Aero-Cross is a cancelled sequel to Namco’s classic Metro-Cross, a racing-platform game that was released in arcades in 1985. This new chapter planned PlayStation 3 Network and Xbox 360 Live Arcade was announced in 2011 and it would have been released for the “Namco Generations” series, conceived to modernize some of their classic titles, such as Pac-Man Championship Edition DX and Galaga Legions DX.
Aero-Cross would have followed the same gameplay as the original, with players running in linear levels trying to avoid obstacles and collecting items (but this time in a sci-fi setting). In the end the project was officially cancelled in 2012 along with the other missing Namco Generations title: Dancing Eye HD. Luckily in this case a playable demo for Aero-Cross was found by Ganonthegreat on an old PS3 demo-disc, and shared online on Archive.org
They is a cancelled survival mystery-horror FPS that was in development for PC, Playstation 3 and Xbox 360 by polish videogame developer Metropolis Software, founded in 1992 by Adrian Chmielarz and Grzegorz Miechowski. In 1997 the studio acquired the license of “The Witcher” from Andrzej Sapkowski, however, they ceded it around 2000 to CD Project as they were already worked on 3 games at the same time (one of them being the cult-following turn-based rpg game “Gorky 17“).
Metropolis started working on They between 2005 and 2006 and officially announced it at the Game Convention 2007, but CD Projekt acquired the studio in 2008. The majority of the team was then taken over to work on “The Witcher” series and in the end Metropolis were subsequently closed in 2009.
One of the most interesting mechanics conceived for They was its weapons customization system: you only had a single weapon, which could have been modified, upgraded and designed with hundreds of different items. The PC Action magazine mentioned “a large amount of over 250 upgrades and design parts“, including stickers and logos. As we can read on Destructoid:
“Throughout the game, weapon body-parts and plug-ins will frequently crop up for the collecting. Maybe they’ll be part of a boss’ arsenal, dropped when you kill it, or you might just find them lying around in the aftermath of a battle. However you get hold of them, they can be put together, Lego-style, and tweaked and tuned to make a gun to do whatever the player can think up.”
“Every variety of gunfire, from single-shot, to machine gun, to explosive, to laser, to pretty much anything else you can think of can be blended and combined with however many others you want, along with all kinds of special properties such as fire, ice, lighting, and God knows what else. On top of that, there are loads of little adaptations to be had in the way of reload speed, shot frequency, blast damage etc. You want a rapid-fire electro-shotgun with exploding shells? You’ve got it. Grenade launcher with freezing ammo and your choice of blast radius and trajectory? Why not?”
We also know from IGN’s preview, levels in They would have been partially destructible, to let players create new ways of moving around:
“Of course, this being the next generation and all, it’s possible to destroy some buildings with a well placed grenade or two which, interestingly, is more than a simple aesthetic gimmick – laying waste to buildings uncovers shortcuts through levels and even secret power-ups. However, it’s worth remembering that being hit by falling debris is seriously bad for your health so take precautions. “
Metropolis Software’s philosophy with the weapon customization system was detailed in an interview on GGMania:
“Q: You announced a unique weapon feature, where you are able to upgrade a flexible weapon to your individual needs. Can you tell us a bit more about that?
A: Without naming so many things of the weapon yet, you might think of a soldier in every war. He only wears some few weapons – mostly knife, gun and maybe pistol. Common FPS games are really unrealistic in that point of view, that a soldier is really able to wear 10 more or less heavy guns at the same time (or he must be HULK to carry them all). In THEY you will have this one weapon, where you identify yourself with, which you can customize and enhance it based on YOUR needs and preferences! You will be able to store setups, so you have the expected control system with keys 1-0 to have access to different types of weapon setups – but it still will be YOUR buddy, YOUR best friend, YOUR WEAPON. The appearance will change dramatically, but you are still able to identify yourself with the weapon. So what we will bring to the genre is some more realistic and believable approach in sort of weapon handling. The fear of players, to have only one gun can be easily refuted, as you have hundreds of combinations which you can store and customize at your own discretion – to create YOUR perfect weapon setup, store it to the expected keys 1-0 and have access to them at all time! So each player will have the weapons of HIS choice, a large variation to be used based on needed functions (gameplay relevant decision!) and need not to get along with standard weapons – this is something unique and new to the genre and will grant more freedom for each player! On the other hand, if someone WANTS’ his standard “pumpgun/rifle/Ak47” feeling, he is able to create that…but when he will figure out the fun and possibilities from our new weapon system he will get used to it soon.”
Weapon customization was essential, because you would fight against some weird and stealthy alien / robot creatures in a “not so distant future”. The setting was a destroyed English city and the main plot was told by a little, mysterious boy.
“Set in near-future London in a world crippled by increasingly severe terrorist attacks, THEY follows the story of a British soldier during the emergence of a new global threat. An army of robots has appeared and begun laying waste to everything around it, and while everyone has assumed that a new terrorist faction is behind it all, it will eventually turn out that things are a lot more complicated than that. The robots are far more intelligent in their combat tactics than anyone can believe possible, and seem to be able to work together without any visible signs of communication. Needless to say, humanity is taking a serious kicking to the face, and it’s during one of these kickings that the player’s story starts.”
“The game will take in around twelve levels, and IMC/Metropolis were keen to point out that they’re taking an episodic structure to the game’s story. Taking their model from shows like Heroes and The X-Files, they’ll be making each level work as an individual episode, but will be building a bigger overall story arc as the game progresses.”
We can only hope one day someone could find a playable version of They, so it could be preserved online.
Project Witches (aka Eternal Light) is a cancelled coop-focused action game that was in development by Revistronic for Playstation 3, Xbox 360, Wii and PC. Gameplay would have probably been similar to Diablo or Gauntlet, with 4 players team up together to kill dozens of enemies and huge bosses. Eternal Light was officially announced in 2007, but then postponed for multiple times until it was considered vaporware among gamers.
As we can read on the original press-release and official website:
“Project WITCHES (Provisional Title) available w/w is a third-person action adventure game developed by Spanish developer, REVISTRONIC. In WITCHES players find themselves in terrifying dark surroundings in an epic struggle for survival in order to take freedom and peace to an oppressed medieval kingdom.
Across a landscape of devastation, players manage a squad of Witches, sultry warriors that still resist the dark will of the Evil Lord and his horde of awful creatures and lead the rebellion against his satanic power. Above all, it is a game where teamwork is vital: all modelling, levels and scenes are designed to promote cooperative play.”
Key features
“Everything reeks of death, torture and destruction. The people have been enslaved. They are prisoners of a dark power that has established a reign of terror and devastation throughout the land. Your aim is to eliminate the evil creature that dwells in the depths of a sinister castle and to rescue the crushed inhabitants from their horrifying destiny. In order to survive in the face of this satanic power and its cruel armies, you must learn the art of combat and acquire terrible dark powers yourself.
Sultry girls against satanic monsters: Let yourself go in this dark medieval narrative and enjoy the contrast between sensual beauty and sinister horrors. Direct the beautiful but dangerous Gwen in a spectacular fight against hordes of repellent deformed creatures.
Feel the fear: Skies rent by terrifying storms, hair-raising shrieks, shadows in the fog, stealthy movements and menacing growls, the glint of monstrous eyes that watch from the shades. The oppressive certainty of death lying in wait for you.
Spectacular system of tactical combat: Combining spectacular combat with sequences of caution and stealth. The tactics you use will be decisive for your survival. You must rescue the captives and obtain their help. You will lead your team. You can be a great leader or sacrifice your comrades in the fight. Your decisions will shape your destiny.
Totally interactive environment: All game items can be used, creating a sensation of total immersion such as never before. You can use all kinds of objects to achieve your aims, even the amputated limbs of adversaries.”
There are a few gameplay videos from the game, but we don’t know how much was really completed before Revistronic closed down in 2011 for bankruptcy.
Need For Speed 10 “TerrorFive” is a cancelled chapter in the long-running NFS racing series, pitched to Electronic Arts around 2008 and planned for Xbox 360 and PS3. It was conceived as a strange mix between a racer and some kind of terrorism – hacking adventure, trying to imagine illegal street racers in a post 911 US city.
A racing gang / terrorists named “TerrorFive” would drive around the city while doing missions and hacking jobs, such as looking into the Police network and security cameras. Yeah, it sounds a bit like Watch Dogs, but probably most of these concepts were just meant to be the settings of the game and not it’s main gameplay.
While EA never officially announced this game, in 2010 they released Need for Speed: Hot Pursuit which was a completely different project. We can assume the pitch for TerrorFive never went much far from its early concept or prototype. Concept art for the game was found online around 2014, as reported by Kotaku.
Amazing Tales (AKA Project Caspian) is a cancelled MMO planned for Xbox 360, that was in development by Flying Lab Software around 2010 – 2011. The team was mostly known for their Pirates of the Burning Sea MMO, published by Sony Online Entertainment for PC in 2008, but when massive online games became an overly saturated genre, they were not able to find new publishers interested in their skills.
As the PC market for MMO collapsed, we can speculate their idea was to pitch an original MMO for consoles as it could have been more profitable with less competition. They started the project creating an early prototype for Xbox 360 running on the Cryptic Engine, showing off some of their ambitious concept: a “pulp online adventure game set in the Weird 1930s”.
“…the premise of Amazing Tales was based on a variety of genres ranging from pulp, to sci-fi, to adventure. Amazing Tales brought together great themes seen in movies such as Indiana Jones, Sky Captain, or The Mummy. What made this project so fun was the freedom we had with throwing in ideas. We had big plans for this game… and we couldn’t wait to see it all unfold.
We weren’t sure exactly if we were going to sell this game as an MMO, but we knew it was going to be multiplayer. We’d start out with the player choosing which class they’d like to be. The classes ranged from Adventurer, Vigilante, Scientist, Occultist, or Monk. Then we’d throw them in the middle of Egypt, where they had to band together with other players to take down the threats of the planet. What were the threats, you might ask? Our enemies ranged from Atlanteans, martians, Nazis, occultists, the undead, dinosaurs, and various other creatures, hellbent on wreaking havoc on civilization!
Further progress in the game would lead the player to other locations, such as New York, Shanghai, or London. Missions would consist of teamwork and strategy of playing off yourself and your teammates’ abilities. The end result of missions would lead the players into an ultimate boss fight. A major selling point we wanted to have in Amazing Tales were the boss battles. We wanted them to be memorable, so we wanted them to be huge. The fights themselves, AND the actual boss. Players would be up against giant alien robots, Tyrannosaurus Rex’s, or battles aboard huge war zeppelins.”
By reading this description we can say it sounds like an interesting and fun concept for an online multiplayer game. By looking at remaining footage and screenshots from the early prototype, it really looks like this could have been a great addition to Xbox Live.
While the team put all of their efforts and talent into Amazing Tales, unfortunately they were not able to secure funds from any publisher. The project was canned and soon Flying Lab had to close down with no money to stay alive. Artwork, screenshots and footage from the Amazing Tales prototype were shared online by former devs such as Fiona Turner, Alison Burkley and Bruce Sharp.
These documents are preserved below to remember the existence of their lost game.
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