Vectorman Ultra is the cancelled third game in the Vectorman series, started with the first one developed by BlueSky Software and published by Sega for Sega Mega Drive / Genesis in 1995. Vectorman 2 was released in November 1996 and after it went gold it seems that BlueSky started to pitch a new sequel to Sega (Next Generation magazine published a rumor about it in their website that year), planning to develop it for Sega Saturn, the “new” Sega console that was released in May 1995 in USA.
Ellis Goodson, the artist that worked on the original Vectorman and other cult games as Skullmonkeys and Shadowrun, drawn many concepts to be used in the design doc for Vectorman Ultra created by Jason Weesner. It’s interesting to notice that these concept arts were sold sometime ago on eBay and in some of those auctions they described the game as planned for the Nintendo 64, but it’s possible that they got confused because of “Ultra” in the title (N64 was known as Ultra 64 before its final name).
It’s currently unknown if Sega Saturn’s Vectorman would have been in 2D or 3D, but looking at those awesome concept arts it seems that at least this lost game would have had some side-scrolling levels. We hope to be able to see more from this project sometime in the future, it would be interesting to know if any actual prototype was started at all. Some years later Sega tried to revive the Vectorman IP with a new PS2 game developed by Pseudo Interactive, but that was also cancelled.
Thanks to eSPy, Youloute, S.J. Reed and Ellis for the contributions!
Zblu Cops was a cancelled adventure game based around the French comic book of the same name. It was being developed by Biodroid exclusively for Wii with a release being targeted for mid-late 2010.
Bringing Back The Classic 90’s Adventure Game – Zblu Style
The original Zblu Cops comic series, a comedy about a group of incompetent yet reluctantly heroic group of law enforcers, grew a modest cult following in its country of origin throughout its run. However, with no official English translations of it ever released, its fanbase was never able to expand beyond there in any great numbers. Biodroid’s video game would have been its first foray into English-speaking markets with the team hoping for an international release.
The title entered development midway through 2008 with ambitions high, one former developer recounted, calling it “an attempt to revive the classic 90’s adventure game”. Biodroid’s initial pitch to comics publisher Glénat placed a high emphasis on accurately conveying the humour and goofiness of the comic, but was very much set on blazing its own trail. It would have seen players controlling 10 different members of the Zblu Cops, each with their own unique abilities used to solve puzzles and take down enemies. Two officers were rendered on screen at a time, but you could cycle through a wheel of other playable characters to alternate between them in real time; similar to the LEGO video games. It was to be fully playable in 2 player local co-op, as well.
Excerpt from the initial press release:
On a criminal trail which takes them underwater, through the jungle, down the sewers, up the tower-blocks, inside a volcano – and even into deep space – the Zblucops display all of their notorious dysfunctionality, bad taste and even worse humour… before emerging triumphant with a fist-full of medals.
This action/adventure game brings to Wii the kind of strong storytelling, humor and dialogue found in traditional adventure games.
Cutscene art:
Zblu Cops was presented in a cel-shaded art style; a play to authentically represent the hand-drawn look of the comics. Even more crucially, we were informed that Bill and Gobi, the writing duo responsible for the series, were actively involved with development on the project from its inception. Their contributions mostly included overseeing the art direction, in addition to having final say on any other aspects. We were told that the two were very laidback when it came to writing duties, allowing the developers plenty of creative freedom. Read more
Mega Star is a cancelled music game that was being developed by EA Montreal in late 2009 with a release being targeted for the following year exclusively on Nintendo Wii. It was in the works for approximately two months, never advancing past the pre-production phase of development.
The logo and mock-up for MegaStar’s title screen.
According to an artist who worked on the game, it was being prepared as EA’s response to Just Dance, which launched in November, 2009. The Montreal team had previously worked on other music titles, such the Boogie games, but Mega Star was being pitched as a much more direct competitor. It was planned to have had similar Wii motion dancing mechanics to Ubisoft’s game, but would have added its own twist in the form of a singing component via a USB microphone, similar to that of Boogie.
Up to 4 people would have been able to play together locally with any combination of the two gameplay types (karaoke and dancing) simultaneously. Its setlist would have been mostly comprised of rock/pop music. Some of the examples given in EA’s user interface mock-ups include artists, Fergie and Avril Lavigne. Although these were merely for conceptual purposes, these were selected purposefully to convey the theme of the game to EA’s management. There was also plans to feature customisable avatars for players, similar to Miis.
User interface concept art/mock-ups:
MegaStar had a brief life span in development and was ultimately cancelled in mid November, 2009. After the success of EA’s Wii titles began to dwindle, EA Montreal was subject to a complete studio refocus. Games that the developers at Montreal had worked on included Spore Hero and Skate It; both of which received a lukewarm to negative critical reception and failed to meet sales projections. The company’s general manager, Alain Tuscan blamed the “unpredictable” climate of the Wii’s market and shifted the company into focusing solely on HD platforms.
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Legacy of Kain: Dead Sun is a cancelled a PS3 / Xbox 360 / PS4 and PC single-player action adventure game developed by Climax Studio, that was intended to mark the return of the Legacy of Kain series. The title was first leaked in 2013 by NeoGAF user, Mama Robotnik, in an extensive research thread about the many canceled games of the series throughout the years. According to his research, the production of Dead Sun began sometime between 2009 and 2010 with some supervision from Crystal Dynamics and was subject to strict NDA terms that prevented the developers from discussing any details of their work in the project.
Development and Cancellation
It seems that Square Enix laid down several requirements, which the title had to adhere to, such as being single-player with a multi-player component. The new main characters and a story set apart from the original series would have been an idea by game director Sam Barlow and Climax, because of the difficulty to follow LoK’s intricate storyline. Climax Studio worked on the production of the single-player game, while the multi-player was being developed independently by Psyonix Games.
The single-player game went through several name changes: the known codename was ‘Blackcloth‘, as it is referred in the teaser, to later settle with title Dead Sun. The multi-player, on the other hand, was the basis for what later would evolve into Nosgoth, the online mutiplayer game that Square Enix finally released.
The development went through several stages, initially intended as a small project to be released on Xbox 360 and PS3, even if a former developer wrote on NeoGaf:
That’s the only info that I think is wrong. It was never a downloadable game, not as long as I worked on it. Always intended as AAA. Same with the PS4 launch thing – it was intended for cross gen, all systems.
By the time it was cancelled for “old gen consoles” it was being considered as a potential launch title for PS4. This is namely one of the reasons for its cancellation in the first place, as was stated by the source that contacted Mama Robotnik to reveal further details of the project:
– This game was pushing the 360 and PS3 to the limit. A combination of sheer level scale, the twin realm mechanic and the ageing Unreal 3 engine meant it was a struggle to get this running to an acceptable level. A commitment to next gen would have possibly seen the game avoid the chop as we would have been freed from some hefty technical restraints that were holding the game back in a number of areas, including the visuals. Conversely, I can see why switching to next gen would have made the numbers even less attractive to SE top brass, given the far smaller install base.
– Having just finished Shadow of Mordor, which I found hugely enjoyable, I have to say it was eerily similar to the open world (hub as we termed them) areas of Dead Sun. From the art style, to the switching worlds, the environment traversal, character ability progression, combat and numerous other aspects, SOM was incredibly close to half the game we were making.
– The Dungeons were the other half. Given how much work obviously went into SOM, one of the most polished games I’ve played, I think Dead Sun was too ambitious, which probably also contributed to it getting the axe. It would have been a monster of a game – the wetlands hub area you’ve already seen was just one of 3 or 4 entirely different open hub areas, never mind the various dungeons that were planned. They all had distinctively different looks, puzzles and boss fights. The team wasn’t big enough to pull that lot off in a reasonable time frame, to the quality level required of a AAA release.
– Which is all a great shame, as the design of the game was excellent and meticulously thought through. Whilst not a straight sequel to previous LOK games, and not featuring previous favourite characters, it had more than enough depth and references to previous games to both satisfy (most) fans and really bring the LOK series back to life in a modern format. It was certainly a lot more than a re-skinned Assassin’s Creed or Batman, even if it did share some aspects with those games. But there we go, the vagaries of the games industry. Those design docs will still be around somewhere at Climax (or possibly elsewhere) – all it would take is someone with a spare $100 million or so and that’d see it up and running.”
In 2012, Square Enix decided to stop production since the title was no longer forecast to meet sales expectations, with some doubts about the game’s quality and its overambitious features. Due to the amount of work that went into this project, there was a lot of frustration among members of the team when it was canceled. Allegedly, certain members of the team weren’t informed of the decision and kept working on it after the cancellation.
Story
The story was set in the distant future of Nosgoth; not being a direct sequel of the previous games, but taking place in a similar universe as the Soul Reaver games, to became a reboot of the series. The game would have introduced a new clan of vampires called ‘the Saradin’, who were much closer in appearance to the ancient vampires than their ancestors from Soul Reaver. The Saradin also had very similar powers to that of Raziel, being able to move freely between the material and spectral realms.
Dead Sun’s narrtive revolved around two main characters, Gein and Asher, who were Saradin vampire and human respectively. It would have began when Gein attacks Asher’s village, slaughering many, including Asher and his pregnant wife.
One of the main themes explored in the story would have been fertility. The human race in Dead Sun was inexplicably suffering from infertility and the fact that Asher and his wife were able to conceive a child is recognised being of great significance, as later revealed by Gein, the very reason of their deaths.
Unexpectedly, after Gein feeds off Asher’s soul, Asher becomes trapped in Gein’s body. The game would have featured both characters in the body of one; a unique creature with the body of a vampire and the soul of a human. Their quest to discover the reasons behind Asher’s assassination and who was behind it would eventually have led to a it more close tying in with the original Legacy of Kain lore. Another significant topic was religion and how this influenced human rituals and their interaction with vampires.
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