Playstation 2 (PS2)

Contra Online [PS2, Xbox, PC – Cancelled]

After the cancellation of Castlevania: Resurrection and the death of the Dreamcast, the same team at Konami of America pitched a few other projects for different consoles. One of these unrealized games was a new 3D Contra with online multiplayer, planned to be developed for PS2, Xbox and PC.

They wanted to have classic single player and local coop story mode for old-school fans of the series, but at the same time testing online multiplayer for the first time.

Some details about this lost Contra game were found by fans, and preserved below to remember the existence of this cancelled concept.

“Contra’s HQ have intercepted SOS from the biggest Russian nuclear submarine that is sinking to the bottom of Barents Sea. While Contra’s HQ continues monitoring the unsuccessful rescue attempts, suddenly the submarine crews stop responding to the Russian Northern Fleet hails. Meanwhile, Contra’s spy satellite registers the beginning of nuclear missiles launch form the sub, and transmission to Russian Navy operations that Red Falcon is demanding to stop the rescue attempt otherwise there are will be a missile strike retaliation. After analyzing the spy satellite data, Contra intelligence realizes that Red Falcon is preparing its third attempt to conquer Earth by using Russian submarine as its base to assemble and power it’s robotic war machines in the safety of deep sea.

Members of Contra Forces are called in and ordered to stop the Red Falcon, and were successful in defeating evil alien entity and its forces. Or, at least they thought so. The “Red Falcon” had actually been merely wounded. It escapes the submarine blast to a secret retreat located in the mountains of Bosnia. Were alien forces lie dormant aviating for decoy Barents Sea invasion to begin, so they can start a real attack of the Earth forces? The Contra intelligence is learning that Red Falcon is not the brains behind an operation but just a pawn controlled by a mysteries alien only know as “Dark Queen”. Contra marines are called again for the final showdown.”

Story mode would have been divided into 3 worlds (Submarine, Mountain Trail and Underground Base): each one with several levels and Bosses. Past Contra protagonists could have been unlocked during the game, to be used as playable characters.

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The team planned many different modes for online multiplayer. An idea was to have online coop up to 4 players, split in 2 teams that would fight through different missions before meeting again to kill the boss together. Online Versus mode was also planned, set in a virtual-reality world similar to VR missions in Metal Gear Solid. This could have been a third person or first person shooter, depending on the best prototype they could work on.

As this was only an early pitch they were still thinking about the best Konami IP to use for their first online game. If Contra could have been a risky series (because of its hardcore fans), other possibilities were open such as using the Project Overkill IP instead.

In the end disagreements between Konami of Japan and Konami America killed the american team. Many of their latest games were canned, such as Survivor: Day One for Nintendo 64

Horrorville (Dogfish) [PS2 – Cancelled]

Dogfish Entertainment was a rather obscure studio established in October 2000, created by former employees of Bullfrog Productions (Syndicate Wars, Dungeon Keeper 2, Dark Omen). The team worked on many different prototypes, trying to pitch their ideas to publishers. One of these concepts was for a survival horror game titled “Horrorville“, which around 2001 could have been green-lighted by Sony as a first-party game, along with another game titled “Dinosaur Zoo“. Unfortunately we don’t have any more detail about these cancelled projects. In 2002 Sony decided to cut their collaboration with Dogfish and the company had to close down. Horrorville and all their other prototypes were lost forever.

Only a single image (of what we assume could have been Horrorville’s female protagonist) is preserved below, to remember the existence of this unreleased game. If you know someone who worked at Dogfish Entertainment, please let us know!

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Maximo: the Dark Knight [PS2 – Cancelled Pitch]

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.

Their second concept for a Ghosts ‘n Goblins’ spiritual sequel was Maximo: Ghosts to Glory, later released for Playstation 2 in December 2001. Maximo became a cult-classic for the console, but unfortunately the second episode “Maximo vs. Army of Zinsold poorly and the third Maximo game had to be cancelled.

Thanks to Ross Sillifant for the contribution! 

Alone in the Dark 5 [PS2, Xbox – Cancelled]

Alone in the Dark 5 is the cancelled, fifth chapter in the cult-classic Alone in the Dark series that was in development by Atari / Infogrames Lyon House Studio in 2002, planned to be released on Playstation 2 and Xbox. One year after Alone in the Dark: The New Nightmare (developed by Darkworks) and six years before the Alone in the Dark 2008 reboot (developed by Eden Games), AitD 5 was in development directly by Infogrames Lyon as one of their major internal projects.

In early ‘00s Infogrames had already a few economic problems: in 2002 they had a loss of $67 million and things would only get worse during the following years. While Alone in the Dark 5 was never officially announced by Infogrames it could have been a successful game for them, bringing in some good sales. Unfortunately this never happened.

Alone in the Dark 5 was soon cancelled, possible because of quality issues or because the series and the classic survival horror genre were not as popular as before among gamers. The project could have been seen as a risk to complete in such an unstable market.

In 2003 Infogrames renamed all of its brands into Atari (after they bought out the name from Hasbro) and heavily re-organized the company and their projects. During the early ‘00s Infogrames canned many more interesting games, such as La Femme Nikita, Urban X-Tribe, Ghostbusters Academy, Riders and NetLife.

Only a few images from Alone in the Dark 5 are saved in the gallery below, to preserve its existence.

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We Are the Mods (The Warriors 2) [PS2, Xbox 360 – Cancelled]

We Are The Mods is the cancelled spiritual sequel to The Warriors, the cult classic beat ’em up based on the 1979 movie of the same name. We Are The Mods was in development in 2006 by Rockstar Toronto, initially as a Playstation 2 project, but soon Rockstar decided to move it to the Xbox 360 as one of their first games for the 7th generation of consoles.

We Are The Mods would have not been a direct sequel, as it abandoned the movie setting to create its own one, set in 1960s England during the mods and rockers brawls. As we can read on Wikipedia:

“Mods and rockers were two conflicting British youth subcultures of the early/mid 1960s to early 1970s. Media coverage of mods and rockers fighting in 1964 sparked a moral panic about British youth, and the two groups became widely perceived as violent, unruly troublemakers.”

The game was never officially announced by Rockstar and it was unveiled only because of leaked assets in 2011. Some details were also found on the same developer’s website:

“The project had begun as a PlayStation 2 spiritual follow-up to the earlier hit ‘The Warriors‘, but part way through the development cycle Rockstar New York asked us to switch Mods from a Sixth Generation to a Seventh Generation development, changing from the PlayStation 2 to the Xbox 360 as the primary development platform. Much of the content here reflects that change, with Mods being the first Seventh Generation project the team had worked on. It was a learning experience for everyone involved. The game was similar in design and style to “The Warriors” but set in 1960’s England at the height of the “Mods” vs. “Rockers” era.”

After a while the project was canned, possible because Rockstar Toronto had to help with development on Manhunt 2, that was seen as a more profitable game for the company.

After We Are The Mods leaked on major gaming websites such as Kotaku and CVG, the original game page on the developer’s website was removed. We found a few more developers who worked on this cancelled sequel, but unfortunately it seems Rockstar don’t want them to unveil anything more on their lost project.

Only a few 3D models and early assets are preserved in the gallery below, to remember its existence.