Vectorman Ultra is the cancelled third game in the Vectorman series, started with the first one developed by BlueSky Software and published by Sega for Sega Mega Drive / Genesis in 1995. Vectorman 2 was released in November 1996 and after it went gold it seems that BlueSky started to pitch a new sequel to Sega (Next Generation magazine published a rumor about it in their website that year), planning to develop it for Sega Saturn, the “new” Sega console that was released in May 1995 in USA.
Ellis Goodson, the artist that worked on the original Vectorman and other cult games as Skullmonkeys and Shadowrun, drawn many concepts to be used in the design doc for Vectorman Ultra created by Jason Weesner. It’s interesting to notice that these concept arts were sold sometime ago on eBay and in some of those auctions they described the game as planned for the Nintendo 64, but it’s possible that they got confused because of “Ultra” in the title (N64 was known as Ultra 64 before its final name).
It’s currently unknown if Sega Saturn’s Vectorman would have been in 2D or 3D, but looking at those awesome concept arts it seems that at least this lost game would have had some side-scrolling levels. We hope to be able to see more from this project sometime in the future, it would be interesting to know if any actual prototype was started at all. Some years later Sega tried to revive the Vectorman IP with a new PS2 game developed by Pseudo Interactive, but that was also cancelled.
Thanks to eSPy, Youloute, S.J. Reed and Ellis for the contributions!
Primal was a PS2 game developed by SCEE Cambridge. Despite a prominent advertising campaign, it went largely unnoticed upon release, failing commercially. However, development on a sequel had already began shortly after the first game launched. As early preliminary work was underway, Sony acquired the license to develop an offical tie-in game for the TV show, 24. The development of Primal 2 was thus cancelled in favour of doing that game, as stated by Paul Donovan:
Any hints that there might be a Primal sequel in the pipeline? Pleeeease! :) Sorry, afraid not. We were playing around with ideas for a Primal 2 and did some prototypes of some new features but then we got the 24 license so we did that instead :-) – Paul Donovan, Senior Programmer, SCEE Cambridge
Mark Gibbons – Lead Artist, Primal: Once the game was completed, preliminary work on a sequel was begun that featured Jen’s lover Lewis as the central character. Primal II would’ve told the story of his journey through Oblivion’s Hell, back to Mortalis, the real world.
Chris Sorrell on February 28th, 2012 at 10:39 am said:
[and finally] – If there were to be a Primal 2 it should feature Jen. …Well I do agree with that one. Further to the comments by Mark, yes we did explore a Primal 2 with Lewis as a lead character. We also explored another take that had Jen as lead and centred on the notion that the demons of Oblivion had found a way through into our world. That one had some cool imagery that I recall – Jen in a flowing leather coat riding a spike-wheeled moto-X bike, Prince Jared driving to Jen’s rescue in an ice-cream truck (garbled music blaring) and sub-way tunnels teeming with spider-like Wraith mutants. Ah, if only..
In addition, Mark Gibbons once published some of the concept art he made for this sequel via his old portfolio. His website is no longer online, but part of the concept artwork was retrieved and posted by fans after the original site went offline.
Heroes, as it was tentatively titled, was a cancelled video game based off the NBC TV show of the same name. It was being developed by High Voltage Software and would have been published by Ubisoft. The title was planned for releases on PS3, Xbox 360, PC and Wii.
Heroes: The Video Game
Shortly after the successful first season of the Heroes TV series concluded in May 2007, Ubisoft entered talks with NBC Studios to use the license for a video game adaptation. This was to be the second big TV property Ubisoft would adapt following the development of LOST: Via Domus, which had began earlier that year in February. While Ubisoft’s Montreal division was busy working on that game, the publisher reached out to external developers including High Voltage Software.
At the time, High Voltage already had experience with developing TV tie-in games, including the Family Guy video game, and was therefore “a natural choice for Ubi”, one developer recalled. Ubisoft successfully negotiated a deal with NBC, which they announced in June, but the final decision to secure High Voltage as its developer was made over the following few months without ever being revealed to the public.
High Voltage Software’s Vision For Heroes
Just as LOST: Via Domus introduced an original character, Elliot Maslow, as its protagonist, the Heroes video game would have centred around a new female character of High Voltage Software’s own invention. Given how short the project’s lifespan was, it appears as though this redheaded heroine had yet to be named, but you can see some concept art of her below.
In the vein of Ubisoft Montreal’s character, this new member of the Heroes mythos would have acted as the player’s vessel through which they could explore the world of the show and interact with its extensive cast of superhumans. She would have enabled High Voltage and Ubisoft a higher level of creative freedom as they attempted to delve into the Heroes universe without too greatly interfering with the pre-established lore.
In 1998, Nintendo of America’s internal team, Nintendo Software Technology developed a pitch to lock down exclusive access to the Harry Potter rights. Had it been successful, Nintendo would have secured the rights to produce all adaptations of the book series for the indefinite future in video game form; potentially preventing the eventual movie adaptations from being created altogether.
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According to one former artist of the studio, a sudden order from Nintendo’s management halted work on their three titles in development at the time (Ridge Racer 64, Bionic Commando and Crystalis) when news arrived that the license was to be auctioned off. This was a blanket license covering all formats of adaptation, including not only video games, but TV and film as well.
“The license went up for sale and all these major media companies were putting together pitches.”
The studio was then split into two: the primary group focused on devising on a pitch for a third person adventure title, whilst a smaller team worked on a potential game based around quidditch. The latter division reportedly included Marvel comic book artist, Adi Granov, who was responsible for character art.
Nintendo ST aspired to develop the adaptations themselves, with versions planned to be released on Nintendo 64, Gameboy Advance and later Gamecube; as well as any of Nintendo’s future platforms further down the line. These releases would have coincided with the launch of each new book.
“All together it was only a week of insanely furious scribbling things to the digital artists to create animations for mock game demos”
The license holder, JK Rowling, agreed to view Nintendo’s presentation, but this was not without some trepidation among the members of Software Technology. Our source alleges that there was a disagreement at one point over which art style would be most appropriate for the franchise. Towards the start, there was a push for character designs inspired by those of the first book’s cover art by Thomas Taylor. However, it wasn’t long before the studio’s higher-ups took against this idea and forced it in a different direction:
“…it went against all my instincts based on what I had read quotes from JK about keeping it strictly British, and I had to revamp my initial designs and go more manga/Japanese – I had a big fight about that, but my boss insisted”
We have unfortunately been unable to post images of these characters, since Nintendo would not allow its artists to share any of them publicly.
According to our source, the crew developing the quidditch game proposal had wanted to follow a similar route with regards to character design:
“[Name redacted] did get to do a more realistic take – I remember his Hermione being really nicely realized, but I doubt he saved anything from those days.”
Ultimately, Nintendo’s bid was declined by JK Rowling. Our source revealed that the writer turned it down in favor of several other proposals by media giants with greater resources, such as Disney and Universal. Whereas Nintendo was only able to offer forays into the realm of video games, these larger companies had the ability to spread out into TV and film; as well as gaming.
Clockwerk is a cancelled puzzle platformer game, which was in development at Next Level Games; the creators of the Super Mario Strikers games, as well as the unreleased Super Mario Spikers. The title was planned to be worked on for multiple unspecified home console platforms during mid-late 2011 (believed to be Wii, Xbox 360 and PS3) , but was never produced.
Two Grumpy Old Men Who Just Want To Retire
The project began towards the start of 2011 and was being worked on in tandem with Next Level’s other main undertaking at the time, which was Captain America: Super Soldierfor the Xbox 360 and PS3.
It was conceived as the story of two old men, Otto & Herman, who work as Hausmeisters (caretakers) in a magical floating clock tower suspended in the clouds called ‘The World Clock’, that governs the flow of time throughout the universe. On their final day before retirement, a faction of evil gremlins attack the tower, dismantling its innards and disrupting the behaviour of time. In order for the grumpy twosome to finally retire, they must defeat the invaders and repair its inner workings.
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