In 2005, LucasArts announced a new Indiana Jones game for next-generation consoles. Originally scheduled for a release in 2007, the game saw constant delays as a result of internal struggles. Due to severe quality issues, it was decided to cancel the project in early 2009. Only externally developed versions for Wii, PS2, DS and PSP saw a release.
When first shown, LucasArts highlighted Indiana Jones as their first game on Xbox 360 and PS3 – with a story written by George Lucas himself. Set in 1939, the player was going to Read more
Silent Chaos is a cancelled action adventure that was in development by Kalisto Entertainment from 1997 to 1999. The game was going to be published on the Playstation by Squaresoft, but originally the project started as a sequel of Dark Earth, an action adventure created by the same team and released only on PC. After few months of work on Dark Earth 2, Kalisto stopped the development for the PC, but it seems that Squaresoft was interested in the game and they changed DE2 into a new IP for the PSX.
The character designs that were initially created at Kalisto were redone again by Tetsuya Nomura, one of the main character designers at Square, famous for his works on Final Fantasy 7, Parasite Eve, The Bouncer and many more. Sadly, after a couple of years of development, Silent Chaos was canned, probably because of the shift of development on the soon to be released Playstation 2. A new Dark Earth 2 project was later proposed for the PS2, but nothing came from it. Kalisto Entertainment declared bankruptcy in 2002: Dark Earth 2 / Silent Chaos vanished forever with the studio and only few CG models and backgrounds remain.
Thanks and credits to Gwen Heliou and Pierre-Mony for the contributions!
In 2007 NamcoBandai asked Kuju Entertainment to work on a successor of their GBA game Rebelstar, for the Xbox 360 and Playstation 3. The game was set in the near future and was about an Alien army attacking Earth. The game was cancelled when NamcoBandai decided to allocate their resources to other projects.
As games like Call of Duty were really big at the time, in 2005 / 2006 Terminal Reality created a prototype / demo for a military FPS set in Iraq, to pitch it to various publishers. One of these publisher saw the demo and loved it, but said they wanted to make a different game, not a military shooter. That “other” game became the new Ghostbusters which was released in 2009 for Xbox 360, Playstation 3, PS2 and Wii. The military shooter remained just a nice tech demo and never became a full game.
GlitterBerri has finished translating the Chrono Cross Ultimania interview in which we can read various information about some plans they had during development that they never used in the final game! You can read the full interview onBerriBlue or in the Chrono Compendium.
Around the time we began development we had plans to do a short game where we were thinking you’d be able to recruit lots of allies and enjoy the variations in the messages and events. To top it off, we’d planned to have it so that you could befriend anyone in town. Using both the battle and the talk button, you’d gradually increase your number of allies. But we limited it at the extent you’d expect, first at 64 characters and then in the end it was decreased to 45.
Actually, we’d gone as far as talking about giving each character an ending. Each ending would fork into 3, depending on the conditions, resulting in 120 in all! … When talk turned to who was going to make all of these, the idea soon died out.
There were several events that weren’t disarded, but just couldn’t be put in due to time constraints. We wanted to have events for all the allies. We had a variety of thoughts concerning Zoah, for example.
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