Isle of Minno was developed for the Playstation Portable in 2006 by Sumo Digital; a company founded by former Infogrames/ Gremlin Interactive employees and which released other PSP games such as Toca Race Driver, Outrun and Driver 76 (which I truly enjoyed to play when I owned a PSP myself).
There is little information on Isle of Minno, a prototype was found by an Assembler Games Forum user and the game itself looks and sounds a bit like a children’s game. I couldn’t find a reason why the game got cancelled by Sumo Digital; the game is hardly mentioned anywhere. Game also doesn’t show up on old cached webpages of Sumo Digital’s website. In May 2006 Sony and Sumo Digital made some actual pre-production Isle of Minno UMDs, none intended for resale, but you can now easily find a leaked ISO online.
Some of the actual UMD copies even ended up on ebay and were selling for around $ 100. The dumped prototype looks to be a fully playable demo, with even a multiplayer and game sharing option.
The game starts off with a small sequence showing a boy who washes up ashore on an island after drifting in the sea with some leftovers from a ship. After a small walk on the beach he enters a cave and finds a small village hidden in a valley at the end, presumably called Leafy Cove. After a short introduction talk from an elder person you are sent on your first mission to get yourself some decent clothes. The town is fully explorable; decent sized with loads of places to go to and now and then you find inhabitants with which you can interact and accept missions from. After completion of a mission you’re invited over to the person’s house or you can collect a small reward for your efforts. The whole gameplay mainly seems to consist of completing small mini games like collecting feathers, fruit or other stuff, mowing lawns, throwing things out threes and of some music memory games. The complete story of the game or its missions stays however vague.
Star Wars Knights of the Old Republic 3 is the cancelled third chapter in the popular RPG series developed by BioWare and published by LucasArts. The project was started by LucasArts in 2003 / 2004 when they canned another Star Wars MMO for console named “Proteus” and planned to reuse the same team and part of the already created designs to develop a new KotOR game. Unfortunately KotOR 3 followed the same fate and they later decided to cancel the project because of LucasArts’ financial problems, when the management did not want to invest money and time in such an expensive game.
A few KotOR 3 concept arts created during the design phase were leaked online and we can see new robots (Q-10), spaceships (Dashaad Fighter, Sith Troop Transport, Coruscant Vehicle) and characters. Some more details on KotOR 3 were published in 2008 in the book “Rogue Leaders: The Story of LucasArts”, in which they revealed that one of the new characters was a woman named “Naresha”.
“Upon the cancellation of the Proteus project, team and elements of the designs were applied to Star Wars: Knights of the Old Republic 3, which, according to designer John Stallford, “got quite a bit of traction… we wrote a story, designed most of the environments/worlds, and many of the quests, characters, and items.” However, this new game direction fell victim to LucasArts hitting possibly the most difficult period in the company’s history.”
We can only hope that one day someone could share more artworks and info from the early development of KotOR 3.
Split Shift Racingis a cancelled arcade racer that was being developed by Juice Games (AKA THQ Digital Studios UK) for the Playstation 3 and Xbox 360. Set in a distant sci-fi future, the game was due to take place in a chaotic “open world” environment that spanned both urban and rural terrain, and featured a transforming mechanic that allowed players to alter their car on the fly.
Juice games had just finished work on Juiced 2: Hot Import Nights when they began working on the concept for three new games at the start of 2009. Alongside Split Shift Racing, the staff of 80 at the THQ-owned subsidiary were also working on the cancelled flight-sim Stormbirds, and a third as yet undiscovered game and peripheral project titled “FUUB”. Before this, the studio enjoyed two successful game launches with the original Juiced, as well as a PSP spin-off called Juiced: Eliminator, and the team would go on to release Red Faction: Battlegrounds and Warhammer 40,000: Kill Team under the new moniker of THQ Digital Warrington.
Details on Split Shift Racing are lacking, thanks in part to an existing NDA still covering the project. However, we can piece together some of the puzzle from talking a number of sources and various bits of portfolio work by artists that worked on the concept. One source described the project as a “futuristic open world racing title”, which is backed up by some of the concept work on display below, each one showing off designs like semi-holographic digital signboards and geometric sci-fi car models.
It’s not clear just how open the world was going to be in the final product, but an early UI concept design showing a map overview by another artist from the project suggests that instead of having one massive, sprawling world to explore, players would instead have the choice of going to one of several “zones”, each with their own theme. In this instance, we can see the Earthquake Zone, which seems to sport a large portion of off-road terrain, along with a small city pocket in the corner. This is supported by another concept image, this time for the main menu, which features a “Zone” option for players to select.
Perhaps the most interesting feature was the ability to alter or transform your vehicle to suit the situation. Thanks to a couple of other concept pieces, we can see that the controls have four different functions mapped to the face buttons. These include Speed, Hammer, Climber, and Agile configurations. It’s not clear how each mode affected your vehicle’s performance, but it’s probably safe to assume that Speed was for racing, Hammer for taking down other drivers or breaking through debris, Climber for scaling rough terrain, and Agile for control during aerial jumps. Players could unlock new versions of vehicles from one of the four different styles by playing, and whilst there was an XP progression system in place to allow players to advance, it’s not clear whether unlocks were tied to this system or whether they had to be earned by winning races and events.
Network features were also set to appear heavily in the game, with a strong focus on asynchronous multiplayer pitting people against each other in a variety of leaderboard challenges and events across each zone. This would have been coupled with an “Activity” page that tracked the player and their friend’s accomplishments, race times, and high scores in the form of a daily feed that others could leave comments on.
Despite most of the information surrounding Split Shift Racing being under NDA, there are still a few images of in-game footage that show off what we might have seen if the game ever made it to its final release. Unfortunately, we don’t know whether the game itself ever made it to a playable state.
Images:
Development on Split Shift Racing began some time in 2009 under the management of producer Tim Preece, and would go on into the early stages of development until it was cancelled some time during 2010. This saw the development team moved onto other projects, with the majority starting work on Full Impact, a classic American car destruction derby game that would also go on to be cancelled. This string of failed projects can attributed largely by the shifting focus of the company, and THQ’s own goals during the time after purchasing Juice Games in 2007.
With the studio itself undergoing a transition away from boxed retail products and moving solely into digital goods, Juice Games was also undergoing its transformation into THQ Digital Warrington. Unfortunately, as the market continued to shift, THQ decided that instead of using the studio to develop new IP, they would utilize the Warrington-based team to develop secondary games based on THQ’s pre-existing IP, which gave rise to the digital-only Red Faction and Warhammer games in 2011.
Shortly after releasing the first of their two digital games, THQ Digital Warrington was then closed down by THQ in June 2011 due to “lacklustre sales of Red Faction: Battlegrounds”. Talking to Eurogamer, an inside source who worked at the studio claimed that THQ had cancelled several projects over the years, and that they “struggled to find an idea THQ were happy with”.
[EDIT]: Shortly after posting this piece, we received some information that confirmed our report. We also received some extra background information on the project, and some minor clarifications which are posted below:
The screenshots containing “real cars” were in fact for a separate project, simply titled “Concept”. This was going to be a “realistic racer” that was set to follow after the release of Juiced 2. Only one track was ever made for this concept however, and the game was never developed further.
Split Shift was originally going to be called “Arc”, but the studio had to change the name as there were rumours that the PlayStation Move controllers were going to take that name. The studio didn’t want to risk a dispute, so instead opted to change the name proactively.
There were several race events already in the works, ranging from traditional time attack and head to head races, to more original concepts. One such event, called XP scramble was described as a race that “had you running around finding XP orbs that launched randomly from a set point”.
As suspected, the cars did have the ability to transform. The four different modes players could transform between were a default car, a racer, a quad bike, and a motorbike. One source described the process as such: “Each offered a different way to race and was up to the player when you wanted to switch.”
The first area, pictured in the images above, was a mountainous region that was fully playable and near completion when the game eventually got cancelled. A second area described as “An apocalyptic sinkhole” had just entered the early stages of development but never managed to get much further than a rough concept. One source describes how the whole team was taken to watch the disaster movie “2012” to help give them some inspiration for the sinkhole map.
The size of the mountain region was approximately the same size to that of the city area in Burnout paradise
In 2005 the Katamari series was on a roll (pun intended), and speculations about the series hitting Nintendo consoles started to emerge. In March 2005Nintendo Power listed the game as in development for the DS. On the same month that year IGN approached Namco to ask about the possible title to which they simply replied “At this point we haven’t made any announcement for the future development of this franchise.”.
Unfortunately that was the last note regarding the title before disappearing.
Some say that this game ended up being dropped in favor of the PSP Katamari gameMe & My Katamari which was released on December 2005. Sadly, Nintendo consoles still haven’t managed to get a Katamari game of their own aside from the DSiWare spinoff Korogashi Puzzle Katamari Damacy.
In 2016 the franchise came back from it’s 5 years hiatus with Tap My Katamari for iOS and Android so maybe the future might hold something for Nintendo platforms after all.
Djinn is a cancelled action RPG planned initially for PC and later also for Xbox 360 and Playstation 3. The project was in development by Castaway Entertainment, a talented team founded in 2003 by former developers who left Blizzard North, some of which were previously working on the cancelled version of Diablo 3. Djinn was quite hyped at the time because of its connection with the Diablo series and many RPG fans were eager to see more from the game, promising hundreds of hours of adventure, exploration and rare loot. Unfortunately before its cancellation not much was ever revealed about Djinn, its gameplay mechanics or plot, but thanks to the finding of its pitch document we can now learn more about this ambitious project.
Castaway wanted to create an innovative role playing game with a story told in real time, while players were actively exploring its world and listening to the protagonist’s comrates. This team of characters following the protagonist could have been similar to the “pawn” system used many years later in Dragon’s Dogma, but with heavy interconnections with the main storyline:
“The idea of a next-generation, greatly upgraded Diablo II on console forms the basis of the concept and marketing strategy for our newest game, Djinn. Djinn is a real-time 3D action roleplaying game of heroic risks in an island world of ancient mythical beings and forbidden magic. With non-stop pacing unfettered by text dialog choices, and featuring larger than life ruins, temples, and legendary creatures, Djinn reveals a real time story told not by signpost NPCs but by your very traveling companions”
“Our unique twist on companions is the Crew concept. The crew members are intriguing, multi-purpose characters who are also lesser heroes in their own right, much like the Argonauts (the Greek heroes who made up the crew of Jason’s ship Argo). They can be added or removed at any time to the questing party, and each one has unique powers that the player will enjoy experimenting with. In combination, crew members may reveal additional abilities.”
Djinn’s gameplay would have been inspired by many more games other than the popular Diablo 2, adding physics-based combat and environment interaction, plus a series of “cards” that could change the game’s world and how players could interact and fight in this world. We could imagine it as an ambitious mix between Psi-Ops, Phantom Dust, Baten Kaitos and Hand of Fate:
“Djinn combines Diablo II quality, item collection, tactical equipment and skill choices, and dynamic, user-friendly combat; Phantom Dust playfield interaction and destruction; Psi-Ops physics-based combat; Ratchet and Clank: Up Your Arsenal’s varied attacks and situational awareness; and Magic: The Gathering’s highly addictive collectible and customizable booster packs.”
“We will be showing off our combat moves, interactive environments and highly vertical levels using advanced physics. Players will be able to do many things with our physics engine, including: Push victims off ledges or slam them into spikes; Drop objects onto targets far below; Knock over pillars and break platforms, in order to damage opponents; Knock back enemies who fall down with rag doll physics; Create “domino” effects where one object knocks into another.”
“Djinn is designed to be a modular system that allows the player to make significant changes to their own game play experience. A player may alter their character’s skills, reconfigure their quests, select their companions, and even make changes to the world itself. These modifiers are contained in virtual “cards” that the player may collect, trade, buy, or sell with other players. “Cards” are currently being used as a metaphor for a system of tokens that can be applied within the game. The final game pieces will most likely take the form of artifacts or scrolls, not tarot or playing cards. Regardless of how the player wishes to manage their cards, everyone begins with a basic set (a virtual deck) that contains five types of cards: Skill Cards, Hero Cards, Quest Cards, World Cards, and Crew Cards. By playing combinations of these five types, the player is able to explore different locales over and over with very different experiences.”
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