Heroes of Might and Magic 5 is a turn-based strategy game developed by Nival Interactive and published by Ubisoft in May 2006, as a reboot of the series. As we can read on Wikipedia Ubisoft acquired the rights to Might and Magic as far back as 2003, when 3DO filed for Chapter 11 bankruptcy. At the time New World Computing were already working on a new 2D Heroes of Might and Magic for 3DO, but when Ubisoft bought the franchise they ditched NWC’s versions to start a new, fully 3D game. In 3 years the new version of HoMM5 changed a lot and thanks to a leaked alpha version of the game we can see many of these “beta differences”:
– the interface is completely different in nearly every respect with a lot of prototype stuff
– hero portraits are completely different (Isabel is a photoshop of Kate Beckinsale)
– many creatures have different textures
– the priest/inquisitor has a different model, which was replaced when Games Workshop confronted Ubisoft for plagiarism
– many structures have different models and textures
– different sense of scale in the adventure map, much closer to Heroes 3 (in retail version everything is bigger and more “epic” than practical)
– battlefields of varied size (some battlefields are smaller than the one size in retail)
– the town screen is very different, a static 3D shot similar to previous games (in retail it’s an elaborate flyover)
– only one scenario/map, and the map doesn’t exist in the retail game
– only one faction (Haven)
– there is no world of Ashan (Ubisoft’s fictional world from the retail game), it’s set in Axeoth (the world of Heroes 4)
Kanaan (AKA Chaos when it was conceived on Playstation 1) is a cancelled first / third person open world shooter that was in development by Argonaut Games in late ‘90, planned to be published in 1998 / 1999 by Ubisoft on PC. While many other lost games from Argonaut were widely known, this one seems to have been forgotten for many years, until in January 2016 Werta Oldgamesru noticed this title and posted about it in our Unseen64 FB Forum. The project was quite an interesting twist on the classic shooter genre, because of its open world environments and anthropomorphic animal enemies. As noticed by Ross Sillifant, a two-pages preview of the game was featured in Edge magazine September 1998 issue, where we can read a lot of details about its gameplay:
“Think dark tunnels, think robot enemies, think bleak future worlds. The stereotype defined by ID’s seminal Doom has been adhered to with a near-religious reverence by developers worldwide. So perhaps, it’s salient that Argonaut, a traditional console game company once strongly linked to Nintendo, should be chipping away at the genre’s mould. Argonaut first person foray is currently dubbed Kanaan, although the search for a name to replace the development tag of “Chaos” has been a protracted wrangle. While the game’s futuristic setting is nothing new, its dog-themed alien enemies are refreshingly different. Guiding lone human Gabriel Cain, the player must stop the invaders from capturing his home planet of Camrose. Cain is one of two surviving members of Camrose’s crack Chaos Squad, the other being the group’s traitorous captain deSoto. As the game progress, new plot elements are introduced, including Cain joining the underground resistance. New weapons, locations and environments will gradually be uncovered as Cain struggles to defeat the alien foe. His eventual target is the alien leader Commander Kray, who must be brought down for Cain’s final victory.
Through the careful use of tessellation techniques, Kanaan has been gifted with vast environments. […] However, the game also contains a large number of structures which can be entered, the action blending smoothly from interior to exterior. Using Kanaan’s powerful 3D engine fully, certain buildings will feature balconies, giving the player the ability to look across an area and attack enemies from a distance.
In order to move swiftly around these incredibly open areas, the player can capture and utilize a variety of vehicles. These includes jeeps, cars, trucks, speedboats, helicopters and bombers, each with their own armoury available at Cain’s disposal. […]
While Kanaan’s standard viewpoint is first person, Argonaut has strong opinions regarding character depiction, and to that end an additional third person camera is selectable. […]
Cain also has access to a sniper weapon (as seen in Goldeneye) so he can pick-off foes from a great distance by zooming in through the weapon’s sights. Traditional first person puzzle elements also emerge, along with console systems which reveal conundrums that block progress.”
A few more memories about Kanaan’s development can be found in websites of people that worked on it. Simon Grellrecalls:
“Kanaan was the first game I worked on at Argonaut. I did most of the character and vehicle designs but unfortunately it was canned shortly before it was due to be released”
In an interview with Julian Alden-Salter posted in the GameOn Forum, we can read:
“I spent 5 years at Argonaut working on Hot Ice (unpublished), Alien Odyssey (unpublished), Croc, FX Fighter Turbo and Kanaan but was made redundant when the project I was producing (Kanaan) was canned.”
As the game was almost complete when cancelled and even Edge was able to try a playable demo, we hope that in the future someone could find a video or even a prototype of Kanaan that could be saved.
Thanks to Werta Oldgamesru, Maik Thiele and Ross Sillifant for the contributions! Screenshots saved from AVOC by Fabio Cristi
Tonic Adventure is the cancelled sequel to Tonic Trouble, a 3D platform game developed by Ubisoft Montreal and Ubisoft Montpellier, released in mid 1999 for N64 and PC. Tonic Adventure was being made from 1999 to 2000 (perhaps for Dreamcast or the soon-to-be-released PS2) by the same team that worked on the original game and Rayman 2, but it seems that the project was canned in early development, maybe because of low sales and mixed reviews of the first TONICT. Only a few concept arts were found in the portfolio of a former Ubisoft artist, preserved in the gallery below to remember this lost game. We can speculate that after Ubisoft found out that Tonic Trouble would have not been a popular IP as they planned, they switched resources from Tonic Adventure to more marketable games as Rayman M and Rayman 3.
If you know someone that worked on Tonic Trouble 2 and can help to preserve more info about this cancelled project, please let us know!
Announced in 2011 at Ubisoft’s E3 press conferenceBrothers in Arms: Furious 4 was to be the next instalment in the Brothers in Arms franchise after Brothers in Arms: Hells Highway. The game was originally set to be released sometime in the first half of 2012 for PlayStation 3, Xbox 360 and PC, but that never happened. However, in 2012 Ubisoft let go of the Brothers in Arms IP and The Furious 4 trademark granting the games developers, Gearbox Software, full ownership of both. The president of Gearbox, Randy Pitchford, then announced that the Brothers in Arms name was being dropped from the title due to negative fan feedback and from now on the game would just be called Furious 4. Pitchford also said that internal discussions held within Gearbox led to the same conclusion that Brother in Arms and Furious 4 should be separate IPs. He said that there would be another Brothers in Arms game sometime in the future when the time is right but for now Gearbox was concentrating on Furious 4 which would be undergoing some drastic changes.
While previous Brothers in Arms games followed Sargent Matt Baker and the soldiers of the 101st Airborne Division in a serious historical setting, Furious 4 would have taken a quite different approach to the World War 2 setting. Furious 4 looked like a cross between Borderlands and Quentin Tarantino’s 2009 filmInglorious Bastards. The plot followed a group of four characters as they massacred their way through Germany in 1944 all the way to Hitler, and that’s all we really know about the plot itself.
There is a small bit of information on each of the four playable characters. Firstly there was Chok who was a Native American soldier with a fondness for hatchets. Next up was Stitch who was an Irishman with a few lose screws who seemed to enjoy taking out his enemies with a custom made taser a little too much. Crockett was from Texas and could use a cattle prod to brand enemies. Lastly there was Montana who was a Nazi killing lumberjack with a large machine gun, a chainsaw and bear traps. There was also a narrator who spoke over the gameplay and was just as much of a character as the other four. He would clue you into the moment to moment plan and often hinted that he felt the members of the Furious Four were quite stupid. The only gameplay shown for the game was behind closed doors at E3 2011 and judging from what the people who saw it said historical accuracy was not a concern in Furious 4, apparently they even had a helicopter in a WWII shooter. The only other thing discussed about the gameplay was it’s over the top trigger happy violence that attempted humour.
On the 16th of July 2015 Randy Pitchford was speaking at the Develop: Brighton conference and said:
“Furious 4 is not a thing anymore, right? Creative development is a trip. The idea that something started as a Brothers in Arms game, through some absurd convulsion, ended up as Battleborn is evidence of what’s possible.”
The good news for Brothers in Arms fans is that Gearbox is going to start development on the next “authentic” game in the series soon which will more than likely follow on from Hell’s Highway. Gearbox has been under fire in recent years for Duke Nukem: Forever and Aliens: Colonial Marines although their Borderlands series has been positively received and proves that they are talented developers. Gearbox is currently working on Battleborn and their website says they’re hiring for the next Borderlands game so we can expect news on that soon.
The game was a first person tactical shooter with squad mechanics and third person cover based mechanics. It was first planned to be released in 2013, before being delayed to 2014, and then finally being cancelled to be replaced by Rainbow Six: Siege. On the game’s themes of modern “eco-terrorism”, creative director David Sears said:
Terrorism has evolved, and so has Rainbow 6. In Rainbow 6 Patriots, all the team play, tactics, and realism that fans of the series love have been coupled with an exciting new narrative direction. This adds an unprecedented level of humanity that will make Rainbow 6 Patriots an extremely tense and immersive experience.
Rainbow 6: Patriots would have tackled a domestic terrorist group called “The True Patriots”, a populist militia group who have taken it upon themselves to act as judge, jury, and executioner on behalf of the ‘victims of Wall Street corruption’. Some of them were intended to be former military servicemen and women, who returned home from fighting abroad to discover that their country had abandoned them. The leader of The True Patriots was a man named Jonah Treadway, an influential figurehead planning to cause havoc across America; targeting New York in particular.
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