New Cancelled Games & Their Lost Media Added to the Archive

Revolution [PS3/X360 – Cancelled]

Revolution was an open world shooter with elements from strategy titles. Development started in late 2005 at THQ’s Concrete Games and ended in January 2008. After that, the studio produced some assets for Saints Row 2 and was closed in February 2008.

During its development, Revolution saw entire style changes and other reorganisation. In the coming weeks we will show you parts of the game in its different stages.

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TimeSplitters 4 [Wii – Cancelled]

TimeSplitters 4 was not only planned for PS3 and Xbox 360 but also for Wii. The game was planned to be a “down-sized” version with several new gameplay elements due to the unique control interface. While most of FRD staff was working on the large PS3 and Xbox 360 version, only a small team was responsible for converting the assets for Wii.

When Free Radical Design filed bankrupty, the project was shelved.

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Sonic Unleashed [X360/PS3 – Beta / Unused Areas]

Thanks to the Sonic Retro and The Sonic Center community, a series of glitch were found in the Xbox 360 & PS3 version of Sonic Uleashed, that let us to go to some unused / beta areas hidden in the game. As we can read in the SR forum: “There’s all kinds of ordinarily inaccessible areas that can be romped around, but the most notable is in Adabat: you can reach the area past the goal ring that’s normally barred off by a solid gate, and within lies an unused device that changes the water level and a tree that can be knocked down to walk across. If you can manage the wallwalking glitch, you can get to it by going through the barred door on the right side of the Adabat ghost mission, after which the ordinary goal ring area isn’t barred.” In the Youtube Channel of DarkspinesSonic and 1stkirbyever we can see a series of video about these unused areas.

Also, Robert Seddon linked us to the japanese Sonic Team blog, in which the Unleashed team posted some interesting images from the development of the game and various concept arts with unused design for the characters.

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Twisted Metal Black 2: Harbor City [PS2 – Cancelled]

Twisted Metal: Black is the Playstation 2 chapter of a series of car combat games, created by Incog Inc. In 2003 TM: Black was to have a sequel titled Harbor City, though it was never officially announced and the project was later scrapped.

Details on the Twisted Metal Black 2: Harbor City were revealed in the PlayStation 2 port of Twisted Metal: Head On: Extra Twisted Edition. It was originally planned the levels of Harbor City to be greatly expanded and inter-connected with one another, giving a greater feeling of a single, complete world rather than stand-alone levels. Other than car-combats, Harbor City was going to have human characters in 3rd person, for more “personal” fights.. a bit like a GTA game, but with more emphasis on multiplayer deathmatches.

According to bonus material on Extra Twisted Edition, the project was scrapped because of the deaths of six key developers in a plane crash. However, some claim this to be a hoax as no proof of this happening has arisen from another source. [Infos from Wikipedia]

Four levels of Harbor City, albeit without the interconnection or interactiveness active, were included in TM: Head On, as a bonus feature entitled Twisted Metal: Lost, but those were just a small part of the original game. An upgraded version of  the Harbor City concept is currently in development for the PS3 by Eat Sleep Play.

Thanks to Cyrax151 for the contribution! Thanks to Miles for his help in preserving more images from this lost game!

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Interesting infos about the Zelda 64 development

zelda64interviews

Thanks to GlitterBerri and her translations, we can read a series of interesting interviews about the development of Zelda: Ocarina of Time, with informations on some of the changes that were made. You can check the full interviews in here. Huge props to Glitterberry as always! Here are some highlights:

At the beginning, there was only Hyrule Castle.

In the beginning we put in so many trees, but they were becoming obstacles so we gradually removed them and in the end the wilderness disappeared.

For a long time Hyrule Field had nothing, it was terribly uninteresting. Of course, while you were trudging along in that wide empty plain we had planned to introduce effects such as wind, temperature, and atmosphere.

Absolutely, there were people suggesting “playing the ocarina is too tiresome, let’s make it automatic.” I was undecided as well, but when I went to examine the situation, I found the complainers were happily playing the ocarina too.

It’s also possible to call the horse with the ocarina.
In the beginning you used a reed pipe, but it was too much trouble so we eventually changed it to the ocarina.

I changed the ranch girl Malon into a songstress, so the horses were attracted to her because of her song. However, this didn’t really suit her dialogue at the time. Originally we had her singing alone in the middle of the ranch, but halfway through we changed it so she went to the castle, but then she didn’t sing anymore.

The story in Ocarina of time isn’t actually original, it deals with the Sages’ Imprisoning War from the Super Famicom’s ALttP.

Beyond that, at first it wasn’t a window Zelda was looking through, but rather a peephole. But then someone asked “why would there be a peephole in a castle courtyard?” Sadly, when we asked the the mappers to change the peephole to a window, I think we made one cry…

We also put material from one dungeon in others, no sense wasting what can be used again. It was easy to forget which devices were made for which dungeons.

We tried to put in lots of rupee-filled treasure chests at first, but people ended up getting annoyed wondering why there were so many rupees in a place where they were totally useless.

I, personally, really like the Forest Temple. It was the very first dungeon we designed in Ocarina of Time

We’d been fussing over how Link should open a treasure chest for 3 years. [..] We actually had some better ideas for the treasure chest, but we couldn’t fit it in this time. Maybe in the near future…?