Munch’s Oddysee was originally intended to be exclusive for the PlayStation 2, however this version was cancelled to make the game exclusively for the Xbox, taking advantage of increased graphical capabilities. However, there were many different features that didn’t make it into the final version of the game. The differences are listed below:
- Sligs were originally able to climb ladders.
- Abe was able to hide in the shadows like in the previous games.
- Sligs smoked cigarettes.
- There was a giant hamster wheel on which the Mudokons ran to power the machines in the facility.
- Sligs were able to beat up Mudokon workers like in the previous games.
- Abe could toss Sligs out of the window, smashing the glass, and making the Slig fall to his death from a great height.
- The Recycler was to have an LCD screen chart for how much meat and fat there was in the chopped up character and to also show how much of it was useful.
- Mudokon natives could grow trees by chanting.
- Mudokon workers wielded chain-saws for chopping down trees.
- Flying helicopters, probably similar to the Flying Sligs.
- A scene of a few Mudokons struggling to walk in the wind. In the same video it then showed a scene with an army of marching Sligs. The marching scene was kept in the game, but as a poor quality movie. The sligs are also marching the opposite way, which can be noted in one of the levels.
- A flying helicopter dropped a SoulStorm Brew vending machine which lands on a Mudokon. The vending machine then fired SoulStorm Brew cans at another Mudokon that knocked him out. The last can landed into the Mudokon’s mouth, forcing him to drink it.
- Creatures called Meetles were meant to appear in this game.
[info from Wikipedia]
Thanks to Userdante for the contribution!
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Some more images from the ps2 demo here:
http://bit.ly/bdqhTD
The bottom left and right most images are up here already. From Edge (86, July 2000)
Naughty Dog’s Jason Rubin commenting at the time:
Rubin believes that there are ways around PlayStation 2’s difficulties for
development houses that are willing to put the time and effort into the
system. He suggests that only lazy software companies will give up on the
console in favor of X-Box or Gamecube, and that perhaps PS2 is better off
without them. “If you’re a lazy developer, you probably also haven’t been a
very good selling developer, that’s my opinion,” says Rubin. “I’ll give you
an example: Oddworld Inhabitants. ‘Oh, this is too hard, we can’t handle
it!’ I mean, these guys have never done 3D before! Who are they to whine? I
mean, they literally have not done 3D before they skipped the training, and
are now jumping to the 3D world. They skipped the whole last generation
effectively, and they’re whining. You know, those guys couldn’t get it
working on the PS2 and they were trying to use someone else’s engine because
they can’t even program 3D engines. They did all of these mock-ups in 3D
Studio, which is a pixel engine. None of these systems are pixel engines,
they’re all polygons. Not only Nintendo Gamecube and PS2, but also the
X-Box, so it’s not going to change for them. But they did get six extra
months to have it come out, so good luck to them. I have a saying around
here I give 70/30 that the game ever comes out, and 30/70 that they make any
other games from now on.”
Just sent you the mini interview where Lorne Lanning says of the PS2 that whilst he could of used more VRAM and CPU power, he considered the Playstation 2 hardware truly amazing and the biggest challenge with regards to game development on it would be creative, not technical.
That story didn’t last long did it? ????