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Green Lantern [SNES – Cancelled]

Green Lantern is a cancelled platformer / adventure game based on the DC comic of the same name that was in development for the Super Nintendo at Ocean Software in 1994.

A small preview of the game was feature in the French publication, Super Power Magazine issue 29. Their write-up reveals that the game was a side-scrolling platformer with shooter elements. The story featured Hal Jordan’s Green Lantern hunting down the queen of Xaos, who is planning to conquer the universe with an army of invisible alien soldiers, once she collects a set of all-powerful crystals.

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Seven levels in total were planned, each taking place on a different world in the DC universe. It all culminated with a final stage using mode 7, where the player would have flown the Lantern through space in a shoot ’em up style endgame.

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A contributor from SNES Central was able to get in touch with some former members of Ocean to learn more about the project, as well as its demise. According to these sources, the game’s original programmer was Andrew Deacin. Unsatisfied with his efforts, the company’s management later replaced him with Bobby Earl, who rewrote its code from the ground up. This is just one of a number of restructuring moves made during Green Lantern’s development, says John Lomax, who was an artist on the team:

“Green lantern was an interesting one as I was only on the game for the first few weeks before moving of to work on Jurassic park 2. It kinda went through development hell (new programmers coming on to finish it as the original guys were fired).”

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Bobby Earl, the coder who succeeded Deacin, revealed the circumstances of the project’s eventual cancellation:

“Green Lantern was a project I worked on quite a few years ago, for the Super Nintendo. The project was infact finished, but DC Comics wanted some very difficult and arduous changes to the product, thus considering the budget already spent, Ocean Software deemed it was not worth continuing with the project.”

Given the apparent pressure the license holders were placing on Ocean, it is likely that they were also to some extent responsible for the changes in the team’s staff throughout its development.

Dean Evans, the composer of the game’s soundtrack has since come forward about his experience with the title, even releasing some of the music he created for it on YouTube. According to Evans, a number of his songs from Green Lantern were re-used in Ocean’s Waterworld tie-in game.

Thanks to Celine, Ace, RetroGameFan9000 and Rod_Wod for the contributions! (Scans from Super Power magazine #29, CD Consoles #7, Joypad #39, Edge #8)

Also thanks to Ash The Dragon and Pipoumantis for translation assistance.

More information can be found here and on The Games That Weren’t book.

Scans provided by Gil B. for Frank Gasking and sprites assets from Senior Artist Ray Coffey provided by Dylan Mansfield from Gaming Alexandria.

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AionGuard [X360 PS3 – Cancelled]

AionGuard is a cancelled action / strategy game that was in development from 2008 to 2010 by Avalanche Studios and it would have been published by EIDOS for the Xbox 360 and Playstation 3. In AionGuard players would have followed an army of elite soldiers, tasked with capturing fixed areas of land which are occupied by numerous mythical and magical creatures.

Originally the gameplay was supposed to take place during the World War I era, however, the theme did not fit the publishers’ line up and was changed to that of a science fiction setting, and subsequently to a fantasy setting when the science fiction theme conflicted with another game in Eidos‘ portfolio. In february 2010, Avalanche Studios announced that the game was officially cancelled, as we can read at Scrowl. The team was then able to move their time and resources to finish Just Cause 2.

Avalanche Studios later bought the rights to AionGuard back from Eidos and they hope to work on it again in the future.

Some more info on the game can be found at Edge Magazine website:

“We’ve had it with this standardisation of fantasy – it’s not exciting any more, it’s deteriorated into trivial re-hashings of the same old things.” But ‘fantasy’ doesn’t tell the whole story of AionGuard. This world is a melting-pot of science-fiction, steampunk, technology, fascism, mystery and games from the excellent Panzer Dragoon Orta to the failed experiment of Lair. If this is fantasy, it’s a gloriously broad strata. […]

“Let’s say you fly in over a new region – the commander of the army might contact you and give you a number of recon missions,” offers Nedfors. “That’s what the military is interested in in a new area. Then it’s all about exploration for the player. You can travel with different attitudes – flying in on a big beast will probably see you getting attacked, but you can be a bit quieter about it.” What if you’ve already seen that area on your travels without being contacted? “You’ve still done that piece of the game, so you get all the benefits from it,” says Nedfors. […]

The scale of the game changes seamlessly – the same size of figure on the screen is now looking over a world that stretches endlessly, populated by an advancing army of 4,000 tiny soldiers. These 4,000 warriors are running on a 360 debug unit, not a PC, thanks to AI scaling. The larger groups of enemies have a group AI that becomes individual once you begin interacting with it.

Thanks to Userdante for the contribute!

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PALPS [NES – Cancelled]

PALPS is a Nintendo unreleased Disk System exclusive game that many don’t know about. It was a very novel game. Basically it was an action game, where the player could not control the hero’s movement during play. The hero moves according to the player’s programmed movements. You defeat enemies with bullets and sometimes there will be an obstacle to deal with. As you advance through the game, the variety of icon tips increases.

The hero’s movement was programmed exclusively with the simplified language part that was said to be more intuitive and advanced than Family Basic. When it appeared on japanese magazines the game was said to not be ready to be seen at all and you can see below some screenshots from an early build. It was so early in development that the genre was still largely undecided. It’s still unknown why Nintendo decided to never release this piece of software.

Very grateful to Susumu for the translation from japanese.

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Heavenly Sword 2 [Cancelled – PS3]

The original Heavenly Sword is an action game developed by Ninja Theory and published for the PlayStation 3 in 2007. In 2008 Sony Cambridge was working on a sequel, Heavenly Sword 2, that was cancelled in early development. As we can read on Wikipedia, according to Ninja Theory co-founder Tameem Antoniades, the story for the sequel was already been written; in fact a whole trilogy was being planned.

On May 2008, Ninja Theory’s IT Manager “Peonic” announced that a follow-up to Heavenly Sword by them would be extremely unlikely due to their decision to pursue opportunities within multi-platform development:

“We’re not abandoning HS just on a whim because we want to go off and do something different – there’s a great huge raft of reasons behind us taking the direction we are – and it’s also the nature of the business that I’m not allowed to share any of those reasons with you. As for the ‘you’re just not doing HS2 NOW’ comments – well one thing you learn in this industry is that you never say ‘Never’. So I’m not going to say we’ll “never” go back and make HS2 – but it’s something I personally see as extremely unlikely.”

Nevertheless, since Sony retains the IP of Heavenly Sword, there is always the possibility of production on a sequel being outsourced to another developer in the future. Only a few artworks from Sony Cambridge’s cancelled Heavenly Sword 2 are saved below, to preserve its existence.

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Orpheus [PS2 XBOX – Prototype]

Orpheus was one of many cancelled prototypes /concepts for games that french studio Darkworks worked on during 2003/2004. It appears as if Darkworks could not find a publisher and the title was abandoned. Instead, they started to work on I Am Alive for Ubisoft, before the publisher decided to move the development to Ubisoft Shanghai. Sadly we don’t know what kind of gameplay could have been planned for Orpheus and only few concept arts remain, to preserve the existence of this project.

Thanks to Dorwaks for the contribution!

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