Playstation 2 (PS2)

Dead to Rights 2: Hell to Pay [PS2 / XBOX / PC – Cancelled]

Dead to Rights 2: Hell to Pay [PS2 / XBOX / PC – Cancelled]

Dead to Rights 2: Hell to Pay was originally planned as the direct sequel to Dead to Rights, continuing Jack Slate’s relentless fight against crime. However, Namco Japan’s abrupt shift toward outsourcing first-party titles to external developers led to its unfortunate cancellation. In its place, Namco Hometek brought in WideScreen Games to develop a completely different version of Dead to Rights 2, one that bore little resemblance to the ambitious sequel that was once in the works.

The impact was severe. Gameplay had to be scaled back, the story was rewritten—twice—and core mechanics that were meant to elevate Dead to Rights 2 were heavily downgraded to meet tight deadlines.

Initially, Hell to Pay was meant to follow Jack Slate and his loyal companion, Shadow, as they dove headfirst into a dangerous conspiracy to save Jack’s friend, Preacher Man Jones. As revealed in Game Informer’s November 2003 issue, this version promised a darker, more intense experience. But by the time Dead to Rights 2 resurfaced at E3 2004, something had changed. Jack was no longer on a mission to save his friend. Instead, the narrative mysteriously shifted to protecting a mysterious—possibly blonde—girl. His overall look was also altered.

Then, as the game neared completion, Dead to Rights 2 was no longer planned as a sequel. Instead, the game was rebranded as a prequel. Evidence of its troubled development was everywhere—unfinished combat animations, stripped-down mechanics, and missing environmental effects, all signs that Dead to Rights 2 had suffered from a troubled development cycle.

In the comments, Vincent was right to spot that Dead to Rights: Reckoning was, in essence, the remnants of Dead to Rights 2: Hell to Pay. It was Namco Hometek’s final attempt to salvage the original sequel’s concept and give players a glimpse of what could have been. Unfortunately, the effort fell short. Only fragments of the original vision made it into the game, while the rest was lost to time.

Below, you’ll find full images from the original Dead to Rights 2: Hell to Pay alongside those from the E3 2004 version shown separately, allowing you to see firsthand how the game evolved—and how much it changed—throughout development. A documentary video was also made to show you what went behind the scenes of the game’s development.

Thanks to Vicente and Evan Hanley for the contribution!

Edit: 9/2/2025

Images of the original Dead to Rights 2: Hell to Pay:

Dead to Rights 2: Hell to Pay (E3 2004):

Bonus – Dead to Rights 2: Beta footage 

Differences:

  • Different HUD  design
  • Cut music (mostly generic from pre-beta)
  • Some different gun sfx (in early Xbox build)

Videos:

Fan-documentary with never-before-heard insights from producer and lead artist Pierre Roux:

 

Highlander [PC / PS3 / Xbox 360 – Cancelled]

Highlander is a canceled action-adventure game published by Eidos Interactive and developed by Widescreen Games, for the PC, Playstation 3 and Xbox 360, from 2006 to 2008, based on the eponymous film franchise.

Initially, the attempt to develop a new Highlander game dated back well before this one. In September 2004, the company SCi Games managed to conclude an agreement with Davis-Panzer Productions, holder of the rights of the franchise. It was then Climax Studios which was responsible for developing a prototype for the Playstation 2. However, after the takeover of SCi by Eidos Interactive in May 2005, the project was, according to former Senior Programmer Marc Fascia, given to Widescreen Games before being put on-hold in August of the same year. The development was relaunched around the end of 2006, aiming for next generation’s hardwares, and officially announced in August 2007 during the Game Convention, although already in February of the same year, the preparation of a new Highlander game was leaked. During its official revelation, several details were disclosed:

“It will be a third-person action adventure that spans over 2000 years, giving you a chance to explore feudal Japan, medieval Scotland, a futuristic vision of New York and Pompeii before the historical volcanic eruption.

Similarly to the film, the aim will be to journey around the world and meet other immortal warriors in battle, lopping off their heads to win. You’ll have the choice of Katana, Claymore or Double to use, and be able to use various techniques to overpower your foe – like Resurrection, Chi Balance, Fireblade, Wind Fury, Stone Armour and other powered-up special attacks.

You’ll be the newcommer Owen Macleod, but come face to face with 77 other characters along the way – some familiar from the television series or films.

Widescreen is promising around 18 missions to tackle in general, and lots of ways to get around your environment: zip wires, dagger and traverse climbing, swan dives, free falls, cannonballs and beams.”

More information were shared in January 2008 alongside what was, for a long time, the only official video of the game:

“Publisher Eidos has officially announced that it will be bringing an Unreal Engine 3 game based on the popular movie and TV series Highlander to Xbox 360, PlayStation 3, and PC later this year. Eidos notes that the title, to be developed by Widescreen Games, will be written by TV series writer David Abramowitz, and will take series star Owen MacLeod “on a journey across multiple lands from first century fiery Pompeii, to futuristic New York to discover his destiny and explore the powers of immortality.” By nature of that immortality, Eidos says players will be able to exploit the unique powers it brings and “manipulate situations that death would normally prevent” such as channeling electricity and fire, impaling himself on enemy weapons to disarm them and falling from buildings to escape. The game will also feature “an advanced combat system, gamers will master a variety of Highlander swords including the Claymore, Katana, and Twin Gladius” which will “combine exciting swordplay with the Quickening powers of an Immortal.” MacLeod’s knowledge and strength will be enhanced with each other Immortal he beheads throughout the game.”

In March of the same year, it was an interview with Producer Gilles Baril, which explained in detail new points about the game, including its story, that appeared online:

Could you please reveal the beginning of the game’s plot, just a glimpse of the story?

G.B.: “The game starts in New York – large parts of the city are being evacuated but nobody knows why. The hero, Owen McLeod, is about to leave the city when several heavily armed men burst into his loft apartment. As the story unfolds, Owen finds out that a powerful immortal is the leader behind the attacks, searching for a mysterious artefact which was broken many years before into three fragments. Owen sets off after the fragments, sensing that his destiny is closely linked to this ancient artefact, he racks his memories for clues, memories which will plunge him into three different key periods of his past.”

Can you describe the different environments on the game and where it all takes place historically?

G.B.: “The game takes place in modern day New York where Owen must sift through his memories in order to unfold the story. These memory flashbacks take place in: Pompeii in the 1st Century AD, where, as a young gladiator, Owen meets his mentor who teaches him of his true nature and of the rules to the Game; The Highlands in the 9th Century where, in search of his origins, he befriends a fellow Immortal named Ryan, with whom he fights side by side against the Viking ravagers allied to the powerful Pict sorcerer Barak; and finally, Japan in the 14th Century, where, with his ally Methos, he protects the sanctuary of Kusanagi-no-tsurugi, a legendary blade, and fights Shinu, Lord of the Tengus, who seeks to make off with this sacred artefact.”

In the game will you leap between different time periods in history? Will the game also include an RPG element as you progress?

G.B.: “The game moves between New York to Owen’s memories in past time periods so you’ll be moving between different time periods as Owen tries to discover the key to what is happening to him in New York. We’ve kept to a good balance of navigation, combat and story. Each environment varies in terms of balance of these three elements. This is a tricky balance to get right but we’re happy with the outcome. There will also be an element of RPG to the game as you will be able to upgrade Owen’s combat and Quickening techniques as you play through the game, depending on the choices you make as you play.”

Can you explain how you will be able to upgrade your character?

G.B.: “The player can upgrade their player character, weapons and immortal Quickening techniques in two ways – by spending experience points earned in the game and by finding secret bonuses hidden in the levels. The player can earn extra experience points by using more skilled combat moves to finish off their opponents and by completing secondary objectives in the levels (for example, saving all the innocent Scottish villagers from being slaughtered by the Vikings in the Highlands). Upgrades enhance the strength of the weapons, the power and scope of the Quickening effects and increase the abilities of the player character.”

We understand that you can move both on rooftops and on the ground in the New York part of the game. Can you explain how this happens?

G.B.: “The game features levels where navigating deadly heights is crucial. One of these levels features a wind effect which will blow the character off unless the player is careful. The New York levels are pretty vast and do feature gameplay on the ground and higher levels/roofs, however we also have to take care to ensure the player doesn’t get lost, so there are some limits.”

How does the combat system work?

G.B.: “Each weapon has its own set of attacks and the player can create their own combos. This evolves further when Owen is in Fury mode which gives him much stronger attacks. Using the Weapon Mastery Quickening technique each weapon can also become even more destructive. We’re very confident that the combat experience will be easy for players to pick up and play and will also provide a real unique Highlander flavor.”

Will you fight other Immortals?

G.B.: “There are boss fights with other Immortals but we wanted to keep the Immortal fights special so in many parts of the game Owen will be fighting mortals. Some of the mortals are aware that Owen is an Immortal and have been hired to kill him, like the men invading his apartment in New York at the start of the game, whereas others are just generally up to no good like the Vikings invading the Scottish highlands in later levels.”

However, the game, initially planned for the summer of 2008, disappeared again from the radar and was no longer mentioned. We can see that several Widescreen employees stopped working on it around the time when it was supposed to be released. In February 2009, following the economic crisis, Eidos was bought by Square Enix to become Square Enix Europe. In April of the same year, some sources declared that David Abramowitz, during a convention dedicated to Highlander told that the game was postponed indefinitely following disagreements between Eidos and Davis-Panzer. In parallel, Widescreen was already working on a new project, The Witcher: Rise of the White Wolf, before filing for bankruptcy in July 2009. Oddly enough, it was not until December 2010 that Square Enix confirmed the cancellation of the game, which could imply that after the shutdown of Widescreen, the publisher planned to relaunch the development of the game with a new developer.

It was never officially revealed why Highlander was canceled. In this comment section, an anonymous source claiming to have worked on the game indicate that it was finished but was of poor quality and would justify the delay announced by Abramowitz in April 2009, but this remains to this day only pure speculation. On the other hand, Alexis Madinier, one of the former developer on the game wrote on his LinkedIn profile that it was:

“canceled due to clash between publisher and IP Owner. At 2 months of the release…

Which could confirm the words of David Abramowitz during the convention. No further attempts to develop a new game based on the Highlander franchise have materialized after that one for now.

Special thanks to Wavy Mavis for providing all soundtracks initially composed by Richard Jacques for the game!

Images:

Videos:

Official Highlander’ soundtrack by Richard Jacques. Thanks to Wavy Mavis and the timestamps, we can learn a bit more about the game.

 

Legend of Kay 2: Black Cats [PS2 – Cancelled]

Legend of Kay is a fun hack-and-slash 3D platformer developed by the German-based developer Neon Studios and published by Jowood in Europe and by Capcom in North America in 2005. The game was released to mixed reviews, but major critics were pretty positive about the game.

There is no data on how Legend of Kay performed sales-wise, but after deep research, it turns out that there were plans to make a Legend of Kay 2. Unfortunately, Jowood ran through financial troubles back then, which led to its demise. As a result, the sequel was cancelled in 2006.

Actual development on a prototype build began shortly after the original game’s release, and a few concept artworks were made. Unfortunately, that’s everything there is to see. There were plans for a PSP game that was also cancelled early in development!

A fan-documentary video was made, detailing the inception of Neon Studios, the cancelled sequel, the PSP port and information on the remastered release. Please, Enjoy.

Important: For those encountering these images elsewhere, they were originally unearthed and archived by me. and shared first here on Unseen64. I had to watermark them later.

Sadly, someone  on YouTube reused them in a video without credit and removed my comments asking for attribution. I just wanted to set the record straight for anyone curious about the origin of these. Thanks for supporting original research.

Video containing a mini interview with Lead Artist and Game Designer Anthony Christoulakis

Credit: Huge thanks to Peter Thierolf!

Images:

 
Bujingai 2 [PS2 – Cancelled]

Bujingai 2 [PS2 – Cancelled]

Taito and Red Entertainment once made one of the best action hack-and-slash games of all time on the PS2. An homage to Hong Kong cinema, with an amalgamation of some incredible ideas tossed in. The game was released exclusively on PS2 for North America, Japan, Europe, South Korea, and Taiwan. While the game had all the ingredients that make a hack and slash fun, it sadly flopped on the commercial side.

Even if the game didn’t meet Taito’s expectations, the developers wanted to make a sequel and push the story forward, but that didn’t happen. This can be explored in an old blog post from Gamasutra where Hiroshi Aoki said the following:

” Well, the company wanted to go in certain directions… (laughs) I did want to make more, but anyway, it didn’t really happen.”

But wait, there’s more. According to an interview from the Untold History of Japanese Game Developers by John Sczepaniak, it was revealed that an actual prototype of a Bujingai sequel existed. However, the game never got past that phase of development. Here’s a short read:

“There are a lot of things I can’t tell you. For various reasons. <nervous laughter> Bujingai 2 was in development and looked really good, but never got released. <nervous laughter> So that game existed”

 

Dragonkind [XBOX/PS2 – Cancelled]

Dragonkind is a cancelled fantasy action adventure game developed by TriLunar for Xbox and PlayStation 2, around 2002.

Set in the fantasy world of Vermilion, Dragonkind follows the adventures of a young man named Grail who has the mysterious ability to control the power of dragons. This ability causes problems as well as provides great benefits, and launches Grail on a series of escapades that carry him across the world. The game story evolves as Grail journeys into and out of adventures and to a final conclusion that answers questions about his past and his role in the future of the world…

The game was officially revealed in April 2002. Worthplaying wrote:

TriLunar, LLC announced today their newest game title, Dragonkind. Combining the action and exploration of classic platform games with the depth of story and character found in console role-playing games, Dragonkind promises to deliver a unique experience that is only possible with the power and flexibility of today’s newest generation of console platforms.

Set in the fantasy world of Vermilion, Dragonkind follows the adventures of a young man named Grail who has the mysterious ability to control the power of dragons. This ability causes problems as well as provides great benefits, and launches Grail on a series of escapades that carry him across the world. The game story evolves as Grail journeys into and out of adventures and to a final conclusion that answers questions about his past and his role in the future of the world… or does it? In the spirit of classic comic book tales, things in Dragonkind are not always as they appear to be.

“I’ve always been fascinated with video games,” says Joe Madureira, President of Creative Development, “and I had been looking for the opportunity to express myself creatively in real-time 3D. Our goal is to make Dragonkind feel like a real-life comic book with all of the great characters, story and action found in today’s best comics. With today’s technology, you can create fantasy worlds of unprecedented depth and detail.”

Game play in Dragonkind will feature a mix of action and adventure. Key features in the game include:

  • Stunning 3D world featuring the art, look and feel of noted comic book artist, Joe Madureira.
  • An epic tale of good and evil; of love, honor and destiny! (With a little humor squeezed in when you weren’t looking)
  • Unique friends and enemies, each with their own roles and personalities. Crafty rogues, roguish sea-pirates, piratical warlords – you get the idea.
  • Extensive 3D lands of mystery and adventure to discover and explore. Secret areas and special locations will keep you searching for more.
  • Run, jump, climb, swim, ride, sail and fly your way to success. (And even go on a train ride or two).
  • Devious enemies and nefarious traps that require timing and strategy to defeat. Race across a field of ice floes with a sea serpent at your heels, ride an avalanche, wrestle a dragon, and much more!
  • Story driven quest objectives and open game world allow a high degree of non-linear game play.
  • Great battles of swords and strategy that increase in difficulty as you yourself become mightier. Summon the power of dragons to your aid with lava rain, ice comets, and earthquakes!
  • Thrilling music and thundering sound effects.
  • Cinematic camera control heightens the sense of adventure.
  • Simple, intuitive interface keeps you focused on the game, not the controls.

“Today’s video game fan demands great story in addition to great game play,” says Greg Peterson, TriLunar’s CEO. “With Dragonkind we are taking the best aspects of console platformers and blending the best aspects of console role-playing games. We will know we’ve created a hit when people will be able to walk up to our game and start playing immediately, and still be hooked days later. Our story, game play, and technology will all support one another, so that the final package will take people on a journey of entertainment that remains fresh and engaging all the way through the game finale.”

Dragonkind is being developed for the Sony PlayStation 2 and Microsoft Xbox. Scheduled release date is 2004.

However, the project was quickly cancelled after its announcement. It was announced in August 2002 on the now-defunct website of TriLunar:

TriLunar Shuts Down Operations – August 27 • 2002

We have a disappointing announcement. Due to lack of resources, we have had to cease development of the game Dragonkind as well as close down TriLunar. The company was funded 100% internally, and without access to an external source of capital, we are unable to continue operating. This decision disappoints us as much as it probably disappoints all of our fans and supporters.

TriLunar has ceased all internal development. Work on the game Dragonkind has stopped and will not be starting up for the foreseeable future. Additionally, we are no longer accepting solicitations or employment applications.

We at TriLunar appreciate the unprecedented level of support we received over the course of development. We know it has been a tough road for our friends and fans as well as ourselves.

One thing which never failed was our team’s unflagging enthusiasm which was buoyed by support from the fans, the press and our families. We would like to thank all of you. We hope one day to return to you as much as you gave to us.

Take care and continued success.

-The TriLunar Team

In March 2003, it was revealed that Joe Madureira was working on another game, Exarch, which will become Dungeon Runners.

In November 2009, French website Gameblog got in touch with Joe Madureira. Dragonkind was briefly mentionned:

G.B.: Did you immediately experience the same success in video games?

J.M.: No, not at all. But do you really want to talk about this?

G.B.: Yes, of course! It’s interesting to know what that might have brought you…

J.M.: In fact, my first attempts at video games were horrible. I created a game called Dragonkind, but our previous company (TriLunar) lost too much money and we went bankrupt. The game was never finished. Today at Vigil Games, we work with people I met through Dragonkind. So this experience finally allowed me to meet the right people. It’s still very important.

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