FPS

Monster Hunter [MD/G – Cancelled]

The Menacer is a wireless lightgun created by Sega for the Sega Mega Drive / Genesis in 1992, as a response to the Super Scope by Nintendo. Sega and third-party developers did not develop many games for the Menacer and one of these projects, know as “Monster Hunter”, was cancelled before being finished.

In Monster Hunter the story involves the player as a premier big game hunter, in search of the ultimate catch. The scenarios range from safari lands to exotic ranges not from our world

There are not many info or media remained for this game, but Celine was able to find a screenshot of MH in EGM #51.

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Division 9 [PC/X360? – Cancelled]

What we have here is an unreleased game by Irrational Games, known as Division 9. The premise for this game is similar to the Left 4 Dead franchise, it featured a co-op survival style gameplay, in a mass city with Zombies as the main antagonists. It also featured complex FPS elements such as game changing missions, one instance being a situation where you could turn on a power generator that would give you light for any night time mission.

It began as a joke amongst the developers, having just finished SWAT 4, this game would be like a Swat 5, jokingly referred to as the Zombie Swat. Sadly, the company, going through some trouble at the time was unable to pitch the idea to the buyers in time, having only a week to prepare a demo. They did well, and were ready to sell it to Vivendi but they had just sold the company to Take-Two. Other concerns were the assumption that the zombie genre wouldn’t be as popular as it was in the target year.

If production had gone as planned it’s release would be around the same time as Bioshock. Thanks to Irrational games for this news (more info on the project can be found at Game Informer)

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Painkiller: Hell Wars [PSP – Cancelled]

Painkiller: Hell Wars is a cancelled FPS that was in development in 2006 by czech studio Mindware Studios (which also developed Painkiller: Overdose and a spiritual successor, Dreamkiller), that would have been published by DreamCatcher Interactive for the PSP. The original Painkiller was released in 2004 for PC and in 2006 a port titled “Hell Wars” was published for the Xbox, but the PSP one would have been different from the other versions. As we can read in a Gamespot preview from E3 2006:

The game’s content appears to be mostly new, with new monsters, weapons, and levels, as opposed to Hell Wars for the Xbox, which was mostly a port of existing PC content.

Sadly Painkiller Hell Wars was never released for the PSP: only few images  and a trailer are available, but the ingame scenes dont seem to be from the PSP version. It’s currently unknown how much of the game was completed before its cancellation.

Thanks to Userdante and Jaxx for the contributions!

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Alliance: The Silent War [PC – Unreleased]

Alliance: The Silent War was a game in development by company Windward Mark Interactive. It’s important to note that Alliance has not been cancelled definitely: Windward Mark Interactive would love to continue work, if the game recieves proper interest and publishing / funding.

The five founders Asi Lang, Chris Colosi, Brad Kittenbrink, Palmer Truelson, and Eric Tulla all knew each other while they were undergraduates at Harvard from 1999-2003. Several of them had been working on advanced graphics research, and eventually teamed up and decided to come up with something  new and unique in gaming. Work was stopped on Alliance when the game was approximately 30% complete. (You can read more about the story of Windward Mark Interactive in Asi Lang’s article + U64 interview)

The WarStudio

One of Alliances’ most unique and original features was called the WarStudio, the WarStudio would serve as your menu for online matches and “what if” scenarios. The WarStudio has a 100 year span of weapon options, and equipment, spanning over 200 small arms, and dozens of countries, and armys. Players would be able to search for weapons by a multitude of search parameters, including date of production, country of origin, ballistic profile, caliber, and so on and so forth. On the server-side, players would be able to set up custom searches or configurations within the WarStudio, or, alternately, pick from a number of pre-configured settings (say, “WWI Western front” against “British spec-ops, 1983”) and jump right into combat.

 

Goldeneye 007 Beta Analysis

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[Article and Translation by Yota]

In the middle of the nineties, Rare, thanks to releases such as Donkey Kong Country and Killer Instinct, had already become an important partner of Nintendo. Nothing strange, then, that at the time the British software house was working on various new projects. One of these was a tie-in of the new James Bond movie, Goldeneye. Initially the game was supposed to be a 2d platform for SNES, but the development was quickly switched to the Nintendo 64.

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