Legend of Kay is a fun 3D platformer developed by Neon Studios and published by Jowood in Europe and Capcom in America back in 2005. Little is known about how the Legend of Kay looked early on or what the early codename of the game was. But, you’re in luck because I found some material. Legend of Kay was initially known as Project K. In my mini-interview, the game was pitched by Anthony Christoulakis, who wanted to make a platformer centred around a cat character. Eventually, his coworkers at Neon Studios liked the idea, and the project began development in late 2001.
Below, you get to see a glimpse of early footage of Legend of Kay. Enjoy:
Differences:
Different HP and Magic HUD
Gorillas have a different armour
Kay’s render here is the same as the one used in the DS game
Different stamina HUD when swimming
Different currency icon
Slightly bigger bomb icon
The weapons icon is not present in the final game
Kay wears a different outfit in early renders
Videos:
In this video, you can see some of the pre-production sketches of Legend of Kay.
Beat Down: Fists of Vengeance was Cavia and Capcom’s attempt to revolutionize the beat’em up genre and win over the American market. It took heavy influence from crime and mafia films, and it’s evident throughout the game’s environments and narrative. However, Cavia and Capcom ultimately failed to deliver what they envisioned.
The game began development in late 2003 and was released in 2005 for the Xbox and PS2. Before its final release, a few changes were spotted in early builds. Here are the differences:
IGN videos and E3 2005 Previews:
Enemies have a different HUD on top (purple)
Enemies didn’t have a HUD originally
Destructible environment was removed
The Money icon position is in a different spot
Dirt effect when slaming enemies to the ground
Excessive blood effect during intense fights
The camera angle when throwing the enemy off the walkway in the Train Station area (seen at 1:53) doesn’t change.
Different clothing and hair text in shop.
The Buy sign is different
Brighter lights for cities in early builds
Pressing the circle or B button to pull off the special attack didn’t deplete your health
The notoriety symbol uses Raven’s Jacket instead of the Skull
Tatsuya Minami Interview:
Different interrogation text color
The text showing “recruit your enemy” is in a different position
Name texts are different for both the player and the enemy
Beat Down Trailer
Raven’s VA is different
Call screen is different
Different texts across the game altogether
The wanted meter uses a policeman’s face in this trailer and the word “caution” near it. The final build uses a police badge instead
Different logo of the game
Again, the special attack doesn’t deplete your health
Breakable environment
Images of early builds, along with three concept arts
YouTube video documenting the commercial and critical performance of the game
Legend of Kay is a fun hack-and-slash 3D platformer developed by the German-based developer Neon Studios and published by Jowood in Europe and by Capcom in North America in 2005. The game was released to mixed reviews, but major critics were pretty positive about the game.
There is no data on how Legend of Kay performed sales-wise, but after deep research, it turns out that there were plans to make a Legend of Kay 2. Unfortunately, Jowood ran through financial troubles back then, which led to their demise. As a result, the sequel was cancelled in 2006.
Actual development on a prototype build began shortly after the original game’s release, and a few concept artworks were made. Unfortunately, that’s everything there is to see. There were plans to port the PS2 game to the PSP, but that never happened as well.
A history video was made, detailing the inception of Neon Studios, the cancelled sequel, the PSP port and information on the remastered release. Please, Enjoy.
PS: More screenshots and info on the planned story will be revealed soon.
Video containing a mini interview with Lead Artist and Game Designer Anthony Christoulakis
Ghosts ‘n Goblins 3D (AKA Makaimura 3D in Japan) is a cancelled chapter in the titular Capcom series that was planned in 1994 for the original Playstation, 3 years after the release of Super Ghouls ‘n Ghosts for the Super Nintendo. As far as we know this canned PS1 game was never officially announced by Capcom (but they did announce Ghosts ‘n Goblins for Nintendo 64) even if rumors about a 32-bit Makaimura were around at the time. In September 2020 a former Capcom artist shared a few pieces of concept art on Twitter, but later removed their message: those drawings are preserved in the gallery below, to remember the existence of this lost game. By looking at one of the remaining drawings, we speculate the game may have had an isometric top-down view.
Maximo: the Dark Knight is a cancelled “Adults Only” (AO) game pitch that was considered by Capcom USA to develop as a spiritual sequel to the Ghosts ‘n Goblins series. After Capcom of Japan shown their Ghosts ‘n Goblins N64 prototype to the press in 1996 (a game that was never released), a year later Capcom USA conceived their own pitch for Maximo on the Nintendo 64. As revealed by William (Bill) Anderson (Senior Game Designer for Maximo) in an interview published in our book “Video Games You Will Never Play”:
“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.
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