Raphael is a cancelled third person action game that was in development by Sensory Sweep Studios for Xbox 360 and Playstation 3. The game was a free-flying / platform adventure inspired by Dante’s Inferno, in which archangel Raphael would explore hell and fight Satan’s demons. As far as we know this project was pitched by the team to different publishers, but in the end it was never fully developed.
Sensory Sweep closed due to bankruptcy in 2005, with employees working without being paid for months. As we can read on Mobygames:
“The company filed for bankruptcy in September 2005, but kept all projects going with two name changes (including Fooptube). In early 2008 the employees stopped receiving contributions, even though their paychecks were still deducted for the next few pay periods. Soon after that the paychecks bounced and Sensory Sweep lost Brash Entertainment as a big client when it folded at the end of 2008.”
What remains of Raphael today is just some concept art, preserved in the gallery below to remember the existence of this lost game.
Among Sensory Sweep’s other cancelled games are titles such as Crash Tag Team Racing DS, Time Traveler, Sentient and Oregon Files. If you know someone who worked on this lost game and could help us preserve more images or details, please let us know!
Woody was a stylish point & click adventure that was in development for PC by Cinemax around 2002, later cancelled for unknown reasons. Its graphic style is reminiscent of classic Amanita Design games, but unfortunately not much information is available on this lost game. It seems the project was conceived for younger players, but for sure it looked quite cool.
If you know someone who worked on Woody and could help preserving more screens, footage or details, please let us know!
Project Ragtag, a third-person action-adventure game set in the Star Wars Universe, was cancelled in 2017. The game was under development by Visceral Games and planned to be published by Electronic Arts. In the end EA shut down Visceral Games, following the game’s irreversible demise.
Led by former Uncharted series Creative directorAmy Hennig, Project Ragtag was an ambitious single-player adventure, focused on a ragtag group of space thieves. While it seemed like a sure-hit for a game that started development in 2013, EA cited dwindling interest in single-player experiences as the main reason for its cancellation.
An interview by US Gamer with Ms. Hennig explained how things went for the project. Henning said the game had been beset by challenges that the whole management didn’t foresee. Additionally Kevin Kiner (music producer of Clone Wars and Star Wars Rebels) also shared his thoughts on the project. He mentioned he worked on the game for a couple of years and managed to create a good amount of music for it. Unfortunately it seems these scores can’t be used in future Star Wars projects.
Making a Star Wars game that looks and feels like Uncharted was a big challenge. For instance, Visceral Games had to use DICE’s Frostbite Engine to develop Project Ragtag, which was mostly designed for first-person shooters, not third-person adventures. They had to re-implement lots of code and animations, from third-person platforming to climbing.
Unfortunately, this was not enough to save the project. In 2017 EA officially announced Project Ragtag’s cancellation: though it had bittersweet comments and feedback from the online community, Hennig and the other team members have moved on. For players and fans of Star Wars, it’s sad to see such a promising game fail. The cancellation of Project Ragtag was also a tough experience for the staff who poured their efforts into it.
Lex Ferrum is a cancelled multiplayer hack n’ slash that was in development by YDreams and Nokia for the ill-fated N-Gage. The project was quite ambitious and original for its time, using actual geo-localization of players who communicated and competed locally via Bluetooth. The team behind the game was composed by Tiago Carita (game designer, 3D artist and animator), Pedro Lopes and António Lobo (both in charge of 2D art) and Antão Almada, Mário Franco, Hugo Abreu and Eurico Moita (programmers).
I’d like to thank Tiago Carita for the time he took to answer my questions about their lost game, and Ivan Barroso for getting us in contact. Also, special thanks to Nélio Códices who sent me all of the screenshots you can see in this article.
Lex Ferrum was in full development around 2003, green-lighted after a prototype made in two months for Nokia. The company was looking for a way to demonstrate the Bluetooth capabilities of their recently launched N-Gage, and YDreams was hired to create a new game that would use such features. Lex Ferrum would use Bluetooth to connect more than 100 players in the same area, an impressive feature that was tested during the Nokia Conference 2003 in Portugal.
Lex Ferrum told the story of a fierce battle between Moors, Nordic, and Iberian warriors for the control of Akio, a sacred realm taken by evil spirits. Players are invited to choose one of these clans, each one with three playable characters. After choosing your warrior you would immediately start fighting against near real-human players and deadly ghosts controlled by AI.
Each warrior could choose between different weapons, such as axes, swords and scimitars. During the Nokia Conference 2003 you could move around the place with your N-Gage, finding real-life Lex Ferrum Bluetooth shops decorated with weaponry and altars. When you got close to one of these shops, the game would immediately connect to them via Bluetooth and activate the corresponding place on the N-Gage screen. You could then buy new weapons, magic potions and spells, for extra help on the virtual battlefield. According to Carita, during the Nokia Conference 2003 around the venue you could also find “two medieval chapels with chanting priests, a witch with a steaming cauldron and a gunsmith doing his craft, one in each corner of the event. If you got close to one of those areas, your N-Gage Bluetooth would detect them and you could be resuscitated by the priest, buy scrolls from the witch or weapons and armour from the blacksmith.”
During battles even deaths were of extreme importance: dead characters became ghouls and to resurrect you had to take vital energy from enemies or find a real-life priest around the venue. In the end, only one name would be remembered: the last warrior remaining alive would be declared the heir to the throne of Akion, the leader of its people. With its 100-player multiplayer, Lex Ferrum was basically a local hack ‘n slash battle royal.
After each battle players would acquire gold and experience points, to be used to buy items in shops and level-up your character. If you didn’t have 100 real life friends you could also play Lex Ferrum by yourself, fighting opponents controlled by the game’s AI. This “single player mode” would have been quite useful, as technology at the time was not advanced enough for the game’s 100-player ambitions: “it was quite hard to connect more than 10 people in the same 50 m2 area using available bluetooth technology at the time. To connect 100 players would have been impossible. The team was in panic and despair when we found out our idea wasn’t technically feasible. Bluetooth could hardly see each other and it kept losing connection: it was hard to fight someone near you”.
In the end YDreams made some changes to Lex Ferrum’s code: “When there were too many N-Gages around you, Bluetooth could detect the IDs of each device, but it didn’t connect. We then used GPRS signal between cellphones and if there wasn’t any bandwidth the game would just launch an opponent controlled by AI. In this way, it looked like you were connected via BT to dozens of people”.
After the game’s presentation during the Nokia Conference 2003, YDreams in collaboration with Nokia tried to expand the game’s mechanics with more layers of combat, content, characters and missions, but unfortunately they realized it was not financially doable. The only playable version of Lex Ferrum was conceived to be used during Nokia events and with no more budget to invest into the project it had to be canned.
Thanks to Códices we can preserve some Lex Ferrum screenshots in this page: if any other concept or media shows up in the future, it will also be saved here.
Article by Jump/Error, original version in Portuguese on the Videogame PT Blog!
The King of Cosplays is a cancelled RPG that may have been in development around 1999 – 2000 by Viccom, possibly to be published by SNK for their Neo Geo Pocket. This is quite the strange and previously unknown game, but our friend and Korean-gaming expert Sam Derboo found a short article about it in Korean Game Power magazine (July 2000 issue):
“The King of Cosplays supposedly in development 1999~2000 at Viccom, NGPC RPG where your characters get stronger the more convincingly cosplay as SNK characters”
Could Viccom and SNK really have been working on a Cosplay-RPG? While the concept sounds weird, we know there were quite some strange / original titles on Neo Geo Pocket, such as Dark Arms: Beast Buster, the “SNK vs. Capcom: Card Fighters Clash” series, Biomotor Unitron and Ganbare Neo Poke-Kun. Also as noted by Sam, “Viccom is known to have cooperated with SNK on several levels (development support / training for Fight Fever, NeoGeo distribution in Korea including NGPC, ties to The Real Kim Kap-hwan) so it’s not completely incredible.”
At the moment this scan is the only proof we have of the existence of The King of Cosplays. Could this have been a Game Power magazine inside-joke? While we may never know the truth, for sure it could have been quite the amazing niche RPG if ever released. If you’ll find something else about this mysterious NGPC game, please let us know.
This website uses cookies to improve your experience, by continuing to browse the site you are agreeing to the use of cookies. Find out more about cookies.Hide
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.