New Cancelled Games & Their Lost Media Added to the Archive

Crude Awakening [X360/PS3 – Cancelled]

Crude Awakening (aka The Crib) is a cancelled action / driving game that was in development by Pseudo Interactive in 2007 / 2008, planned to be released for the Xbox 360 and Playstation 3. The project was meant to be a “next gen” Carmageddon with a different graphic approach: the idea behind it was to make it stylized, like Team Fortress 2, with a crazy cast of characters and a weird city to explore.

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As in the original Carmageddon, the player had to race a vehicle against a number of other competitors with a certain amount of time to complete each mission. More time may be gained by collecting bonuses, damaging the competitors’ cars or by running over pedestrians.

The Crude Awakening concept was quite funny (in a gruesome way), there would be different objectives and sometimes the objective was to hit only one type of pedestrian and avoid others. Crude awakening was basically Carmagedon HD including some reworks of old characters.

The game was going to be published and funded by SCI / Eidos (the original Carmageddon publisher, now known as Square Enix Europe), but later they changed their mind and canned the development. As Crude Awakening was a major project for Pseudo Interactive, its cancellation became one of the causes for the studio’s economic problems and the following closure. In april 2008, Pseudo was officially shut down and all their WIP projects vanished with them.

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As we can read in an old article at Gamespot:

However, whatever plans SCi had were subject to change once investors called for a change in upper management. Longtime CEO Jane Cavanagh resigned shortly thereafter, and the following month the new regime announced some drastic changes, including layoffs of 200 workers and the cancellation of more than a dozen games.

Only some artworks, concepts and few screens remain from Crude Awakening, preserved in the gallery below.

Thanks a lot to Roberto Robert, David Wu, Kay Huang, Heidi Klinck, Albert Alejandro, Bronwen Grimes and all the former Pseudo Interactive artists that helped us to preserve info and media from their lost project!

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RS Links: Sands of Destruction VS CERO ratings

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Sands of Destruction is a RPG for the DS that was developed by Imageepoch and published by Sega on September 2008 in Japan (planned to be released in America in January 2010). Robert Seddon has linked us to an interview that  Game Set Watch had with Image Epoch president Ryoei Mikage, and Sands of Destruction Sega producer Yoichi Shimosato, in which they talks about some changes that were made to the game, because of the CERO ratings:

This may be a difficult question, but the high concept of the game, where you are a character who is being compelled to end the world, is very interesting. But why take that and add some very, very traditional RPG fetch quests and anime characters and things like that?

RM: So this is probably the same in Japan, Europe, and the U.S., but the ratings boards — for Japan, it would be CERO — have been cracking down on the game industry. It’s been becoming more and more difficult to make games that are kind of out-there.

So, for this game in particular, Kato’s original scenario actually came back saying… In the final game, humanoids are ruled by the ferals, the beast men. The humans were food for the beast men in the original scenario, and there were scenes in there where the beast men would actually eat the humans.

Obviously, that would be rated Z in Japan. But for an RPG on the DS, the board felt that it would be more appropriate for the actual gameplay content to be something that even kids can pick up and play.

That’s unfortunate — if you had U.S. or Europe as the target market, you would not have had to change that. You would have gotten a Teen rating, maybe, but it certainly would not have been for mature audiences only.

YS: I agree. In my opinion, because this game was made specifically more for the Japanese market, it was appropriate the way we made it. But if it was more geared toward the Western audience, then, as you said, the original idea would have been more fun and compelling.

Interplanetary Lizards [MD/G – Cancelled]

Interplanetary Lizards is an action game that was in development by Tengen for the Sega Genesis / Mega Drive. In may 2009, Rod_Wod from the Assembler Forum shared various scans from old gaming magazines, and in one of these images we can see a screenshot from IL. The game was cancelled for unknown reasons.

Second screenshot from GameFan 2-3. Thanks to RetroGameFan9000 for the contribution!

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Ratchet Deadlocked [PS2 – Beta]

Ratchet Deadlocked (Ratchet: Gladiator in PAL regions, also known as Ratchet & Clank 4) is an arena style shooter from Insomniac games, released on 10/25/05 for the Playstation 2. This game strayed the most from the standard gameplay of the Ratchet and Clank series, being the first and only Ratchet game to be based upon the idea of arena fights instead of exploration.

Combat bots at one point were supposed to have legs instead of their hover base. This changed how they affect gameplay, mainly because flying lets them get a better angle than they could by walking. Also to be seen here, is that when given a command, that command appears above their heads. This can be seen at the very start of the video. The combat bot on the left to be precise. Also here, is a beta version of the ammo crate. It’s orange here, but the final version is green. And also, the ammo refills are the Gadgetron ones, and they are cylinder shaped. The final versions, are more box shaped, and green and black in color. Finally, notice that Ratchet has two combat bots here, and rescues a third. It is not known if the third battle bot would have affected gameplay or not.

Evan Hanley found even more differences in the early trailers shown at E3 and Tokyo Game Show:

  • The Eviscerator lacked his leg pads.
  • Ace Hardlight has a different missile glove.
  • The combat bots had legs at one point.
  • The Landstalker had different missile sound effects.
  • The HUD was different.
  • The health bar was different.
  • The weapon icons look slightly different.
  • The number text for the health bar, ammo and bolts was different.
  • The minimap is different.
  • The robot ability box is a different shape.
  • There is no level text for the weapons.
  • The EXP text is different.
  • The EXP bar is smaller and harder to see.
  • The Weapon EXP bar is different and in a different position.
  • The Landstalker’s health bar is different.
  • The Flail Whip has no hit sound effect.
  • The Electric Mine Launcher has a different sound effect.
  • Ratchet doesn’t grunt when hit.

The Online Multiplayer footage has pretty much the same differences as the Tokyo Game Show Trailer but has different HUDs and activity texts for different modes.

Thanks to Evan for the contribution!

Ice Nine [PS2 – Cancelled]

Ice Nine is a cancelled FPS with tactical elements (inspired by the film “The Recruit”)  that was in development by Torus Games in 2002 / 2003 for the Playstation 2. The project would have been published by BAM! Entertainment, but for unknown reasons they never released it. During the missions the player would have been able to make choices that would have ultimately impact the multiple endings of the game. A GBA version of Ice Nine was released, but it was obviusly a different game from this one.

Over at Gaming Target we can read an old interview with one of the developers, that has some more info on the game:

AH: The enemies have an ‘awareness cone’ which is visible on the HD, showing you when they’ll spot you. The cone is not static however, and is affected by player actions. Knock an enemy out and grab a disguise and the enemies relax, meaning their cone will shrink. If you start shooting wildly, the enemies will go on alert and their cone will grow.

The system is designed to make the game feel more dynamic than most shooters – we wanted it to have more depth than just running and shooting, and allow the player to work through each level in their own way, making sure they got feedback from the enemies for each of their actions.

AH: There are twelve playable levels, each of which has at least two different art styles and three to five load sections. Each level is unique – we were very keen to make certain that there was a lot of variety through the game. We have forests, mines, submarines, office buildings and more.

Thanks to Userdante for the contribution!

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