Xbox 360

Ninety Nine Nights [Xbox 360] — Beta

Ninety-Nine Nights is a crowd combat game that is played similarly to the likes of Dynasty Warriors/Warriors Orochi and other Musou titles. Microsoft had big plans for this game at the time, but it didn’t hit its ambitious goal largely because of how Ninety-Nine Nights veered too far from its original vision. Information about this game is scarce, but we can a couple of screenshots from an early build shown at the Tokyo Game Show 2005.

Beta

Final

Videos

  

Scivelation [Xbox 360/PS3/PS4/Xbox One/PC] – Cancelled

Scivelation is an obscure third-person shooter that spent years in development hell under TopWare Interactive and Black Wing Foundation. The project was first unveiled in October 2009, when TopWare announced the title alongside an interesting overview of its premise. As originally reported by IGN:

“Set in the distant future, Scivelation’s universe is a world born out of the ashes of conflict and misery. An oppressive global dictatorship, known as the Regime, has risen to power after the aftermath of the Apocalypse; aggressively seeking out and eliminating any opposition to their tyrannical government. With this capricious, dystopian reality as a backdrop, the player will take his or her place amongst the ranks of the resistance, waging war throughout the furthest reaches of the globe in this action-packed battle for freedom and survival.”

Beyond these early press releases and promotional trailers—which largely recycled the same high-level plot summary—TopWare Interactive released very little public information. Actual gameplay footage remained virtually non-existent.

Surprisingly, the game’s official product page remains live on TopWare Interactive’s website today. The listing on the website outlines the core mechanics and introduces its two primary protagonists:

Mikhael Ivanov :
Captain of GRN, Mikhael is a decorated veteran of the Tribulation War. Due to injuries sustained in combat, much of his body is made up of Zionetric implants, improving his combat skills and allowing him to evolve above the level of a simple soldier.

… and Elisha Amano :
A former geneticist for the Regime, she joined the Resistance to justify her guilt for having worked on the Omega sequence of the Ascension program, a project aimed at creating a genetic panacea with the aim of curing human mortality. This program, however, was used by the Regime for much darker purposes. Elisha not only brings a brilliant scientific mind to the Resistance, but also his research…”

Now onto the gameplay features:

    • Double play – Move solo or evolve with others through the different levels. As a team, characters support each other using various special mechanics and abilities. The feeling and importance of teamwork should not be underestimated, as it represents the heart of Scivelation’s main campaign.
    • Augmentation and genetics – Both characters have synthetic abilities, one thanks to his very powerful Zionetric implants, and the other thanks to his modified genome. Each improvement and mutation forces them to renounce their humanity… This battle is fought as much outside as inside themselves.
    • Special skills– Characters can project holograms, be unleashed, slow down time, activate shields, deploy turrets and much more… A number of special abilities are available for each of the two main characters.
    • Scattered events and territories – From the heights of London to the ruins of Moscow and beyond, the free city of Prague and Vienna, the pre-war city lost in time, all roads lead to the Secret and Underground Archives of Bethlehem. Experience a futuristic sci-fi experience with Scivelation.
    • Not a second of respite – Knowledge is key to the Scivelation storyline. A story-rich world was created to give the game a level of depth never before seen in the TPS Action/Adventure genre, usually reserved for RPGs.
    • Futuristic sounds – Atmospheric, sharp and apocalyptic: all these feelings were mixed with classical music, orchestrated and composed by American heavy metal legend John Moyer of the world-famous band “Disturbed”.
    • Cinematic experiment – Over an hour of cutscenes for an even more realistic gaming experience.

While these concepts looked promising on paper, TopWare never released concrete gameplay footage beyond a handful of screenshots. To add salt to the wound, the project suffered numerous delays: initially scheduled for a 2010 release, it was pushed to 2011, and eventually delayed to Q1 2014, with TopWare aiming to target PlayStation 4, Xbox One, PC, PlayStation 3, and Xbox 360.

That target passed without a word. Following the release of Renoir in 2016, Black Wing Foundation suddenly vanished too, which ultimately meant that Scivelation was done for. Today, the project exists only as a mere publisher listing, a pre-rendered trailer, and a small collection of promotional assets you can check below.

Images:

Video

  

Project Flame [PC] – Cancelled

Project Flame was a cancelled 2D run-and-gun game that began development in 2008, originally conceived as a Flash-based title with plans to expand onto PC, iOS, Android, and even consoles (Xbox 360 Arcade). Spearheaded by a Syrian developer based in the UAE alongside a small team of artists and programmers, the project reached a playable demo stage that showcased a couple of levels.

Unfortunately, by 2010, internal disagreements and funding issues led to the team’s dissolution and the eventual cancellation of the game. To preserve its existence, the developer later uploaded the demo to their Behance page, allowing others to experience a glimpse of what Project Flame could have been.

Credit: Huge thanks to TunisianRetroGamer for the discovery

Images:

Videos:

This video has a few beta differences. 

Castlevania: Lords of Shadow [PS3/Xbox 360/PC] – Beta

Castlevania: Lords of Shadow is a modern reboot of the Castlevania franchise originally developed and published by Konami. Mercury Steam managed to revamp the combat of the original franchise, injecting a well-done combat system undoubtedly inspired by several action games of that era. Not only this, but the art direction of the Lords of Shadow is nothing but a work of art. Before the game was released for the PS3, Xbox 360, and PC, it underwent a few changes. Most of the beta content is challenging to find, but there are a few differences and cut content we can observe below.

Images:

Videos:

This video is important as it shows a glimpse of the initial pitch of Castlevania: Lords of Shadow. The game was originally going to feature Simon Belmont, but that didn’t happen. Eventually, Simon Belmont, Alucard and Trevor were incorporated into Mirrors of Fate.

Below, you’ll find a couple of iterations and cut characters. One of whom looked fascinating in the design process.

Frankenstein Dracula

While attempting to create a compelling design for Lord Dracula, Mercury Steam generated a host of iterations. One of them was a Frankenstein Dracula that didn’t make it past the cutting room floor.

Menacing, bloody and gruesome are just some of the words one can use to describe these early designs of Lord Dracula. While Dracula didn’t make an appearance in Lords of Shadow or Mirrors of Fate, he was the main character of Lords of Shadow 2.

Alucard

Another character that went through various iterations was none other than the Prince of Darkness himself, Alucard. In these early designs, we can see that Alucard bore a slightly different look. That is pretty much everything I can find from the beta footage of Castlevania: Lords of Shadow. 

Dead to Rights: Redemption [PS3/Xbox 360] – Shelved

Dead to Rights: Retribution is often remembered by fans as a gritty, no-nonsense third-person shooter released in 2010 by Volatile Games and published under the Namco Bandai umbrella. This game was a reboot of the Dead to Rights franchise that brought back cop Jack Slate and his loyal companion Shadow, delivering a hard-hitting experience that combined close-quarters combat with gunplay. But what most people don’t know is that Retribution wasn’t always the game we got.

Long before the final build took shape, the project began life under a very different title— Dead to Rights: Redemption. This early version aimed to be a grounded reboot — more noir, less neon. Gone were the exaggerated shootouts and over-the-top spectacle. In its place was something colder, leaner, and more emotionally restrained. Jack Slate’s original design reflected this direction: vulnerable, more human than action hero.

Below, you’ll find concept art and early design documents from the Redemption phase of the game, showing a version of Jack Slate that almost was.

Concept Art:

How Different Was Redemption to Retribution:

  • Redemption had an entirely different look for Jack Slate
  • Different Voice Actor early on
  • Different locations
  • Slightly different combat
  • Different story (returning characters from DTR1)
  • Different environments (obviously)
  • Planned multiplayer mode
  • Planned mini-games
  • Planned adrenaline mode (kinda like those games where time stops and you do multiple executions)
  • Planned morality mode (either kill or spare)

Videos:

A fan-documentary containing a mini-interview with Ben Fisher and the design document.

Huge thanks to Evan Hanley (extra research) and Mr Pinball64 (document)