A cancelled first person shooter with spaceships, developed by New World Computing. It could have been somehow related to the Wetlands PC game that was released by the same company in 1995, even if the ingame screens look different.
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A cancelled first person shooter with spaceships, developed by New World Computing. It could have been somehow related to the Wetlands PC game that was released by the same company in 1995, even if the ingame screens look different.
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Legacy of Kain: Soul Reaver is a third-person adventure game developed by Crystal Dynamics and published by Eidos. It was released for the PlayStation and PC in 1999 and for the Sega Dreamcast in 2000. Soul Reaver entered development alongside Blood Omen 2: Legacy of Kain in 1997 and focused on puzzle solving instead of Blood Omen 2’s action.
Initially, the game was set to be released October 1998. The secondary release date was then made January 1999. Due to the game still remaining unfinished. It was granted a final delay of approximately 7 months which then, the game went gold in July 1999 and subsequently got released August 1999.
Unfortunately, these delays occurred because the game wasn’t progressing quickly enough in terms of asset creation to fulfill their original vision for Soul Reaver. Several interviews suggested the designers noticed they had an overly designed game thus had no option but to remove certain areas of the game.
Some removed areas are known as:
Amy Hennig stated that the development team split the original, much larger plans in two after realizing that they had “over-designed the game”. This decision explains Soul Reaver’s cliffhanger ending and the appearance of originally planned material in later games. Despite the split, Hennig explained that the team left unused components in Soul Reaver’s game engine to avoid unforeseen glitches that might have arisen from their removal. [Infos from Wikipedia] This is why certain reavers are accessible even though they are not actually obtainable on the retail version.
As we can read in this interesting article from The Lost Worlds, many items, weapons and areas were removed / not used in the final game, as the Amplified Force Projectile & Possession abilities, The Amplified Reaver and The Ariel Reaver weapons, Five additional Reaver upgrades and the The Mountain Retreat area. You should check the Lost Worlds article for more informations, it’s really well done!
Thanks to John Doom for the contribution!
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Alpha: July 1998
Alpha: January 1999
Beta: 12th May 1999
Beta: 28th June 1999
Blood Bowl is a cancelled sport / action game that was in development by Psygnosis for the original Playstation and PC in 1998. The gameplay could have been something like Speedball or Mutant League Football. The project was stopped when the company went into financial troubles, before being bought out by Sony. It’s interesting to notice that Psygnosis’ Blood Bowl was probably based on the board game of the same name and two other Blood Bowl games were released by other companies in 1995 and 2009.
Thanks to Celine for the contribution!
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O.D.T. (Escape … Or Die Trying) is a 3D action game with some RPG elements, created by Psygnosis for PlayStation and PC in 1998. A sequel (ODT 2) was started but soon cancelled for unknown reasons and only some concept art remains to remember this lost project.
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The original Unreal is a FPS developed by Epic Games and Digital Extremes, released for PC by GT Interactive in May 1998. A playstation port was in development by Pterodactyl Software with new exclusive levels and weapons, but it seems that Infogrames decided to cancel the project for some reasons.
In may 2009 Leo from the Beyond Unreal community was able to get in contact with Kagle, a developer that worked on Unreal PSX: Kangle decided to share some unfinished maps from this unreleased game and Leo edited the original files to make them to work with Unreal PC. Those files can now be downloaded in here, to be preserved and played by the fans!
Here’s a little description of the 2 beta levels:
In the first level, you break into an archaeological excavation where they are digging out a giant alien ship that was buried millenia ago. In part 1, you run across to the ship and turn on its main generator. The generator activates a laser that was removed from the ship and lets you blast through to the elevator shaft to the lower level. In part 2, you have to activate an umbilical tube to connect to the ship, which lets you reach the bottom of the excavation, where you can get inside.
In part two, you enter the ship, which is an alien universe, to contact the alien (I think his name was J’Rath). In part 1, you find yourself in a 3D maze. You have to travel to the end of the maze by removing the barriers blocking you. Each barrier can be removed by going to one of the small pocket worlds and throwing a switch. In part 2, you have to reach the heart of the ship, a pulsing sphere. You follow a short path, fighting tiny monsters and turning switches, until you can get inside. Inside the heart is a series of chambers you have to swim through until you get to J’Rath’s chamber (he appears as a giant eye). The second set of levels is rougher than the first.
These two missions (broken into two pieces each) were set to be played at the end of the second of three acts in the game. Since these levels were so late in the game, they were designed to be difficult for the player to complete.
Since these levels were designed for the PlayStation 1, the levels had to be scaled down to fit into the existing hardware. The limitations placed on the levels were quite draconian and included: a maximum of 3000 polygons per level, low number of visible polygons per room (STAT FPS), a maximum of 3 monsters per room and fewer in rooms with high polygons.
With such restrictions in place, I agreed to create levels with a less combative and more puzzle-oriented approach. In order to avoid large-scale combats, emphasis was placed on jumping puzzles. Levels were organized so the player would have to return to the same locations repeatedly to save space and give the impression of longer gameplay.
Huge props to Leo and Kagle for preserving these lost levels and sharing them with the community!
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