Playstation 2 (PS2)

Flesh & Wire (Running With Scissors) [Cancelled – PS2, Dreamcast, GameCube]

Flesh & Wire is a cancelled action adventure that was in development by Running With Scissors (of Postal fame), announced in 1999 and planned to be published by Ripcord Games for Playstation 2, Dreamcast and GameCube. It would have been and over-the-top shooter where you could control an alien blob to explore the world and resolve environmental puzzles. As we can read on IGN:

“The game follows Angus, a sleazy, slimy cop who wakes up one morning with an alien amoebae-like creature noshing on his legs, and his city has been engulfed by a bio-ship by the name of the Nulloid. Rather than worry about what the heck the thing’s doing to his lower half, he comes to the realization that he can control the gelatinous blob, and uses this newfound power to move around and utilize special abilities, sloshing around the levels. He’ll also utilize massive amounts of firepower, so expect over-the-top violence […]”

In 2016 Running With Scissors CEO Vince Desi talked about Flesh and Wire in an interview posted on their official website:

Robin TGG: I had almost forgotten that you once worked on a title called “Flesh and Wire”. What was that game all about? And why was it canceled?

Vince RWS: Yeah that was after POSTAL got cancelled, we actually had 2 other original games in development, but financial reality simply didn’t allow us to continue. It was a sci-fi based game that had a blob as the main character, I really liked it, who knows maybe someday we’ll take another look at it.

The game was somehow similar in concept to a more violent “A Boy and His Blob”, as you could transform the blob into different forms, such as a ladder to reach high places, a bungee to get down and a shield to protect the protagonist from bullets. Some more details on its development can be read on the March 1999 issue of Game Developer magazine:

“According to Randy Briley, the soft-spoken art lead for the project, the development process for FLESH & WIRE (FW) has always been a little bit different. For starters, the publisher (Ripcord Games) has been very hands-off, letting the development team drive the development. This uncharacteristic display of trust has as much to do with RWS’s track record of getting products out the door on time as it does with Ripcord Games’ relative newness to the gaming scene. And although the style of game play has some basis in currently released titles (the game is some-thing of a cross between RESIDENT EVIL and THE THUNDERCATS), the look of the game is anything but conventional. From character design and animation to background generation, the unorthodox look derives from equally unorthodox production methods.

When RWS finally settled on the game spec, they realized that from a resource production standpoint, they had bitten off more than they could chew. In addition to the standard budget of special effects, GUI art, and several minutes of cut scenes, the spec called for over 200 static screens of game play with in betweens, and a set of enemy and player characters’ 300+unique animation sequences. With a production cycle of just under 18 months, no budget for outsourcing, and an extremely small art team, the task seemed pretty daunting. It was time to improvise.”

[…] rotoscoping could be done largely in-house with little or no overhead, the production time compared to hand animation was much faster, and although it required the talents of a skilled animator to implement, it provided a cheap, efficient method to complete the animations on schedule. The team went down to a local gymnasium and interviewed several martial arts students. Then, working closely with the art lead (a martial arts expert himself), the actors were mocked up to look like the characters in the game. Several sets of motion shots were taken, using two synchronized digital cameras set 90 degrees apart (front and side). After digitizing these images and importing them into Softimage, the result was a sequence of images. The Animator then animated the characters by hand, using the images as a guide. […]

Compared to the mammoth task of generating over 200 hundred in-game background scenes, the character animation problem looked simple. With only a handful of 3D artists on staff, the team had to make some tough decisions. As the project evolved through its initial stages, it became clear that the art direction was evolving towards the techno-grunge look typified by such industry standards as The Crow and City of Lost Children. The level of detail the team wanted would require hours of tedious texture and modeling work using classical CG methods. Given the size of the team and the allotted time, this simply would not be possible. Rather than cut the design or ask for more time, the team resolved to find a solution that would allow them to maintain the scope of the project while holding true to the artistic vision. They Took a gamble, and decided to build the entire game using miniatures.

“Near the end of the planning phase of the project, RWS presented the publisher with a proof of concept for the process. For the first test, the team put together a town from a model railroad set and digitized it into the POSTAL engine. In short, the result was a huge success.

Put simply, the sets for the game were built with “anything we could get our hands on,” says RandyBriley. Basically, the team would just bring stuff in: PVC piping, copper tubing, old VCR’s, and so on, and the pieces were glued together and painted using a hot glue gun and standard modeling paints. Most of the back-drops for the game were created using Styrofoam panels, which proved easy to get hold of and standardize.  “Once we got an assembly line going with a certain panel (background piece), we could crank each one out in a matter of a few hours.”

By far however, the biggest advantage of the process is the lack of any requirement for CG expertise on the part of the artists. Consider that with a single trained 3D artist to guide the process, the bulk of the artists can be classically trained with little or no industry expertise. This means that production costs go down for any given piece of work or, you get a lot more resources for a lot less money.”

As said by Vince, in the end they were not able to keep up development for 3 different projects at the same time, so Flesh & Wire had to be canned. We hope someday to be able to see some more images from this strange and original video game.

Thanks to Josef for the contribution!

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Fury of the Furries 3D [PS2 – Cancelled]

Fury of the Furries 3D is a cancelled platform adventure that was in development for Playstation 2 by Kalisto Entertainment around 2002. It was meant to be a sequel to the original title Kalisto released for PC and Amiga in 1993, but now in 3D and fully embracing its funny settings by making its protagonists parodies of popular video game characters. For example one of the Furries would be a pissing caricature of Link from The Legend of Zelda, or an obese Lara Croft from Tomb Raider.

Each Furry would have had its own ability, for example in the original game one was able to swim and another to dig underground. You could imagine it as a level based Metroidvania, with swappable characters. Fury of the Furries 3D would have offered similar gameplay mechanics, letting players explore levels in 3D for even more comical situations and parodies of other video games.

The Kalisto team was able to develop a playable prototype of their new Fury of the Furries, but unfortunately the studio was liquidated in April 2002 for bankruptcy and all of their projects were canned and lost forever (such as this, VIP, Shide, Silent Chaos, Nightmare Creatures 3 and Highlander: The Gathering).

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Iceman (Datura) [GameCube, Xbox, PS2 – Cancelled]

Iceman is a cancelled puzzle game that was in development for GameCube, Xbox and Playstation 2 by forgotten studio Datura, formed in 2003 by former Infogrames developers. Up to 4 players could compete together in small arenas, but it’s not exactly clear how it would be played. By looking at available screenshots it seems you could collect crystals and possibly moving blocks / parts of the scenario.

Unfortunately Datura never found a publisher interested in Iceman: in the end they had to close down and cancel development of their game.

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Technic Beat [Beta – PS2, Arcade]

Technic Beat is a music rhythm game developed by Arika for Arcade and Playstation 2, as a sequel to their title Technictix. Sossigu64 found some beta screenshots and videos on the old Arika website, using WebArchive. Here’s a list of the main differences found in these images / footage:

  • The tension gauge is different from both the arcade and playstation releases.
  • The intro is a lot shorter and very similar to Technictix’s intro.
  • Hassy (platypus) and Willie (giant stuffed bear) in the video are too fast. Both characters are considered slow characters and their speed is on the level of Bot (robot) and Cart (human glasses man, kinda resembles Klug from puyo puyo and Jeff from earthbound.).
  • The sets for each “session” are identical from Technictix but have a bit more going on (more visual effects) and the sets look a lot more cleaner (better refined)
  • Concept art found on the Omake page for Technic Beat also shows concept art for Technictix.

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Ape Escape: Trapped in Space (FAKE) [PS2, PS3 – Cancelled]

Update: thanks to Brian, Specter, and Keichoro on Twitter, we found out Ape Club was not officially related to Sony and Trapped in Space was just another fake game they conceived:

“The english Ape Club was the product of a fan who tricked various news outlets that it was an official, Sony-sponsered Ape Escape website. They made up fake news stories, fake statistics, etc”

“This has proven to be false, as there were no official information from Sony regarding this game. If I recall, the concept pages they used and claimed are for “Trapped in Space” were actually from Ape Escape Million Monkeys. I also checked Ape Escape Japanese sources like piposaru.com and they have no evidence of “Trapped in Space”.”

Original article below:

Ape Escape: Trapped in Space is a cancelled action game in the Ape Escape series, which was conceived by Sony Japan Studio for Playstation 2 (or possibly Playstaton 3) after the release of Ape Escape 3. Players would have been able to visit different planets to catch monkeys, exploring a virtual universe created by Specter. The project was never officially announced by Sony, but some details were shared online by Ape Club (now offline) around 2010:

“Ape Escape: Trapped In Space (working title) was a game that was originally set for release in 2006, however due to complications, it was never released. The game was in the process of being made after Ape Escape 3. Several paper’s containing the concept were leaked on the internet in mid 2005. Japan Studio continued to develop the game, hoping that the concept wouldn’t be taken. Originally the concept was that Specter had kidnapped The Professor and it was up to the protagonist (character had not been announced yet), to get him back by catching the monkeys and defeating bosses. Specter had created a computer generated universe, with many planets which the protagonist would have to visit and capture the monkeys. The planets would each be very unique and each have its own theme. Finally, the protagonist would defeat Specter and the Professor would be rescued. After E3 in 2006, Japan Studio was disgraced to find out another popular platforming video game franchise had used this concept after it had leaked. The game was scrapped.”

While it’s said that some pages about Trapped in Space were leaked online in 2005, we were not able to find anything unfortunately. If you saved a copy of those pages back in 2005 and could help us to preserve them, please let us know!

Ape Club was founded by a few people who previously worked with Sony, as we can read in this old interview by Siliconera:

“Originally Ape Club started out as a Promo site for SCEE’s Ape Escape titles and was run by them up until 2007. In 2007, there wasn’t any maintenance to be done except Newsletters. So Rebecca, who was a major fan, was left in-charge of that. She updated the newsletters and received updates from SCEE, and Japan Studio about upcoming Ape Escape games. She was also asked to promote Ape Quest when it was released.

Are there any other canceled Ape Escape games you’re aware of?

Apart from Trapped in Space, the only other game would be Ape Escape 2 which was going to be released on PlayStation 1. However, Japan Studio (JS), was already releasing Piposaru 2001 beforehand, so releasing a PS1 game after a PS2 game didn’t make much sense. So in Early 2000, they stopped working on AE2-PS1, and worked on AE2-PS2. Apparently, looking at the leaked photo of it, it seemed to have the same graphic engine, and look, as the first.”