmaster of Madness Information Service Online, a fan site of the group) wrote on the Total Madness mailing list:

I’m not sure if the band were actually going to be featured in the game as Gremlin devised some strange character (who’s name escapes me at the moment) who the player would control. In the background, it was planned that some awful 6 channel Yamaha sound-chip induced ditties would be playing away.

Unfortunately the bottom dropped out of the console market and Gremlin decided to can the Madness computer game and so it was never released. Ex MML subscriber Jacco Van’t Reit (did I spell that correctly) did offer his services with regards to helping to produce the game after he had worked on previous projects for the Gremlin team but this unfortunately didn’t happen.

Track down an Amiga and a copy of Harlequin to see how your Madness game would have played.

Thanks to Celine and Rod_Wod we were able to preserve many screens of Madness: House of Fun, that were found in some old magazines (as Mean Machine #17, Mega Force #17).

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Too Human [X360 – Beta]

Too Human is an Action RPG developed by Silicon Knights and published in 2008 by Microsoft Game Studios for the Xbox 360. The project is of particular interest to prototype video game enthusiasts. Development lasted more than a decade, and it was planned for three different consoles (Playstation, GameCube and Xbox 360). Silicon Knights promised a game of a grand scope and daring design. It was to be a game that changed genre depending on how the player would customize his character.

On the PlayStation, it was estimated to be 80 hours long and spanned four discs. IGN stated the following as the original story and game play:

Far into the future, when earth has become a mega-civilization of androids, robots, cyborgs and Big Brother companies, players take on the role of cop whose partner was killed by a cyborg. Angered by this death and moved to seek vengeance, the main character will take a job as a security operative in this monolithic chip corporation to find out just what happened.

In this futuristic world, people are part human, part machine, and your character’s limbs, neck, head, and just about everything else except his organs can be replaced by chips and machinery. The player will have the option of enhancing his body with cybernetic enhancements at the start of missions, and will be able to customize the character in line with the way they choose to play the game

For example, a player who prefers the Metal Gear Solid approach may wish to enhance leg strength to be able to move more quickly and stealthily through the game, whereas another player might wish to increase arm and torso strength to be able to carry more deadly implements of destruction. The choices made by the player will have a direct bearing on the gameplay in this manner.

Ancient legends did not have an impact on this version of the game. Briefly mentioned was that Japanese history was used in a small amount, but not for the whole game. The first name they gave the protagonist was John Franks, his name on the final is Baldur.

Multiple endings were planned but axed. Although the basic premise of the game did not change, the game was overhauled when it jumped on the Xbox 360. The final game uses Norse mythology as reference material. You take control of Baldur, one of the cybernetics enhanced soldiers revered as gods. For ages man has been in a war with bloodthirsty machines. To make matters worse, the god Loki has betrayed those he once served.

The Too Human that one can go to a store and buy is a strict action RPG that has a loot drop system. Four distinct classes are available and a “skill tree” gives astonishing customization options. The player may only change body armor and weapons but not body parts.

Even after arriving on the Xbox 360, certain features were altered. Dyack claimed that the game was too big and had to be split into a trilogy.  It’s possible that the 2nd and 3rd Too Human chapters could never see the light of the day, as the first game received low scores and did not sell many copies. In earlier Xbox 360 builds the game had strict control of the camera. Although IGN boasted the game did a great job with the camera views, camera control was ultimately relinquished to the player. Silicon Knights had attempted to omit a HUD from the game.

Four player cooperation was slated for the game as well, but only two players may play together in the final.

In the gallery below we can notice many beta screens, with scenes that were not in the final game or changed before the final version (as the Thor design). There is even a different loading screen. If you can notice more specific differences, please let us know!

For more info on the development of the game and its original unseen concepts, check our article: Too Human, the game that will never be. Also, take a look at our archive for images and videos for Too Human on the Playstation and Too Human on the GameCube!

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Felicia [SNES – Cancelled]

Felicia is a cancelled RPG that was in development by Tonkin House for the Super Famicom / Super Nintendo in 1995. From the few screenshots preserved in the gallery below (found by Celine in Super Power magazine issue #28) it seems that Felicia was going to have traditional turn-based combats and a nice side-scrolling view for exploring the buildings. It’s possible that Tonkin House decided to cancel Felicia to concentrate their efforts in developing new games for the Playstation.

Thanks to Celine for the contribution!

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BioShock 2 [Beta – PC Xbox 360 PS3]

BioShock 2 is a FPS developed by 2K Marin and Irrational Games, released in february 2010 for PC, Xbox 360 and PlayStation 3. Users at 2K Forums noticed many beta differences in the early trailers of the game, especially in the “Hunting the Big Sister” demo:

  • It would have been possible to explore areas from the 1st game (some of them underwater)
  • Tenenbaum was going to be the player’s guide
  • Splicers ran away in fear from the player
  • Textures looked more like the original Bioshock
  • You were able to carry more health packs and eve hypos
  • The whole demo is set up differently. It starts as the normal game would, but the path and events are fairly different, including the final scene of the demo, that location, Fontaine Futuristics, is towards the end of the game.
  • Looks like the drill recharges when it’s not used. In the final game you had to find drill fuel.

Also, as we can read on Wikipedia, the original story and gameplay elements related to the plot were changed / removed from the final game:

The story received major changes over the course of development, with two of the most important relating to the player’s character and the Big Sister. Initially there was only going to be one Big Sister who would continually hunt the player down throughout the course of the game and then retreat once she was defeated.

This Big Sister was written as a Little Sister who, as she grew up on the surface, could not leave the memory of Rapture behind and eventually returned. The reason for the change, as explained by Zak McClendon, Lead Designer for 2K Marin, “If you have a single character that the player knows they can’t kill because they’re so important to the story you’re completely removing the triumph of overcoming that encounter with them.”

Jordan Thomas explains however, “The soul of the original Big Sister character still exists, but in the form of somebody you get to know over the course of the game.” The other major change is that the player’s character, Subject Delta, is no longer the first Big Daddy, but rather the fourth prototype. He is, however, the first to be successfully ‘pair-bonded’ to a single Little Sister.

Also, according to Rockpapershotgun’s BS2 review the special edition’s art book shows lots of unused designs

I’ve already completed Bioshock 2. None of these things were in there – the Big Daddy with arms like tortured tentacles, another which looked like a spaceship on legs, the Splicer whose grotesquely mutated face had become a fleshy whirlpool, a hideous sea-beast halfway between a merman and giant phallus, a frail, frock-wearing Big Sister who carries her hulking oxygen tank around on a rickety hand cart… Where are they? What happened?

Thanks to Robert Seddon, Robert and Dr. Swank for the contributions! If you can find more differences in the early Bioshock 2 screens and videos, please let us know!

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