Also know as “Turrican 64”, Thornado was an action game / third person shooter that was in development at Factor 5 as a spiritual successor to the Turrican series, but with some inspiration from Metroid. This project was originally announced for the Nintendo 64, but it seems that only an early prototype / tech demo was created before it was put on hold, probably because Factor 5 was too busy to work on Star Wars: Rogue Squadron.
Originally they wanted to call the game “Turrican 64” but they could not settle on an agreement with the rights owner of the “Turrican” franchise, Rainbow Arts / Softgold. Eggebrecht said that it was internally referred to as “Thornado”, a mixture of “Thor” and “Tornado”.
The game would had featured eight levels with shooting and puzzles elements. Additionally, the game had two protagonists, a male and a female The music would have been done by Chris Huelsbeck again and a sample is still available to download from the official F5 website.
As we can see from the few screens below, F5 realized a nice Target Render for Thornado 64, that was used to show how the game would have looked on the Nintendo console. The scene shows a scenario from the end of time, in which you had to jump over cars, shots to enemies and then fight an huge final boss. That’s only a tech demo though and probably they never created a playable one.
After some time and many delays, Thornado was cancelled for the N64 and Factor 5 tried to move it to the new “Dolphin” hardware (later know as the GameCube). As we know, even Thornado GameCube was cancelled and after so many years the project vanished forever from the gaming world.
Here is a list with informations and comparisons about those Killer 7 characters that were changed or removed though the development of the game.
Beta Matsuken / Dimitri?
This man was in one of the early K7 trailers and in a couple of beta screenshots, but he’s not in the final game.. or at least he does not look like this anymore. Could this be an early design of Kenjiro Matsuoka (Matsuken, the new leader of the United Nations Party)? Or maybe Dimitri Nightmare (the man sitting beside young Harman in one of the latest cutscenes in Target 05: Smile)? Why was he shown in “black & white” shades?
Urchin was an adventure fantasy / horror game that was in development at Rare Ltd. for Xbox 360. A few pieces of concept art were revealed by Rare artist Ryan Firchau at the “Nordic Game Conference”, held in Malmö in Sweden in May 2008.
While details are scarce, it is known that Urchin was in development by the team that was responsible for Conker: Live and Reloaded. After that title, was released, they helped finishing Perfect Dark Zero for Xbox 360 launch before regrouping as the “Conker team” again. In late 2006, Urchin was cancelled after only a few months of work.
As Zenek has wrote on the Rare-Extreme Forum, it appears as if there was a Dumbot from Conker: Live & Reloaded named “Urchin Pig Girl”. From this little easter egg and from one of the concept arts leaked, we can speculate that the protagonist of Urchin was going to be that little girl with her pig, called Lilith. Other game characters were a professor (The Dean?), werewolves and zombies.
Well, Urchin was the little thing I always wanted to make and who knows may well still make one day (not called Urchin obviously)…… A lovely , creepy , beautiful and tight little fairy tale for those who felt short changed by Fable’s good v bad mechanic.. In Urchin, it was ALL about being bad :)
Urchin had a ton of concepts done, some design, and the whole story arc figured out… I’d planned it as 3 games, each with a cliffhanger ending.
Chris Seavor: Yeah. I wanted a change and I asked them. They said, okay, we’ll get back to you. That’s when I started Urchin, which was a dark fairytale from the point of view of a character who was the baddie rather than a good character. It was in the mould of Fable. The hook was, it wasn’t about whether you were good or bad. It was about how bad you were. But it was moral in that badness is down to your point of view, which is how I managed to get it to work in terms of problems parents might have with it.
When you killed the princess and ripped open her guts to get her heart, which was one of the quests, on the face of it it looked like you were quite a bad character, but in reality you’d then find out the princess was an evil vampire character who was killing local girls. That was an example quest. That’s how we managed to pitch it so it was all right with all the ratings people. That would have been quite good. It was certainly different.
When were you making Urchin?
Chris Seavor: Straight after Live & Reloaded, for the Xbox 360. We did a load of stuff. We had the graphics looking great on that. We spent a good eight months on that. We had a fighting system I called “Dirty Fighting”. The girl was quite brutal. So when she fights she has to use everything. She’s not very strong so she has to be very clever. So she does things like kick them in the knackers and use traps. She had a pall, this pig, who you also used in quests. He was quite heavy and strong, and she was quite light. It was a kind of a Banjo-Kazooie dynamic in that one was helping the other and one had strengths and one had weaknesses. But it was also about the character.
We did the thing Molyneux said he was going to do with the dog in Fable. We had already done it with the pig in that it was also the thing that was your manual, the in-game help. He would tell you stuff and say, oh, that’s interesting, what’s over there? And off he’d run. It worked really well.
Chris Seavor: It was going along and going along, and Microsoft were quite interested and then they weren’t. Just at that point when we were going shall we do this or not, are we going to pitch this for a greenlight, Chris and Tim said, oh, do you want to do PD? I went, oh, all right then. So we carried on with that.
That was another one of those things where I look back and think, should I have done that? Should I have stuck to my guns? I don’t know. It’s hard to say.
Another interesting description of Urchin was written by Xellos in the Playtonic forum:
It was an game about a roughly 12-year old gothic female child. You would have a wild boar as a companion solving the game’s various obstacles and puzzles. He was quite heavy and strong, and the girl was quite light. It was a kind of a Banjo-Kazooie dynamic in that one was helping the other and one had strengths and one had weaknesses.
There was going to be a fighting system in place called “Dirty Fighting”. The girl was going to be quite brutal. When she fights she has to use everything. Since she’s not very strong, so she has to be very clever to survive. She would do things like kick her opponents in the balls, or use traps to kill them.
It was going be having a dark fairytale like story. For example: One of the quests would involve you killing a princess and ripping open her guts to get her heart, on the face of it it looked like you were quite a bad character, but in reality you’d then find out the princess was an evil vampire who was killing local girls.
In the Killer 7 Images Gallery on IGN we can find this interesting screenshot that looks like a puzzle from the game, but in the final game there is not a single puzzle that looks like this one. Was it removed? Probably, but at the same time it’s weird that this screenshot can be found ONLY at IGN: it could even be possibile that this image is from another game and it was added in the Killer 7 Gallery just for a mystake. Do you recognize this from another game? Was this puzzle really in the K7 beta? We are not sure…
Update: Thanks to Sean we have the confirmation that the bird puzzle was indeed in the beta version of Killer 7! As seen in the official Killer 7 website
Through the development of Killer 7 even the HUD was changed many times, probably because of aesthetic reasons. The original crossair was bigger than the final one and it seems that in the beta version there were as many crossairs as the number of weapons used by the character.
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