Gunslinger is an unreleased action adventure set in the old west, that was in development by Surreal Software in 2001 / 2002 for the Playstation 2. Initially the game was going to be published by Activision, but it was later purchased by Sony probably because they felt the potential of the project, but in the end it was cancelled, because of marketing reasons (as it was seen as not enough profitable to release). The gameplay would have been similar to Red Dead Revolver (by Rockstar Games) and Gun (by Neversoft), with an open ended world, lots of gun fights, horseback exploration and much more. With a “morality system”, similar to the one seen in Black & White or Fable, the player would have been able to earn a reputation based on his good or evil decisions through the game. A playable build of the game was shown at E3 2000, so maybe we’ll be able to play it sooner or later if someone could preserve the demo and share it with the community.
In 2005, LucasArts announced a new Indiana Jones game for next-generation consoles. Originally scheduled for a release in 2007, the game saw constant delays as a result of internal struggles. Due to severe quality issues, it was decided to cancel the project in early 2009. Only externally developed versions for Wii, PS2, DS and PSP saw a release.
When first shown, LucasArts highlighted Indiana Jones as their first game on Xbox 360 and PS3 – with a story written by George Lucas himself. Set in 1939, the player was going to
Silent Chaos is a cancelled action adventure that was in development by Kalisto Entertainment from 1997 to 1999. The game was going to be published on the Playstation by Squaresoft, but originally the project started as a sequel of Dark Earth, an action adventure created by the same team and released only on PC. After few months of work on Dark Earth 2, Kalisto stopped the development for the PC, but it seems that Squaresoft was interested in the game and they changed DE2 into a new IP for the PSX.
The character designs that were initially created at Kalisto were redone again by Tetsuya Nomura, one of the main character designers at Square, famous for his works on Final Fantasy 7, Parasite Eve, The Bouncer and many more. Sadly, after a couple of years of development, Silent Chaos was canned, probably because of the shift of development on the soon to be released Playstation 2. A new Dark Earth 2 project was later proposed for the PS2, but nothing came from it. Kalisto Entertainment declared bankruptcy in 2002: Dark Earth 2 / Silent Chaos vanished forever with the studio and only few CG models and backgrounds remain.
Thanks and credits to Gwen Heliou and Pierre-Mony for the contributions!
Beyond Oasis (aka Story of Thor in Japan/Europe) is an action rpg developed by Ancient and published by SEGA in 1994.
Alert reader Servbot01 found a beta version of the game (check the video below):
It’s a strange version of Beyond Oasis for Mega Drive/Genesis, probably an early beta. It comes on an old Smash Pack collection for Dreamcast. Features a new enemy (it shows blood when defeated), new (but locked) items like a spear, a teleport system, different music, and other things.
The beta is freely available on the internet. Also, there are some sound effects from Streets of Rage (Yuzo koshiro scored both games).
It’s a very interesting build, so let’s have a little look at the most important changes:
The three different title screens. The EUR version is the same as the japanese one (minus the ideograms of course)
Interestingly, the final debug shows 28 areas compared to the 27 of the beta build.
The spear was completely removed from the final game. Unfortunately it’s just an icon, we can’t use it in the beta.
The guy with the horns is nowhere to be found in the final version.
In the beta we can find some random items in the field. Probably they are there just for testing purposes.
In the beta every building lacks a door and we can’t talk to anyone.
I wonder why they changed the position of this character.
Originally the elder was outside his house. Probably he was there just because the developers were still creating the inside of the building.
In the final version they added a fire and some enemies near the bridge.
Some small changes to the area around the bidge.
In the final version there is a trap room where we have to jump over waves. In the beta this room is still empty.
In the final room of the beta temple the water spirit is nowhere to be found.
No door and no siren statues in the upper floor of the royal palace.
The village is still empty and it lacks some objects
The beach
The mountain
The marshes
The castle on the summit of the mountain became much bigger in the final version. They added an elegant set of stairs too.
Now the sky looks much more realistic with those nice clouds.
I wonder why they changed the sea, in the beta it looks much better. Maybe the developers encountered some technical issues when they were testing the enemies in the water ?
The crater
As always, if you know more about this beta let us know!
The original Witcher is a action adventure / RPG for the PC developed by CD Projekt RED STUDIO and published in 2007 by CD Projekt in Poland and Atari for the rest of the world. The console version of the The Witcher (known as Rise of the White Wolf) was to be the best version yet, with enhanced graphics, new combat system, and rebuilt pixel by pixel for the consoles. Soon followed financial issues between co developers CD Projekt RED STUDIO and co Widescreen Games as CD Projekt had not been financed in three months after fully committing to the new project. Michal Kicinski, Joint CEO CD Projekt Group for Widescreen Games response popped up as a comment on the VG247 article:
All payments were done on time according to milestone plan.
Truth is that payments were later than originally planned but this was solely due to delays in production. The delays were growing in the project due to WSG continued to miss the deadlines.
Delays and risks of further development by WSG were unacceptable by CD Projekt (this happened even though CDProjekt RED was constantly increasing main team involvement to help in the production). The most important fact is that development process didn’t make planned release date possible and moreover propositions of the new release date were changing few times. Besides the schedule, technical incapability created a risk of missing planned quality which is absolutely unacceptable. And this brought an end in our cooperation with WSG.
Currently the works are on hold. We are evaluating all possible options to continue the production.
Some time later CD Projekt officially canceled the console versions of The Witcher: Rise of the White Wolf and is currently working on the sequel The Witcher 2 for PC.
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