New Cancelled Games & Their Lost Media Added to the Archive

Beyond Oasis / Story of Thor [MD/GEN – Beta / Debug]

Beyond Oasis (aka Story of Thor in Japan/Europe) is an action rpg developed by Ancient and published by SEGA in 1994.

Alert reader Servbot01 found a beta version of the game (check the video below):

It’s a strange version of Beyond Oasis for Mega Drive/Genesis, probably an early beta. It comes on an old Smash Pack collection for Dreamcast. Features a new enemy (it shows blood when defeated), new (but locked) items like a spear, a teleport system, different music, and other things.

The beta is freely available on the internet. Also, there are some sound effects from Streets of Rage (Yuzo koshiro scored both games).

It’s a very interesting build, so let’s have a little look at the most important changes:


The three different title screens. The EUR version is the same as the japanese one (minus the ideograms of course)

Interestingly, the final debug shows 28 areas compared to the 27 of the beta build.

The spear was completely removed from the final game. Unfortunately it’s just an icon, we can’t use it in the beta.

The guy with the horns is nowhere to be found in the final version.

In the beta we can find some random items in the field. Probably they are there just for testing purposes.

In the beta every building lacks a door and we can’t talk to anyone.

I wonder why they changed the position of this character.

Originally the elder was outside his house. Probably he was there just because  the developers were still creating the inside of the building.

In the final version they added a fire and some enemies near the bridge.


Some small changes to the area around the bidge.

In the final version there is a trap room where we have to jump over waves. In the beta this room is still empty.

In the final room of the beta temple the water spirit is nowhere to be found.

No door and no siren statues in the upper floor of the royal palace.

The village is still empty and it lacks some objects

The beach

The mountain

The marshes

The castle on the summit of the mountain became much bigger in the final version. They added an elegant set of stairs too.

Now the sky looks much more realistic with those nice clouds.

I wonder why they changed the sea, in the beta it looks much better. Maybe the developers encountered some technical issues when they were testing the enemies in the water ?


The crater

As always, if you know more about this beta let us know!

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Siren in the Maelstrom: the next unseen from Silicon Knights?

silicon-knights

The developer responsible for the critically acclaimed Eternal Darkness on the Gamecube, Silicon Knights, has had the title of its next game leaked. Their latest project is named ‘Siren in the Maelstrom’. The leak came about when videogaming24/7 got their hands on a release from Canada Telefilm, an organization that lists projects approved for government grants.

No further information has been revealed so far but Silicon Knights has since issued the following statement regarding the matter – ‘Silicon Knights is busy working on several exciting projects. Unfortunately, it is too early to disclose any details.’

The “interesting” part for unseen-lovers is that many obscure projects from Silicon Knights that were announced in the past were later vanished, as a rumored game with Sega and the Eternal Darkness trilogy. Could this be their next unseen game? We’ll have to wait and see..

Mirror’s Edge [PS3/X360 – Proto / Beta]

Mirror’s Edge is a first person platformer video game developed by DICE (EA Digital Illusions CE) and published by Electronic Arts. The game was released on PlayStation 3 and Xbox 360 in November 2008. [Info from Wikipedia] Before working on the real game, DICE tested the first person movement with a target render / prototype video, using canned animation as a target of how it would feel in the final game.

At this stage Faith was a male and it still had a gun. DICE held a presentation of the game at GDC09 and shared a proof of concept video with the fans as a “documentary” of the  development of the project. Also, in the beta version we can notice some minor differences in the level layout. You can find some more info on X-Cult!

As mentioned in the bonus section of the game, a prison level was cut from Mirrors Edge for unknown reasons. Some early concept arts of the characters can also be unlocked in the bonus section.

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Havoc (King Arthur’s world) [SNES – Beta]

King Arthur’s World is a 1993 side-scrolling strategy game for the Super NES. It was developed by Argonaut Games and published by Jaleco. In July 2009, Carnivol released an early beta the game throught the SNES Central website: the demo was called “Havoc” and there’s a playable level with almost the same gameplay as the final version, a different control scheme, some changes in the graphic and the HUD. For more info and to download the beta, check the Havoc page on SNES Central!

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I Am Alive (Darkworks Version) [Beta – Xbox 360 / PS3]

I Am Alive is a PlayStation 3 and Xbox 360 videogame envisioned by French developer Darkworks. First pitches of the game already appeared during the early 2000’s when Darkworks was still working on USS Antarctica (a PS2 game which was planned to be published by Capcom but then cancelled). In 2003, the studio worked on Time Crisis Adventure / Cold Fear, originally to be published by Namco. When they ditched Cold Fear, Ubisoft jumped in and became publisher of the game. This laid the foundation for a partnership between Darkworks and Ubisoft, which finally allowed Darkworks to realize their “Alive” project with production beginning in 2005, even though gameplay and environment might have been changed when compared to the original 2001/2002 concept.

As we can see, in 2007 the game was changed a bit. While being first concepted with dark and brown colours, they decided to go for a more realistic style two years later.

I Am Alive was originally planned and ready for a release in early 2009, but Ubisoft was not satisfied with the game’s direction in spite of this initial version being nearly complete. Therefore the game was brought to Ubisoft Shanghai where they wanted to change parts of the game only at first. Then however, they restarted the project completely and also tried implementing a multiplayer mode. This did not work out either, therefore I Am Alive was restarted once again in 2010 and was finally release in 2012, as a much different game.

Some more info can be found in this article:

Months after the release of Cold Fear, Darkworks started planning out their next project, a game their General Manager, Guillaume Gouraud had high hopes for. Concept artists and writers went to work on an apocalyptic horror game. However, pre-production on what was then known only as Alive, was lengthy and itinerant. The team went through various iterations on the original concept. Says our source about the pre-production, “We went from a zombie survival game to a squad-based action game with rollercoaster rides to a single-avatar pseudo-stealth one (also with rollercoaster rides though).

Ubisoft CEO Yves Guillemot called for all hands on deck. If Ubisoft was going to pour money and resources into Alive, they would need to ensure that Darkworks remained on track. For Hascoët, this meant entrenching Ubisoft employees at Darkworks headquarters to work alongside the team. This approach ended up creating a stressful work environment for the Darkworks employees. “Ubisoft thought it would lead to a greater collaboration (and of course, greater control), Darkworks thought of it as a hostile takeover and proof that Ubisoft didn’t want to let them hold the creative ownership,” says the anonymous former Darkworks employee.

The trailer hinted at an open world, cinematic storytelling, pre-calamity flashbacks, and open-ended combat scenarios. I Am Alive’s public profile was suddenly off the charts. Though the illusion successfully fooled fans, back in France, things weren’t going well. Perhaps foreshadowing the future of the project, Ubisoft didn’t include the Darkworks logo in the E3 trailer.

Then disaster struck. The project was pulled from Darkworks in January 2009. The team’s hard work left on the cutting room floor. “Ubisoft was fed up with Darkworks.” Says our source of the situation. “To their credit, the game wasn’t very good in its current state and it already cost them a lot of money.” The team was devastated.

Thanks to Hey Hey for the contribution!

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