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Aliens RPG: Crucible [Cancelled – Xbox 360 / PS3]

Aliens: Crucible (also know as Project Connecticut) is an RPG based on the Aliens films franchise that was in development by Obsidian Entertainment for the Playstation 3 and Xbox 360. The game was going to be published by SEGA, but after some economic problems, it seems that they decided to cancel all their Aliens games. Probably Aliens: Crucible gameplay could have been similar to KOTOR II and NeverWinter Nights 2, two other RPGs developed by Obsidian.

Thanks to Dominus Elf for the contribution!

Here are some more info about Aliens Crucible by a former developer, that were shared in the RPG Codex Forum:

I’ve talked about this game before…

There is a lot of could-ofs, should-ofs, and all that.

The problem with making successful horror games with the Aliens franchise is that the Aliens have been revealed… a lot. There is no mystery with them anymore. After 4 movies, countless comics and novels, countless video games – where the Alien and Alien variants have been killed multiple times, you have to tread new ground if you want to do something original. The horror with the Aliens no longer lies in the unknown, so we were going for the environment.

For example, the second or third time you watch Alien, it is no longer scary. My second playthrough of Amnesia was easy and scare-free.

NOT COUNTING JUMP SCARES! Jump scares are not true horror, though they can be used to effectively alter the tension temporarily.

Josh did have some ideas though on how to add horror and tension, and we had several scenarios into the game. Most of us were or had played SS2, Amnesia, and Call of Cthulu, but horror was not the goal of the game, survival was.

This was a game of limited resources and perma-death. If a party member got face-hugged, your choices were to mercy kill them, put them in a sleeper and wake them sparingly if you need them, or let them pop – but the bottom line was that once they got impregnated they had an expiration date.

As for the Alien variations, there are things that are simply expected by publishers and the fan base. The xenomporph variations also have a history in the aliens universe anyway. The first thing Josh and the concept artists did was to create the lifeforms the xenos would impregnate first. We also used some insect themes for the various xeno roles, from drones and scouts, to soldiers and queens. As covered in countless comics, novels, and films, the xenos take traits from their host, the idea being it would better enable them to survive in a dangerous habitat. One of the big mysteries Josh and the writers were exploring was what the caldera and how were the engineers (space
jockeys) doing with the xenos.

The goal was not to kill all the bugs, but to simply escape from the caldera where you were trapped. Don’t get me wrong, there was still a lot of killing of both xenos and humans in the game. Combat was real time – but we had a companion wheel to context system so that you could issue commands to your squadmates. For example, you could highlight a door with your reticule, and then based on what your squard could do, it would show you your options, like weld door, open door, or if you had a bomb, plant bomb on door.

As far as tech goes, we were using an earlier version of Onyx – which would later be used to create DS3. Our tech was stable, but we had pipeline issues to resolve but by milestone 25 or so were in pretty good shape.

Anyway, it is what it is at this point.

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Far Cry 2 [X360/PS3/PC – Alpha]

Far Cry 2 is an open-ended FPS developed for Xbox 360, Playstation 3 and PC by Ubisoft Montreal and published in 2008 by Ubisoft. Crytek, the developers of the original game, were not involved in the development of Far Cry 2. A pre-alpha video of the game, showcasing the visuals and 13 minutes of gameplay with developer commentary, was presented in Leipzig in August 2007. [Info from Wikipedia]

In the Pre-Alpha demo Slayermaggot81 noticed various differences:

  • Different Level (the jungle in the pre-alpha looked more realistic)
  • When Player gets shot by enemies the screen turns red.
  • Different lignthing technic
  • More green-ish grass

Thanks to Slayermaggot81 for the contribution!

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Necessary Force [Cancelled – Xbox 360/PS3/PC]

Necessary Force is a cancelled action game that was in development at Midway Newcastle. The game was supposed to be open-ended, with the player that would have been able to choose how to approach the mission. Unfortunately, Midway Newcastle shut down in august 2009 and the project had to be shelved. A preview of an early playable demo can be found on the EDGE website and, as we can read, the game sounded promising:

[…] the developer’s demo room is the result of only three months’ work, yet there is plenty to see, and in remarkably stable, consistent form. […]

As a police officer assigned to this beat, you’re looking at a clean-up operation, which due to the game’s construction will play out literally. As you eliminate criminal activity to make these streets safer, we’re told, they will transform. The ubiquitous graffiti will be scrubbed away. Boards will be removed from windows. Entire buildings will be replaced with shiny new constructions, putting a shop, say, were once there was a tumbling-down tenement.

Thanks a lot to Sam Chester for the help in preserving some screens of the models that he created for the game!

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Tornado Alley [GC/XBOX/PS2 – Cancelled]

Tornado Alley is a cancelled action game that was in development by Atomic Planet in 2002 / 2003 for the Playstation 2, GameCube and Xbox. As we can read from the official press release, in the game the player would had to take control of one of the most powerful forces of Mother Nature, a Tornado, and guide it to do as much damage as possible, without running out of wind power.

To keep the twister alive we would had to follow the contours of the landscape, watching for thermals and building up the power of the cyclone with the right balance of warm and cold air. Cars and trailers could have been picked up to give ammunition to the vortex, to be churned around inside before being spat out with huge destructive force. Probably the gameplay would have been somehow similar to Katamari Damacy and Thornado (DS), but even with this interesting concept, the project was never released for unknow reasons.

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Driv3r [PS2/XBOX – Beta]

Driv3r (also known as Driver 3) is an action /sandbox game developed by Reflections Interactive and published by Atari, released for the PlayStation 2 and Xbox in 2004. Slayermaggot81 has linked us to the Driver Madness Forum, where they found many screenshots and a video (from Spetrikbob YT channel) with some beta differences.

Before the game came out, it was meant to be called Driver 3 and not Driv3r. If you have the videogame ‘Stuntman’, go in the Bonus section. There’s a preview of Driv3r, an the title at the end is ‘DRIVER 3’.

Stuntman came out in 2002, Driv3r came out in 2004 and they needed 3 years from the first idea to the release of the game. That mean they started making the game in 2001. So this video from Driver 3 in Stuntman can only be from 2001 or 2002.

In the beta videos and screens we can notice:

  • A yellow car that isn’t in the game (Miami)
  • The graphics are much better
  • The Ocean Drive looks different (Miami)
  • How can you have a so hight view of Istanbul ? Even with the film director it isn’t possible to go as high. Or is it a Cutscene … ?
  • The Sun looks different
  • The night looks better
  • Tanner looks different
  • Different and removed cars
  • Calita wearing red clothes and has a different hair cut
  • Miami looks different
  • & more…

Original Driv3r trailer:

https://www.youtube.com/watch?v=9fgim9EkL10

Note that it was known then as “Driver 3″ and features Tanner in alternate clothing to the final game. It seems to be the same suit worn in Driver 2.

Thanks to Slayermaggot81, Martin Bigg and Vicente for the contributions!

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