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Animal Wars [PS3 – Cancelled]

[Page updated: 27/06/2015 with vidoc, images & development history]

Animal Wars was a tactical RPG for the Playstation 3 in development at Factor 5, Inc. between 2004 and 2006 with Sony Computer Entertainment on board as its publisher. It was planned to be released some time after Lair, which launched in August, 2007.

Factor 5’s Quirky War Game Made By 4 People

According to one former employee, work commenced on the title in 2004, “roughly around the time” pre-production on Lair began. It came about as a result of the multi-game contract Factor 5 signed with Sony to produce a number of games exclusive to their platforms. Until the deal expired, the company was set to have every project of theirs fully funded by the publisher, pending their approval. Every title worked on during this partnership was slated for release on PS3 only and Animal Wars was one of them.

Join The Fight Propaganda Poster - Animal Wars Concept Art - Sony Factor 5 project

Whereas Lair exhausted a great deal of the developer’s resources from beginning to end, Animal Wars was a considerably smaller project, ongoing in the background for a number of years. Its team was comprised of no more than 4 workers total: 2 designers, 1 dedicated artist and a single programmer. The game was so low down Factor 5’s list of priorities, that every developer assigned to it was at some point repositioned to work on Lair and/or other proposed titles.

Early concept art:

Early character exploration:

Animal Wars was set in “an alternate WWI universe with anthropomorphic animal characters”, one developer recalled. The assassination of “the Archduke Birdinand” (a parody of historical figure, Archduke Franz Ferdinand) in the game’s opening served as the catalyst for the great war its campaign would have centered on. The event would have ignited a global conflict between various nations of animals (e.g. felines, bears, foxes, etc.).

Character art:

Its developers were hoping to build a unique story-driven experience out of Animal Wars. They had envisioned a rich world with great attention to detail and even went about creating propaganda posters and vintage style newspaper covers for inspiration:

The enemy faction consisted of a coalition between ‘Boarmandy’ (boars), The Black Paw (a rogue cat organisation responsible for Birdinand’s murder), bear soldiers, and the main villains, an army of wolves lead by the evil ‘Isegrimm’. An explosive introductory level was set to portray a savage air raid on a city inspired by London, as perpetrated by boars in ‘Big Bertha’ attack blimps. Players would have then found themselves following the exploits of a canine in an aviator jacket, the planned protagonist; although, other playable characters were being explored, too.

Among the various mission types mulled over during pre-production was one which would have flipped the scale of battle on its head and saw the player taking up the role of a mouse. From this perspective, regular soldiers would appear as humongous titans by comparison, as the mice performed daring espionage operations. Ultimately, this ambitious stage idea never got as far as being prototyped.

Mouse Mission Concept Art - Animal Wars Cancelled Game

One source likened its gameplay, of which very little was completed, to Valkyria Chronicles. It was intended to be a strategy RPG with a turn-based battle system and a unique oil painted art style.

The graphics were like Valiant Hearts but in 3D” – former Factor 5 developer.

Its concept of anthropomorphic warfare was deceptively innocent on the surface. Early sketches, for instance, depicted a number of particularly violent scenes, including a dog soldier posed atop a decapitated pig. Its artistic direction leaned dark in this respect, though it had yet to be determined how explicit the final product would be.

Sam The Soldier Dog Concept Art - Animal Wars PS3

In what was said to have been a big contributing factor towards Sony’s willingness to fund it, the title was leveraging the work Factor 5’s people had previously done on the Star Wars: Rogue Squadron games. It called upon their experiences moulding that game’s blend of ground and air vehicular combat, which the publisher was very keen to capitalise on. Boats and amphibious tanks would have featured, too.

As explained by one of our sources, a central part of its concept was that each of the vehicles would have, in some form, integrated attributes associated with different animals into their design and functionality:

“For example, I worked on making a jeep that would always land upright no matter how crazy you drove it (cat landing on all fours).”

Why Sony Pulled The Plug On F5, Inc.’s Pet Project

Among the few that contributed to Animal Wars throughout its lifespan, the enthusiasm for it was in abundance. One ex member of Factor 5 even took to NeoGAF some years later to exclaim:

“It was fucking amazing looking and was way better than Lair so it made all of us sad it got cancelled.”

One of our sources echoed these sentiments, saying that its apparent independence from Factor 5’s higher ups was much to its benefit:

“I was more excited about Animal Wars than Lair because it was a smaller team and upper management left it alone (upper management interference greatly contributed to Lair’s failure).”

Despite this, none of the excitement held internally for the project could ultimately prevent its demise, as the relationship between Sony and Factor 5 began to sour.

Pre-vis. character models:

In the beginning, the deal between them was forged primarily so that the San Rafael studio would reinforce the PS3’s launch line-up with an original IP, which would later turn out to be Lair. Any other projects they were behind, Animal Wars included, were largely a show of good faith on Sony’s behalf.

Crucially, Lair was first scheduled to be available for the PS3 within its first few months on the North American market in fall 2006. However, its development encountered many hurdles; chief among which was the higher ups demanding the addition of motion controls and the team simply struggling to get to grips with the console’s then perplexing development environment. Factor 5 was already a company of limited resources, but Lair’s troubled life cycle lead to a number of departures mid-development. This left them unable to fulfill their end of the contract and thus, requested the game be delayed into 2007.

The publisher’s response was less than understanding. They promptly cut off all funding to Animal Wars and redistributed any monetary assets designated for it into Lair. The developers weren’t willing or able to self-finance the remainder of the project, resulting in its subsequent cancellation. The move also put an end to a number of other propositions, including a shoot ’em up called Virus and a reboot of Turrican.

One developer we spoke with detailed how the game had reached the prototyping phase when it was shelved, but never left pre-production:

“At the time, we had a working biplane, tank, jeep and 3rd person character working… We had a vertical slice of a damaged town that the lead character (a greyhound in WWI aviator outfit) and the tank was able to run around.  We also had a pretty massive terrain for the biplane to fly around (similar in size to what ended up in Lair).”

Prototype character models:

The former employee admitted that the prototype build suffered visibility issues, which they had not yet been able to resolve when development came to a close. These were caused by the dark colour palette employed by both its character models and environments, which would blend together unintentionally.

Wild Cats Scenario Concept Art - F5 Animal Wars

Animal Wars was never officially announced and its prototype materials were locked away by the management of Factor 5, Inc. during the company’s closure in late 2008.

Prototype models: 

Underground [PS2 XBOX – Cancelled]

Underground is a cancelled action / open world game that was in development by Volition for the Playstation 2 / Xbox. The game was set in england and players would have took control of a thief, free to explore the city and to decide what and how to steal. Undergound was in development for about a year, but after the release of GTA 3, Volition though that their project’s quality was not up to the expectation that gamers had from an open world game and decided to stop working on it.

Video:
 

Dragonflight: Chronicles of Pern [PC PSX Dreamcast – Beta]

Dragonflight: Chronicles of Pern is an action adventure based on the Dragonriders of Pern book series by Anne McCaffrey, that was in development in 1998 / 1999 by Grolier Interactive for PC and Playstation. Initially the game was going to have a style similar to Diablo, but after a couple of years of development, Dragonflight became an action game with a 3rd person view camera. In june 2000, Grolier Interactive stopped releasing videogames when they were bought by Scholastic.

Grolier Interactive’s game could have been doomed, but it seems that Ubisoft bought their assets, cancelled the Playstation version and moved the Dragonflight to Dreamcast and PC.  In 2001, they finally released this project as Dragon Riders: Chronicles of Pern.

An old interview with Grolier Interactive can still be read at RPG Vault:

Can you provide some details on development progress that has been made over this time?

Oliver Sykes: What people may remember from the previous incarnation of the game is a very isometric viewpoint, a bit like Diablo. One of the major changes in the game is the camera system. We can now script the camera to act very cinematically. It can track with the player, spin round him, drop from above to below. Any number of camera shots can linked to describe a location and the characters in it as well as adding a great deal of fluidity.

Could you explain the level of depth and interaction we can expect from NPCs? What kind of a conversation system is there?

Oliver Sykes: The conversation system is fairly linear in most places. This choice was employed as we have such a vast number of characters to converse with, the conversation choices would have gave our scripters headaches. However, at key moments during the game you can make choices and these choices will effect the outcome of events. One choice could give you bonuses and unlock new locations and characters, whereas another may lead you down an entirely different path with different consequences.

Thanks to Celine for the scans!

Images:

Videos:

Videos from the final version:

 

Tomorrow Never Dies [Beta – Playstation]

Tomorrow Never Dies was developed by Black Ops and then published in 1999 by Electronic Arts. On release, it was immediately compared to Goldeneye on the N64. One of the main criticisms was the lack of multiplayer, with only 10 single player missions making up the game. Yet, in the game’s content, there is an image of the beta multiplayer loading screen, so there were plans for it at some point, but abandoned before release.

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One of the loading screens also shows a level set on the HMS Devonshire, which was in the movie but cut from the game.

There is speculation that other unused beta content may have survived from an earlier, cancelled game called Tomorrow Never Dies: The Mission Continues:

The original VHS release of Tomorrow Never Dies featured a brief trailer with Desmond Llewelyn which highlighted a game that would “start where the film ends.” Footage shows bond skiing, scuba diving and driving in third person and on a first person shooting mission. The game was to come out on Playstation and PC in the fall of 1998 and was being made by MGM Interactive, not EA; EA was not involved in Bond until November of that year.

A Tomorrow Never Dies game was finally released on November 16th 1999, distributed by EA, but with notably differences from the 1998 attempt. The game was a third person shooter with the scuba diving level nowhere to be found. But perhaps the most glaring difference was the fact that the story now followed the plot of the film, not the continuation that had been promised.

A level in the game sees Bond skiing down a mountain and killing a Japanese terrorist named Sotoshi Isagura (who had featured very briefly in the film), while on another stage Bond has a driving mission in Switzerland. These were not from the film and may have survived from the ‘continuation’ story.

Article by Edward Kirk, source: Wikipedia 

Shaolin Streets [PS2 / PSP – Cancelled]

Shaolin Streets is a cancelled beat ’em up that was in development in 2005 by Jailed Games for the Playstation 2 and PSP, before it was canned and reworked for the Xbox 360 and Playstation 3. A playable beta version of Shaolin Streets was somehow leaked online, so you can have a look at the videos below, to have a better idea about how the game would have been played. Sadly, even the Xbox 360 / PS3 versions of Shaolin Streets were cancelled and it seems that Jailed Games had to close down for economic issues.

Videos by MaximumRD: