New Cancelled Games & Their Lost Media Added to the Archive

Redwood Falls [X360/PS3 – Cancelled]

Redwood Falls is a canceled horror science-fiction First-Person Shooter that was in development for Xbox 360 and Playstation 3 at Kuju Entertainment from 2006 to 2007, that led to an impressive looking playable demo made as a way to pitch a publishers for the final game.  The project was running on Unreal Engine 3, with full flammable and destructible environment, enemies scared of fire, an infective virus that was able to regenerate monsters and a potentially interesting gameplay.

Sadly the development of the game was stopped in 2007: Kuju was bought by German company Catalis Group. The new owners were not interested in a new IP like this one and did not gave more funds to continue the project. Even if many publishers were impressed with this prototype, especially as it was the result of only 4 months of work, without the possibility to see more of the gameplay mechanics, none was confident enough to support it. In the end Redwood Falls was officially cancelled and only few screens and a video remain from this promising title.

In June 2021, DreadXP managed to get an interview with Redwood Falls former creative director Cumron ‘Ron’ Ashtiani in order to learn more about the story of the game and its development:

(…) In the horror space, one of the most promising projects to get axed was Redwood Falls, a cancelled Xbox 360 and PlayStation 3 game developed in the mid-noughties by Kuju Entertainment. (…) we decided it’d be cool to try and learn a bit more about the story behind this game was. So saying, we caught up with Ron Ashtiani, the game’s Creative Director, to get the scoop.

What was Redwood Falls in a nutshell? How did you get involved with the project?

Redwood Falls was a survival horror FPS game that I devised with Sean Murray (now of Hello Games) and a team of awesome guys back in 2007 when we were all working at Kuju Entertainment. At the time I had unfinished business from when I’d been working on 2002’s The Thing by Computer Artworks and its cancelled sequel. I wanted to continue working in the horror genre, but this time being able to leverage the then cutting edge Unreal Engine 3.

There’d been a number of graphical and gameplay features that we couldn’t do back in 2003 on the PS2 [when working on The Thing games] but by 2007 we could. This included stuff like dynamic body transformations, with humans morphing into creatures, and dynamic body damage that would let you blow creatures apart. I was also in love with the arctic as a setting for horror due to the isolation and the contrast of blood effects on white snow. The environment would have been a key part of the gameplay and story.

What was the story of Redwood Falls?

The player was a small town police officer in Alaska. Normally a quiet place where not much went on, everything would change with a sighting of something strange in the sky crashing in the wilderness. This would have coincided with reports of animals being found mutilated and people going missing. At the start of the game, the two events would have believed to have been unrelated; the only person who’d have witnessed the crash would have been someone quite unreliable. As the story unfolded, however, we’d have taken heavy influence from the thing in John Carpenter’s film by having an alien being that utilized a host creature to survive.

As the story progressed, more and more people in the town would have either vanished or started behaving strangely, as they’d been infected. The player would have had to try and isolate the alien infection and destroy it. The government would have eventually turned up with troops, though it would out that they knew all about this phenomenon, and were bent on simply destroying the whole town and the people living there.

Can you talk about some of the gameplay features?

At the time it would have been a cutting edge FPS. The main USP would have been the creatures, which could have “burst out” from any infected human. The combat would have also had dynamic body damage, where the player could shoot big chunks off them and they would have kept moving, regenerating and even subdividing.

Another feature was that the town itself would have been a persistent world where time continually passes, so when you left an area, things may have changed when you returned.

What were some of the enemy types?

Each of the creatures would have been derived from a living host, so for example, a dog could have be infected and would have created a dog-like alien creature. This was the same for humans, and we would have had a bunch of different enemy classes, from small creatures that were more like cannon fodder to big ones that were like bosses.

The game was also going to have a multiplayer mode – what would that have involved?

We were considering a squad-like game where multiple people could play in FPS mode in the town and work together. It was basically going to be co-op with all players fighting against a CPU-controlled alien infection. We also wanted to have a mode where one player was infected and the others had to figure out who it is. The infected player’s mission would have been to try to “recruit” other, non-infected players whilst remaining undetected.

Why did Redwood Falls get cancelled?

We’d spent six months working on the prototype with a team of seven, before the studio was refocused to mobile gaming. At the time the budget needed to make a game of this graphical fidelity was very high and money was scarce in the games industry. We’d also had a lot of horror games come out at that time, like Resident Evil 5 and 6 and Dead Space, and publishers felt it was oversaturated as a genre. Mobile was just starting to take off and Kuju decided to pivot our studio to that market. At that point I left to join Midway Games, and the other guys [who’d worked on the demo] left to form Hello Games a year after.

Other canceled games by Kuju Entertainment can be viewed here.

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Congo The Movie – Secret of Zinj [SNES – Unreleased]

The Secret of Zinj is an unreleased tie-in of the movie Congo. The game features many different gameplay styles, running the gamut from shooting enemies in first person à la Operation Wolf to canoeing. The problem is, they are all badly designed and very frustrating, in part because the graphic engine seems unfinished. The game was probably cancelled because of development issues and the fact that the Snes was at the end of his life.

You can find more info on this game on SNES Central!

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RS Links: SW Force Unleashed – The cut Force powers

force-cuts

A new link from Robert Seddon, that lead us to an article on Kotaku that talks about some removed Jedi Powers from the latest Star Wars game:

We implemented more force powers than we shipped with […] we removed some because of consumer feed back. There were too many in the game and (the force) started getting watered down.

We had this plague power where you could infect enemies and they would get sick and lose health over time,” he said. The plague power, which showed up in a different form in the final game as a crystal power-up for the light saber, also spread. When an infected enemy got near their cohorts they would catch the killing disease too. […] The Force Unleashed is such a visceral, fast-paced time, that it wasn’t that effective.

Well… this cut makes sense i presume.. but we can only wonder which other Powers were removed..

Cannon Fodder 3D [PS2 – Cancelled]

Cannon Fodder 3D is a cancelled action game that was in development for the Playstation 2. After selling Sensible Software to Codemasters, Jon Hare ended up consulting on many of their development projects. One of which was the PS2 title Prince Naseem Boxing. Work on this title was performed in a satellite studio based in Hammersmith, London. However due to the commercial failure of this title, the studio was shut down.

A casualty of this was cancellation of a 3D update of Cannon Fodder, something that Hare had been working on for at least nine months. Hare did speak about how he was looking to expand on the whole theme of war and include gameplay not just set on the battlefield: “I’d like to focus on the public’s perceptions of war and warfare. There’s many interesting things that go on behind the scenes with politicians”.

In an interview with Eurogamer in late 2005, Jon confirmed that there was up to two years’ work (on and off) put into a 3D update of Cannon Fodder: “I designed Cannon Fodder 3 with Codies six years ago, development stopped and started three times and eventually it was seemingly permanently halted when the London studio was closed four years ago.” He then went on to add: “Nothing would please me more than to see this project resurrected, it was very advanced in its structure and therefore would need little modernisation.”

Thanks to News for the description!

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