“The text of the novel is the narration of Edward Prendick, a shipwrecked man rescued by a passing boat who is left on the island home of Doctor Moreau, who creates human-like hybrid beings from animals via vivisection. The novel deals with a number of philosophical themes, including pain and cruelty, moral responsibility, human identity, and human interference with nature.”
During their short existence Haiku Studiosreleased only two games, The Koshan Conspiracy in 1994 and Down in the Dumps (probably their most popular title) in 1996. The Island of Dr. Moreau would have been their third project and by looking at the screenshots published in a few magazines at the time (such as Spanish Micromanía Issue 29) it looked like a promising game for fans of sci-fi adventures.
During those years Psygnosis was publishing many games for the original Playstation, as in 1993 they become part of Sony Computer Entertainment Worldwide Studios, but a few of them such as The Island of Dr. Moreau were planned for PC too. The game used real time 3D characters over pre-rendered backgrounds, similar to Resident Evil or Parasite Eve, also using Full Motion Videos and footage with real actors, filling up 3 CDs.
It seems the game would have been divided into three parts, probably one per CD-ROM: the whole Dr. Moreau’s mansion, exploration of the island (estimated area of 13 hectares) and finally an epilogue in an ancient Mayan temple. Gameplay would have been a mix between a classic point and click adventure (Myst) and a real time action game (Resident Evil, Tomb Raider). Haiku Studios were able to develop a complex timetable system to move 60 NPCs around the island, each one with their own activities following the game’s internal clock.
Unfortunately something went wrong near the end of development, Psygnosis abandoned the project and soon Haiku Studios closed down. The team was also working on two other cancelled games, Elric and Demon Driver.
Marking the fourth installment in the Momodora series, Momodora: Reverie Under the Moonlight began development as Momodora IV. Some footage of a playthrough of the alpha / beta Momodora IV has a placeholder music that sounds like someone tapping on a xylophone in parts and in other parts reminds one of Legends of Mana. The game’s beautifully nostalgic graphics appear to contain much of the elements of the game with the exception that the 2-D backgrounds seem to be enhanced in later versions.
While a large number of elements would remain the same between early and later playthroughs of Momodora, there were some noticeable developments made. A shader was added to the final product to shift the overall color palette to better fit levels. The game HUD was improved with the it being switched to the other side of the screen and fonts that were more suitable for the tone of the game. Grass in early playthrough also had not been developed yet to respond to a player’s movement. The characters and animations in the game would remain mostly the same but the boss in Karst City hadn’t been fleshed out. You can see that the sprite is a static image and probable one single sprite rather than a series of sprites layered over one another. Gamepad controls hadn’t been implemented in the Momodora IV beta.
Momodora IV was developed by Bombservice and published by Playsim, the change in title to “Momodora: Reverie Under the Moonlight“ was likely because the series was still unknown to most of the world and a more interesting subtitle could have attracted more people. In addition to the Momodora games, Bombservice has also developed Bunny Swordmaster Story.
Momodora: Reverie Under the Moonlight was released on March 2016 for PC. A year later on March 2017, the game was released for the Playstation 4 and XBox One.
Chase is a cancelled action adventure with RPG and racing elements that was in development around 2010 for Xbox 360 and Playstation 3, possibly to be published by Evolved Games. While we received some details about the game’s story and gameplay, we don’t know the name of the studio that was working on this project and it seems that only an early tech demo was developed before its cancellation, probably because the pitch was not fully green-lighted by the publisher.
Described as a “cinematic and emotional action RPG and Driving game”, Chase could have mixed some interesting gameplay mechanics from different game genres, within modern day real world settings. Some of the areas planned for the game included California (Los Angeles), Nevada (Vegas), California (San Francisco), Utah (Salt Lake City), Arizona (Grand Canyon), Texas (Baytown Refinery, largest oil refinery in the United States), New York (New York City), Michigan (Detroit), Illinois (Chicago) and Louisiana (New Orleans).
Such games as Burnout Paradise, GTA, Twisted Metal and Midnight Club: Los Angeles were quoted as inspirations for the game’s feel and gameplay, and in Chase players would be able to explore 12 different areas in North America, driving around with many upgradable vehicles (cars, trucks, motorcycles, jet skis and airboats) while trying to escape from enemies or chasing down a target, for example a truck with a gas tank that has to be destroyed. Each vehicle would have had many weapons at its disposal, you could customize your car as you please to became a powerful road warrior. By looking at the early tech demo footage, we can say it kinda looks a bit like the Mad Max game tie-in developed by Avalanche Studios and published in 2015.
Two playable characters were available, Logan and Gina chase, each with their own skills and strengths. We can assume the final game would have included many cinematic cut-scenes with a feel similar to high-speed action movies, with reckless driving, chases, car combat and crashes. Levels would have had destructible environments, dynamic night and day cycles as well as weather that would influence gameplay.
Here are some details from the beginning of the story planned for the game:
“Logan Chase has only scratched the surface of the plot from the secret group called The Hand of the Patriots. The clock is ticking and it’s up to Logan and his wife Gina to stop the chain of events that will cause the United States to fall into chaos.
Logan Chase has lost everything and is now an inmate of a maximum security prison awaiting his execution date. This former agent has been labeled an enemy of the state, locked up and all that he cared for has been taken away from him.
The victim of a major cover-up he has been betrayed and lied to by everyone he trusted even his own lawyer. There is a long list of dirty cops, rogue agents and other dark forces standing between him and freedom. Believing his own life is over Logan’s only concern is for his wife. Before his imprisonment he was able to secure her escape. Gina Chase is probably the only person that knows his innocence and is also a target on the run.
HAND OF THE PATRIOTS: From America’s social elite to generations of political dynasties and hard core religious zealots . The Hand moves in shadows and has pull in it’s many political, religious and charity organizations. They are the one’s who are pulling the strings.
After receiving the final verdict of guilty Logan is being transported back to the prison along with other prisoners. He is told by the warden that they finally have word on where his wife is and she will soon be taken. Handcuffed and bound he fights but can’t get free. But then the prisoners attack the guards and grab the keys. A fight between the prisoners and guards begins on the bus.
The prisoners have the bus and the cops are chasing them. A firefight between them begins. (This includes cars and helicopters). Logan shoots down the helicopter and takes out most of the pursuing cop cars but the bus is on fire and can’t go on much longer. He spots a transport filled with new cars. He decides to jump for it from the roof of the bus. Logan makes the jump and begins to hotwire one of the new cars. The cops are closing in as he starts the car and floors it off the carrier.”
It seems that while Chase was set in real-world settings, there would have been some sci-fi or near-future elements, such as chemical compound used by Hand of the Patriots to render the masses passive and release their free will, and the high-tech combat cars you can see in the footage below.
Multiplayer was also planned for Chase, we can assume it could have been some kind of car combat online mode similar to Twisted Metal.
If you know someone who worked on this game please let us know! We’d love to save even more details about it, before it could be forgotten.
Road Trip is a cancelled zombie-apocalypse adventure game that was in development in 2009 / 2010 by French studio Hydravision Entertainment (mostly known for the popular survival horror game Obscure) planned to be released on Xbox 360 and Playstation 3. Initially known as Project T, the game was meant to be a more mature and open-ended take on the “zombie survival” genre, with a gameplay mechanic similar to State of Decay (released only 4 years later) and a characters-driven storyline, with a strong, non-romantic relationship between the two main protagonists, a man and a woman, somehow similar to what Naughty Dog did many years later in The Last Of Us. Road Trip was ambitious in scope and was likely Hydravision’s last chance for success, as the studio went bankrupt in 2012.
Popular books, comics and movies such as The Walking Dead, World War Z, 28 Days Later, Life After People and I Am Legend were the main influences for Road Trip. The studio wanted to create an open ended survival-horror game focused on action, immersion, and the feeling of freedom, while keeping pressure on players as much as possible, to surprise them with huge zombie hordes.
Road Trip was meant to be different from other third person shooters in that the player was going to have to deal with a constant sense of omnipresent danger. Instead of being in a shooting gallery and just walking toward the enemies, the player would be pushed into difficult situations and forced to figure out the best way to deal with the situation. Players would have never been completely safe in Road Trip: infected could be already roaming in the areas or appear suddenly. Zombies could pop up at anytime and from anywhere like open doorways, through windows, and even from the ceiling. These monsters would never give up, and they would hunt their prey aggressively as they were able to scale most obstacles.
Luckily players could use the environment to protect themselves, taking refuge inside a building and barricading it (pushing furniture in front of an exit to block it, closing and locking doors, windows, shutters, nailing wood boards on exits, etc.), slowing the enemies down while fleeing or using various items to help kill dozens of zombies at once (shooting a gas tank, wired grenades, etc.).
In this post-apocalyptic zombie world cities have been deserted (they are too dangerous, plus diseases are spreading quickly because of all the rotting flesh). A small proportion of the population has managed to adapt and survive in suburban areas, but most died in the first few days. There’s no electricity to be found, but petrol is still usable, providing you can find it in abandoned gas stations.
A reboot of Tomb Raider was developed by Crystal Dynamics and released in 2013 to welcoming applaud and incredible reviews. However, it seems that the development process took a rather sharp turn. This new Tomb Raider project was started in early 2009 and was originally meant to be a much more different game than the final one. Dubbed Tomb Raider: Ascension(not to be confused with the 2007 fan-made movie), its conception was a world away from what gamers got in the end. Taking inspiration from such titles as Resident Evil, ICO and Shadows of the Colossus, Lara’s reboot début was to be filled with giant supernatural enemies, a child companion that followed Lara, horse combat and explorations in a lavish open-world environment.
Concept art was already released immediately after the initial game announcement which holds lots of things not included in Tomb Raider’s final draft, and the concept lead many people to believe Tomb Raider was going to become something of a horror-genre game. Before the final Tomb Raider 2013 was released, EIDOS published a promotional Digital Book “Tomb Raider – The Final Hours” containing images and a video with the lost Ascension prototype:
“The Tomb Raider name never appeared on Guardian of Light and there was a reason – Crystal was saving that for the next project, what was internally known as Tomb Raider 9, or Tomb Raider: Ascension. Obvious biblical references aside, the team led by creative director Tim Longo was asked to come up with a radically different approach to a Lara Croft adventure. And that’s exactly what they did.
In early design meetings the team started thinking about other games that could inspire a new approach. The emotionally rich role-playing game Ico, the survival horror of Resident Evil, and the towering mythical creatures of Shadows of the Colossus all served as early inspiration. In Longo’s first pass at the design Lara Croft teamed up with a 6-year-old girl named Izumi […] as they adventured through a mysterious island inhabited by ghosts and monsters. Izumi would crawl into small places to help the player, thus creating asymmetric gameplay.
Eventually the player would dicover Izumi’s magical ability to manipulate water and interact with the island. After a few months of work the concept was deemed too ethereal and difficult to understand for Tomb Raider. Izumi was excised and at first replaced by a monkey that would accompany Croft on her adventures. When that didn’t work out the kids and animals were replaced by a more menacing presence on the island: colossal monsters.
In this second full pass at the concept design Lara would ride on horseback and battle against these monsters as they hurled trees at her in sequences reminiscent of a God of War game. Further refinement of the colossal monster concept shifted the art direction into the real of horror, with large zombie-like creatures that would roam a fog-soaked island.
What was intended as a confidential focus test from the Nielsen Group soon became public when one of the participants leaked images and details onto the internet during the summer of 2009. A “Rumored Leaked Photos of Tomb Raider Reboot” thread of the Tomb Raider forums quickly amassed some 3,687 posts from fans who expressed shock over a game that was more Resident Evil or Silent Hill than Tomb Raider. Others worried that setting a game entirely on an island abandoned the Indiana Jones-like globetrotting that was a hallmark of the series. […] Ultimately the horror direction was a shocking twist and focus tests confirmed that the team was “moving in the direction of making the greatest art house game that no one would ever play” […]
In the final game plot there are still some nods to the Ascension name, as we can read in Wikipedia:
Escaping the ancient monastery where she is taken by the Oni, Lara hears from Sam that Mathias is going to put her through the “Ascension“, a “fire ritual” to find the next Sun Queen that will burn her to death if it is unsuccessful. […] Lara realizes that the Ascension is not a ceremony to crown a new queen, but rather a ritual that transfers the original Sun Queen’s soul into a new body; the Sun Queen had learned to become effectively immortal by transferring her soul into a young girl’s body each time she grew old.
Below is listed the most significant changes to Tomb Raider in list form:
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.