Hurikàn is a cancelled action adventure in development by Electronic Arts in 2006, planned to be released for Xbox 360 and PS3. The project was never officially announced by EA and we found out about its existence thanks to concept art leaked online in 2010.
As far as we know Hurikàn was in development by an internal team at EA, and it was one of many pitches for new projects conceived in those years. Other unreleased ideas were Gun Head, a Road Rash reboot and a game based on Oliver Twist.
Hurikàn was set in a weather-beaten island, where a mysterious company was working on top-secret researches. Something went wrong during the experiments (maybe a hurricane hit the island?) and their research center was attacked by robots gone haywire, ocean monsters and… even the weather? Artificially intelligent and remote-controlled machines played a prominent role in the game: some of them could help players and NPCs (for example by saving survivors), while others could be aggressive. We imagine this could have been something like a mix between Jurassic Park and Vanquish.
Unfortunately we don’t know anything else about it and the project was quietly canned in early development. From the few images we preserved in the gallery below, we can just say that Hurikàn could have been quite the cool adventure.
If you know someone who worked on this lost game, please let us know.
Energy is a cancelled open world adventure game in development by spanish studios Zeus Software between 1995 and 1997, with funds and help from Dinamic Multimedia. While the Tomb Raider craze started in 1996 when the first game was released, Energy’s main female protagonist was already conceived before it and the project was intended to be much more ambitious than Core Design’s popular action adventure.
While today not many people remember the existence of this lost project, at the time Zeus’s game was announced with high expectations on a few spanish gaming magazines such as Micromania. Zeus Software was known in the spanish market for their 2D PC / Arcade games, titles such as Biomechanical Toy (1995), Risky Woods (1992) and Bestial Warrior (1898). Energy would have been their first 3D project and if only completed if could also have been their first international success.
The team planned a huge open world spread out into many different areas, in which players could freely move around using different vehicles, such as boats, motorcycles and even horses. Players would have been able to talk with dozens of NPCs, to learn more about the game’s story and probably to help them in different ways. Imagine Energy’s gameplay as some kind of Tomb Raider mixed with a smaller-scale The Elder Scrolls II: Daggerfall. Enemies’ AI would also been especially advanced for its time, Zeus really wanted this to be a high-profile game, to show their talent to the world.
The game had a dark-fantasy setting, with an obscure enemy menacing to destroy the whole world. Yoell, an evil monster from another dimension, invaded the game’s world with its demonic powers, transforming humans into monsters slaves. The last hope for humanity is Yiria, a rebel who escaped from Yoell’s attack and now plan to vindicate her friends. She’ll have to find a magical portal, which could connect to different worlds and be the key to defeat Yoell.
Unfortunately after more than 2 years of development, Dinamic Multimedia fell into economic problems and they had to cut funding. With no more money to keep working on Energy, Zeus had to cancel the project and close down the whole studio. If you know spanish, you can learn more in the scans preserved in the gallery below.
“Bill: When I came to Capcom to develop Maximo the N64 was still the hot market, but Capcom USA only had one development team at the time and they were all working on Final Fight Revenge, which I was told would wrap up soon. Well soon doesn’t mean the same thing in Japan I guess for FFR had a producer over here from Japan and he wasn’t in any great hurry to finish the game. So it took a really long time to finally get a start date for the production and by then the N64 wasn’t king anymore and I was asked to change all of my designs to Playstation.”
Final Fight Revenge was available in the arcades in mid 1999, but Capcom USA already started their new Playstation 2 pitch for Maximo: the Dark Knight in late 1998, to be able to start development before Sony’s second console would be released in March 2000. Their idea was to create an action game for adult gamers, with violent gameplay, realistic visuals and a mature storyline. To conceive a dark medieval fantasy setting suitable for their new game, David Siller (Creative Concept and Studio Director for Maximo) got in contact with Joe Pearson, writer and producer for such series as Roswell Conspiracies and Kong: The Animated Series. As written by Joe to Ross Sillifant:
“It all took place in 1998. This was a paid gig from Capcom who approached me through a contact via David Siller whom I had worked with on the first Crash game. At the time, Capcom was seriously considering doing a hard R-rated for violence and sex dark Maximo medieval fantasy game and they wanted me to write up a concept Bible and opening game cinematic/introduction.
This was a dream come true as I was a big fan of Michael Moorcock’s brilliant Elric book series and a real opportunity to delve into my own dark side and cut loose with some edgy over-the-top world building and scenarios. The result you can read for yourself. I think it’s pretty, horrifically successful in a dark fantasy way.
It wasn’t easy as I was in full production as the Show Runner on the 40 episode animated Roswell Conspiracies series, but it was such a rare opportunity to cut loose, I made the time over a long weekend to write it up. Well, Capcom paid me for it, and then shifted over to the G-rated mode for the game itself so I never got to write out the script scenarios for the sexed up “Princess reward levels”. Oh well, that’s entertainment.”
In this opening scene written by Joe for the undeveloped Maximo: the Dark Knight pitch we can read:
“FADE IN on a tortured landscape of jutting rocks and twisted trees. Flames burn from crevices torn in the barren earth. Smoke and fumes fill the screen. Distant, giant shapes can be dimly seen dwarfing the stunted trees. As the narrator speaks we slowly PUSH IN. The shapes emerge from the smoke—a deformed, one eyed cyclops with huge, misshapen hands and a second, tusked face embedded in its chest, a dead white giant worm, with the multiple legs and clawed tail of an earwig and the face of a baby, a jet black female Centaur with red burning eyes and hair, a sickly green, multi-limbed octopus with the face of a beatific, painted geisha (each tentacle ends in a lamprey toothed mouth), and a hairy, spider-like creature with the head of a ravening wolf, etc. (go wild, use your imagination)
We move past the monsters to reveal Lilith on her titanic obsidian throne. She is supremely beautiful and terrifying. A giant, red skinned demoness, with black bat shaped wings and huge bull like horns (I’m picturing a beautiful female version of the Tim Curry character from “Legend”. Her lower legs and feet are goat-like. She caresses the head of a massive catlike creature with the spiked tail and armor of a stegosaurus. Piles of thousands of human skulls form pyramids on either side of her throne.”
The original draft script for Maximo: The Dark Knight’s prologue is preserved in here.
In the end Capcom USA sent their pitch for this adult-only Maximo to Capcom of Japan, that unfortunately rejected their idea. As told us by William:
“No, no prototype of a realistic Maximo was ever produced. Once we submitted the full game design document to Capcom Japan, along with the concept art we produced they pushed back and said that they wanted all of the realistic looking games to come out of Capcom Japan, so that’s when we had to change the look and feel of the game. It was our intent to make a gritty and dark game from the start, so we were a bit ticked off when our producer rep from Japan showed up with a first playable demo of Devil May Cry, for it had the look and feel of what we had originally proposed. Oh well, nonetheless we ended up with a game more successful than even Capcom Japan had expected, so much so that they asked us to convert the game to Japanese first, so they could do a big launch of the game in Japan, before here in the US.
Excalibur is a cancelled action RPG that was in development by Australian team Auran (later known as n3vrf41l Publishing and N3V Games Pty), announced in 2001 for PC. The game was based on the legend of King Arthur and his “Sword in the Stone” Excalibur.
Established in 1995, Auran first came to prominence with the hit RTS “Dark Reign: The Future of War“, which won Strategy Game of the Year in 1997. As one of Australia’s oldest and largest game studios Auran has won numerous technology awards and operates from world-class facilities in sunny sub-tropical Brisbane. Boasting a team of internationally experienced developers, Auran’s staff have worked on a titles including: Asheron’s Call 1 & 2, Star Wars Galaxies, Ultima Online, Mythica, Middle Earth Online, Need for Speed Underground, Magic and Mayhem and many more.
As we can read from the original press-release on Gamespot and Shacknews:
“The game is set in a medieval fantasy world split into three main realms: Albion, Poisoned Camelot, and Avalon. It features ranged, melee, and magical combat, and it includes a wide range of medieval weapons, such as swords, maces, axes, longbows, and crossbows, as well as a number of magical spells. Players will be able to follow the game’s single-player storyline or engage in head-to-head combat in multiplayer mode over the Internet. Excalibur will also include elements of siege warfare, such as catapults, battering rams, and cauldrons of boiling oil.”
– Master the three disciplines of melee combat, range combat, and magic
– Wield swords, maces, axes and other medieval weaponry with dazzling technique
– Fire awesome range weapons, including the legendary long bow and the deadly crossbow
– Cast cool magic spells to help your friends or hinder your enemies
– Fight hand-to-hand over the Internet
– Shoot huge catapults
– Ram castle gates
– Pour boiling oil over your foes
– Morph into strange beasts
– Fight savage hand-to-hand battles for Internet supremacy!
In the end Excalibur was never completed: we can assume the project was too ambitious for such a small team, and they instead found niche success in their Trainz simulation series.
“BEOWULF is a third person action adventure with role-playing elements. Explore the northlands, fight enemies both natural and supernatural, and prove your worth among the heroes of old.
BEOWULF is based on a nordic saga that dates back to the 6th century AD. The game captures the adventure spirit of the early Viking Age, creating a unique visual interpretation of the world of norse legends with state-of-the-art 3D graphics.
BEOWULF is very combat-driven, and features a unique and innovative melee fighting system. It is the first game to bring an authentic simulation of medieval sword-fencing to the computer game medium. The advanced physics simulation system provides a high level of realism and dynamic gameplay.
Features that make the game stand out:
* combat system that faithfully emulates medieval sword-fencing
* vivid characters and beautiful 3D environments
* cutting-edge 3D technology with striking visual effects
* integrated realtime physics for action-packed gameplay
* well-known name and scenario (especially among the Tolkien fan community).”
Images shared by 4HEAD Studios show a few concept art and early renders depicting the most iconic characters and places of the original Beowulf legend, such as the protagonist itself, the monster Grendl, his mother, the Dragon, the Mead Hall. However, no actual gameplay is seen so we can assume the team was still in early development.
Gamespot used to have two teaser trailers of the game, but they are currently unavailable. Beowulf’s tie-in game released by Ubisoft in 2007 was a very different product, since it relied on the latest movie version of the Beowulf character, instead the original poem. Gameplay also deviated from 4HEAD’s concept with RPG elements, and Ubisoft’s game was more an hack ‘n slash similar to God of War.
As we can read on IGN, after Ubisoft announced their game based on the movie, 4HEAD was not able to find a publisher interested in their own version, so it had to be cancelled:
“So today 4Head (now part of DTP Entertainment) announced that its Beowulf project is no more. The company sold its trademarks, web domains and other assets related to the game to Paramount.
“With the announcement of Ubisoft’s offical game based on the movie and the conceivable competitive situation, we were seeing publishers unwilling to support our game,” said the game’s Executive Producer, Gustaf Stechmann. “We thus lacked the resources needed to drive the project’s development forward. Luckily, we had the older rights to the use of the name. The buy-out deal with Paramount was therefore the logical exit strategy.”
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