New Cancelled Games & Their Lost Media Added to the Archive

La Femme Nikita [DC/PS2 – Cancelled]

La Femme Nikita is a cancelled action game that was in development in 2000 / 2001 at Infogrames Lyon House: the project originally started in 1999 as “Mission Impossible 2”, a sequel to the original Nintendo 64 game. It seems that Infogrames soon decided to stop the development for the N64 and port MI2  to the new-released Dreamcast.

Fabien Lacaf, a professional story boarder, worked on MI2 and created different level environment (for 3D artists) and some parallel action designs  for the missions. The first concept to MI2 was based on levels that would have been completed following the progress of the main protagonists that worked in parallel at the same time.  The player was going to use different characters to complete the missions divided in different parts: in every single part the actions would have affected the next parts of the mission with the following characters.

After some months of work, the studio did not have the “Mission Impossible” license anymore and so they had to change the game into “La Femme Nikita”, based on the film / TV series with the same name. The project was then moved to the Playstation 2 but after 2 years of development, the publisher (Atari) decided to cancel “La Femme Nikita” for economic reasons.

That was the end of “Mission Impossible 2” for the Nintendo 64.

Thanks to Hey Hey for the contribution and to Rodolphe for his help to preserve more images from the project! Read more

ToeJam & Earl III [XBOX – Unused Stuff]

ToeJam & Earl III: Mission to Earth is an action video game released in October 2002 for the Xbox, and is the third game in the ToeJam & Earl series. It was originally developed for Sega’s Dreamcast before being ported to the Xbox after the Dreamcast’s commercial failure. You can find more screens and videos from ToeJam & Earl III Dreamcast in our Unseen Archive.

Phugolz was able to find some unused cutscenes hidden in the final game, as he wrote in the U64 Forum:

I began to dig through the files. I found what appears to be a set of hot tub cutscenes that were never used! On top of that, there seems to be a video capture test video lost among them that has footage of what appears to be the grass level, with a hot tub! The hot tub is -kinda- used in a secret area linked from the grass area.

You can find some videos of the unused scenes at X-Cult!

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Aliens RPG: Crucible [Cancelled – Xbox 360 / PS3]

Aliens: Crucible (also know as Project Connecticut) is an RPG based on the Aliens films franchise that was in development by Obsidian Entertainment for the Playstation 3 and Xbox 360. The game was going to be published by SEGA, but after some economic problems, it seems that they decided to cancel all their Aliens games. Probably Aliens: Crucible gameplay could have been similar to KOTOR II and NeverWinter Nights 2, two other RPGs developed by Obsidian.

Thanks to Dominus Elf for the contribution!

Here are some more info about Aliens Crucible by a former developer, that were shared in the RPG Codex Forum:

I’ve talked about this game before…

There is a lot of could-ofs, should-ofs, and all that.

The problem with making successful horror games with the Aliens franchise is that the Aliens have been revealed… a lot. There is no mystery with them anymore. After 4 movies, countless comics and novels, countless video games – where the Alien and Alien variants have been killed multiple times, you have to tread new ground if you want to do something original. The horror with the Aliens no longer lies in the unknown, so we were going for the environment.

For example, the second or third time you watch Alien, it is no longer scary. My second playthrough of Amnesia was easy and scare-free.

NOT COUNTING JUMP SCARES! Jump scares are not true horror, though they can be used to effectively alter the tension temporarily.

Josh did have some ideas though on how to add horror and tension, and we had several scenarios into the game. Most of us were or had played SS2, Amnesia, and Call of Cthulu, but horror was not the goal of the game, survival was.

This was a game of limited resources and perma-death. If a party member got face-hugged, your choices were to mercy kill them, put them in a sleeper and wake them sparingly if you need them, or let them pop – but the bottom line was that once they got impregnated they had an expiration date.

As for the Alien variations, there are things that are simply expected by publishers and the fan base. The xenomporph variations also have a history in the aliens universe anyway. The first thing Josh and the concept artists did was to create the lifeforms the xenos would impregnate first. We also used some insect themes for the various xeno roles, from drones and scouts, to soldiers and queens. As covered in countless comics, novels, and films, the xenos take traits from their host, the idea being it would better enable them to survive in a dangerous habitat. One of the big mysteries Josh and the writers were exploring was what the caldera and how were the engineers (space
jockeys) doing with the xenos.

The goal was not to kill all the bugs, but to simply escape from the caldera where you were trapped. Don’t get me wrong, there was still a lot of killing of both xenos and humans in the game. Combat was real time – but we had a companion wheel to context system so that you could issue commands to your squadmates. For example, you could highlight a door with your reticule, and then based on what your squard could do, it would show you your options, like weld door, open door, or if you had a bomb, plant bomb on door.

As far as tech goes, we were using an earlier version of Onyx – which would later be used to create DS3. Our tech was stable, but we had pipeline issues to resolve but by milestone 25 or so were in pretty good shape.

Anyway, it is what it is at this point.

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Far Cry 2 [X360/PS3/PC – Alpha]

Far Cry 2 is an open-ended FPS developed for Xbox 360, Playstation 3 and PC by Ubisoft Montreal and published in 2008 by Ubisoft. Crytek, the developers of the original game, were not involved in the development of Far Cry 2. A pre-alpha video of the game, showcasing the visuals and 13 minutes of gameplay with developer commentary, was presented in Leipzig in August 2007. [Info from Wikipedia]

In the Pre-Alpha demo Slayermaggot81 noticed various differences:

  • Different Level (the jungle in the pre-alpha looked more realistic)
  • When Player gets shot by enemies the screen turns red.
  • Different lignthing technic
  • More green-ish grass

Thanks to Slayermaggot81 for the contribution!

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