In June 2011, a new animation movie called “The Prodigies” was published in France. An unknown french developer initially worked on a corresponding videogame prototype during 2011, which found no publisher though. Only some images remain from this cancelled videogame.
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.
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.
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.
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.
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:
LA Noire [Beta / Cut Content – PS3 / Xbox 360]
LA Noire is a third person action / investigation game developed by Team Bondi and published by Rockstar in 2011. In an interview with Brendan McNamara, we can read that the game was going to have a desk where you would have to deal with burglaries and fraud – the desk was known as Bunko and Burglary. The entire desk had about eleven cases, all of which were cut due to the fact that the cases couldn’t fit on entire blue ray disk. Quoting McNamara from another article:
“We had a Bunko and Burglary desk – bunko is fraud and burglary is just people robbing houses and stuff – we had eleven full cases for that, which we wrote and did the design for to a certain extent – we even did the art for them too, but it just got to a point where we were never going to fit it on one Blu-ray,”
Evidence of the Burglary desk can be found in the game, such as at the beginning of the homicide desk, where the captain of homicide greets Cole Phelps after he earned a promotion from burglary. It’s also implied during the case Manifest Destiny that Harold Caldwell was Cole’s partner for that desk. Dialog implies that Harold Caldwell knows Cole Phelps – again implying that burglary was going too planned for LA Noire.
Finally, there was also a type of Mini-game (that was also cut) where the player could have made a captain angry. The player and assigned partner would have to complete certain crimes (car chases, shootings, etc) in order to get another case from the captain. Quoting the article
“There was a kind of system where if you failed a case your captain would scream at you and you’d go out and do hot car chases or smaller robberies and muggings and all that kind of stuff in the world”
“You’d have to do enough of them to get to a point where you get offered another case, but as I said that got cut because I thought it was too much of a distraction.”
If there is any concept art from the cut desk, please share it here so we can add it to the article!
Sources:
![The Avengers [Cancelled – Xbox 360 / PS3 / PC / Wii U] The Avengers [Cancelled – Xbox 360 / PS3 / PC / Wii U]](https://www.unseen64.net/wp-content/uploads/2011/09/the-avengers-videogame-cancelled-670x300.jpg)
The Avengers [Cancelled – Xbox 360 / PS3 / PC / Wii U]
The Avengers is a cancelled first person co-op beat ‘em up game that was planned to be released alongside the 2012 superhero movie of the same name. The project was under development at THQ Studio Australia (Studio Oz) until THQ decided to close it. It was being worked on for Xbox 360, PS3 and PC; with further plans for a Wii U release.
Pre-production on the Avengers video game began in August 2010 at the Brisbane-based, THQ Studio Australia with approximately 80 employees working on it. During the first months of preliminary development, it was originally being planned as a third person game.
An Avengers movie – with Skrulls?
When details of the project began to leak online in September 2011, there was a number of claims and rumors from various sites that the game was in some way connected to Marvel Studios’ Avengers movie, which was to be released the following year. Concept art was soon uncovered depicting the heroes facing down the Skrulls, an alien race from the Marvel comics. This lead some to believe that the upcoming film would also feature Skrulls, through the assumption that the game was directly tied into it. Jeremy Love, an artist who worked on the title for THQ was adamant that this was never the case:
“[It was] totally unrelated to the film. We were given early film art to use as reference for certain things but that’s about it.”
He continued, elaborating on possible sources of the confusion:
“Some toys were released before the film which were based on designs we had done for the game. People naturally jumped on that and drew their own conclusions. When the game was cancelled, some footage and art was leaked which also fueled speculation that the Skrull race would feature in the upcoming film.”
Crash Bandicoot: Landed (2010) [Cancelled – Xbox 360 / PS3 / Wii / DS]
Crash Bandicoot: Landed 2010 is a cancelled game in the Crash Bandicoot series, which wasn’t even officially announced but some info leaked from the people who worked it. These info were soon removed from their websites: Crash 2010 was meant to be a 3d Adventure / Action game in developement by Radical Entertainment. It was cancelled due to layoffs by Activision in February 2010.
Many information were leaked after the cancellation but left unnoticed until August 2010, when they were found by some users in the Crash Mania Forums. There is a short gameplay / cgi footage and also some concept art. Crash Mania members made a petition to make activision continue working on the game but it was unsuccessful, partially due to abuse of the petition (ie. obvious sockpuppetry). A new petition has been started, and has so far not suffered these problems.
Recently, an fx demo was leaked by someone as a demo reel video. The owner of the reel video said that game would not be continued because of Activision. When the fans added the video to Youtube, Activision started removing them but many of these are still available.
Console Game!
Crash Bandicoot 2010 (Xbox 360, Playstation 3 and Nintendo Wii)
Design and implementation of character locomotion and weapon/combat using proprietary software
Open World Mission Design
Game Systems Design Documentation
Weapons/Tools
Interface
Game Economy
Boss design
Another video with items was found, in which we can see some interesting stuff about the canceled game!
- Frogzooka [Suck]
- Boombat [Blow… Away]
- Glow Top [Stun/Light]
- Fertilizer Gun [Shoot]
- Bottle Rocket-Launcher [Ending/Surf]
- Jet pack
- Jet ski
Post by MotweraCity
Videos:
DS Footage (Developed by Renegade Kid):
Pictures video for similar visually done game (CTR 2010):
Also Effects Video in this link: http://landinkent.blogspot.com/p/game-fx.html