Splinter Cell: Conviction is a stealth / action game developed by Ubisoft Montreal, released in April, 2010 for the Xbox 360 and PC. The project was originally announced on May, 2007 when Ubisoft released a trailer for the game. It depicted a more rugged-looking Sam with long hair and a fully-grown beard. He had the ability to blend in with the environment, interact with tables and chairs and engage in hand-to-hand combat with enemies.
The game was due for release in November, 2007. However, it missed its initial launch date and on May, 2008 Xbox World 360 magazine reported that Splinter Cell: Conviction was “officially on hold” and that the game had been taken “back to the drawing board.” While Ubisoft never confirmed this, they announced that the game had been pushed back to the 2009-10 fiscal year.
The game resurfaced at E3 2009 with a completely new visual style and a more casual-looking Sam. The developers confirmed that the “new” Conviction had been in development since early 2008, commenting that “the gameplay has evolved a lot” and “the visual direction is simply much better.” [Info from Wikipedia]
We can say that the original Splinter Cell Conviction was cancelled, as the final game and gameplay look very different from what was shown in 2007.
Thanks to Userdante for the contribution! Thanks to Jason for the english corrections!
Far Cry 2 is an open-ended FPS developed for Xbox 360, Playstation 3 and PC by Ubisoft Montreal and published in 2008 by Ubisoft. Crytek, the developers of the original game, were not involved in the development of Far Cry 2. A pre-alpha video of the game, showcasing the visuals and 13 minutes of gameplay with developer commentary, was presented in Leipzig in August 2007. [Info from Wikipedia]
In the Pre-Alpha demo Slayermaggot81 noticed various differences:
Different Level (the jungle in the pre-alpha looked more realistic)
When Player gets shot by enemies the screen turns red.
Campus was a game in development at Ubisoft Montreal for Playstation 2 and Xbox. Although there was never an official announcement, the game is said to have similarities with Rockstar’s Bully. In 2005, Campus was canned after two years of development.
Prince of Persia Prodigy (also know as Prince of Persia Zero in its early beta days) is an action-adventure and platforming game developed by Ubisoft Montreal. It was released on December 2, 2008 for Xbox 360 and PlayStation 3. Proof of conception for this new title was found in September 2006, when a file that was leaked to the internet was found to contain concept art for the game, although Ubisoft didn’t announce the game until May 2008. [Infos from Wikipedia]
In january 2008, Surfer Girl released some screenshots from an early prototype of this new Prince Of Persia, in which the main character was followed by a mysterious flying girl. As you know, the final game has not flying-girls that follow the prince. As we can read over at GameSetWatch, thanks to “David Pettitt” we learn that this version was “a target render that the team pitched the game with”. It seems that Ubisoft showed the full Target Render at a Vancouver SIGGRAPH event. Below you can see the full video!
Some other rumors even say that originally Assassin’s Creed was meant to be part of the Prince of Persia series. Probably Ubisoft created a lot of different ideas for the project, before choosing the final one.
Even the released game has some differences from the official beta screens that we can find online. As noticed by FullMetalMC:
Different colors for the Hunter
Elika’s clothing is a bit different
A removed enemy
Prince’s sword has a alternate design
Different Tree
Elikas magic has less detail
In an interview with Prince of Persia Producer Ben Mattes, we can read more about Elika’s development:
To further answer your initial question of how her design evolved, at the beginning of the game, one of the things we were thinking about was — should she have more of an autonomous personality? Should she have a little bit more autonomy as a gameplay mechanic?
So we developed ideas of her sometimes taking the lead, or her sometimes wandering off and looking at key game points, or her basically just taking initiative. Some of them only got as far as concepts and brainstorms, some of them actually got as far as prototypes, but what we quickly realised was there was a lot of design that had to be done in terms of simplifying Elika’s involvement to make sure we delivered on that promise that she never gets in the way and she’s never a negative.
We had instances where we had interest points in the world — little objects that would attract her attention, and if you idled for a few minutes she would wander over to one of those objects to look at it, but then the player would, y’know, haul ass to the left and Elika’s wandering over there looking at that thing and then he has to stop and wait and go and get her and bring her back, and it was these things that detracted from that overall core message, which is more important than anything else.
[…] initially we kicked around the ideas of Elika being a young girl, but that brought up the whole babysitting thing, and then we toyed very briefly with the idea of Elika being a partner like a brother or a father figure or something, but it didn’t have the kind of sexual tension that’s fun to play with. And then within a couple of months we had the design of Elika almost fully fleshed out as it exists now.
Thanks to Surfer Girl & Grahamx227 for the contribution!
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