FPS

Project Katana / Red Steel [Beta / Prototype]

Red Steel is a FPS published by Ubisoft for the Nintendo Wii, created by the Ubisoft Paris studio and released on November 19, 2006 in North America. Red Steel was one of the first Wii games to be developed by other studios outside of Nintendo. [Info from Wikipedia]

When the game was just a concept, it was know internally as “Project Katana” and Ubisoft started to work on a  GameCube prototype, as the Wii Development Kits were still not available. Some screens from the Katana GameCube prototype build were somehow leaked thanks to Wombat on the Assembler Forum: “screenshots from the booting sequence of Project Katana ‘playing ground’. These were made prior E3 2006 and running on an standard GameCube devlopment kit, but offcource with the Wii-controller connected to it. This ‘playing ground’ was used by the makers to see how the wii-mote reacts and works.”

Additionally, some early concept arts from Project Katana can be seen in the gallery below: it’s possibile that some of those places were not used in the final game and even the protagonist’s character design seems a bit different from the final one. Also, there were some target renders released before the published game, that have a much more better graphic than the final one.

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Saffire Shooter (Rainbow Six?) [GC – Tech Demo]

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This first person shooter, in the vein of Rainbow Six, was one of the first “Dolphin” tech demos that were shown before the console became the “GameCube”. It was made by Saffire, a development studio that worked on Rainbow Six for the Nintendo 64 and one of the first studios that started to work on GameCube games.  Even if various RS titles were released for the GameCube, no one of them was ever made by Saffire and this video remains just an interesting concept that was never realized.

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Perfect Dark Zero [GC – Tech Demo]

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Rare’s two N64 first-person shooters, GoldenEye 007 and Perfect Dark, received strong acclaim from critics and players, and demand for another title in the Perfect Dark franchise was high. Development of Perfect Dark Zero began on the Nintendo GameCube. At the time, Nintendo had a 49% stake in Rare, making Rare a Nintendo second-party developer. The game made a small appearance at Spaceworld 2000, an event exclusive to Nintendo. But apart from the confirmation that it was in development, few official announcements were made. Perfect Dark Zero, along with several other Rare games, was intended to be finished in time for the Gamecube’s launch, but did not.

In September 2002, after losing a steady trickle of staff for two years (including many of their Goldeneye 007 team members, who went on to found Free Radical), Rare Ltd was purchased by Microsoft. Around the same time, Rare released several images of Joanna Dark, the protagonist of the Perfect Dark games. The “cartoony” style of these pictures incited speculation that the final game — then intended for the original Xbox — would employ a less realistic graphical style than the original game; possibly an anime like cel-shading technique, (RARE had hired UK Manga artist Wil Overton to work with them, after seeing an anime-like image of the Original Perfect Dark game he had created for the cover of N64 Magazine.)

Development of the title was later transferred to the Xbox 360. Perfect Dark Zero’s senior designer Chris Tilston (also one of the project leads for the game) later revealed that the Xbox version was “about twelve months away” from completion when the switch occurred.

In 2005, one of the rewards in the OurColony viral marketing campaign for Microsoft’s next Xbox video game console was an image of Joanna Dark. At the official unveiling of the Xbox 360 on May 12, 2005, it was revealed that Perfect Dark Zero would be a launch title for the new system in the fall of 2005. The game’s development has therefore spanned three platforms: the Nintendo GameCube, the Microsoft Xbox and the Xbox 360.” – [info from wikipedia]

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Action Adventure (Retro Studios) [GameCube – Cancelled]

When Retro Studios started to work on their GameCube projects (as NFL Football, Raven Blade and Car Combat), one of the first concepts created  in 1999 / 2000 was the one for this game, at that time simply know as “Action Adventure”. The player would have impersonate 3 females protagonists in an action game set in a alien / sci-fi world. When Nintendo came to Retro Studios to check for their progresses, most of their games were in a development hell, with few things done and lot of disorganization. Nintendo decided to cut most of Retro Studios’s projects to have them to concentrate on the development of Metroid Prime: Action Adventure was then cancelled and never seen again.

Probably there was not even a playable beta for Action Adventure (it was still unclear if it would have a third-person or a first-person view) and it seems that only few concept arts and some early tech demos (that you can see below) were made before it’s cancellation. Even if assets from Action Adventure were never re-used for Metroid Prime, the experience to design a similar concept was probably of some help for the successive work on Samu’s first-person adventure.

An interesting article on this project can be find at IGN

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Metroid Prime Hunters [DS – Beta]

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A highly prototypical demo, titled Metroid Prime Hunters: First Hunt, was included as a pack-in (now discontinued) with the DS launch on November 21, 2004 in North America, Australia and Europe. This demo was not released in Japan. First Hunt had a different layout to the lower screen, and a slightly different weapon system. There was a different default control method, in which the screens were transposed, and targets could be fired upon by tapping them with the stylus regardless of whether they were centered in view. The control schemes found in the final version were also available. The Power Beam had no charge function, and it had an ammo system. When Power Beam ammo was exhausted, the rate of fire slowed greatly.

There was also a “Double Damage” pickup that caused Samus to cause twice as much damage with each shot (which reappeared in the multiplayer battles of the final version of the game) and only two sub-weapons, missiles and the “Electro Lob” (similar to the Volt Driver and Battlehammer, it lobs and explodes on impact but also can impair vision). Three training scenarios were present, as well as a multi-card multiplayer mode. Some of the multiplayer levels from Hunters were included in the demo. – [info from Wikipedia]

[Thanks to Michael Cheek for the contribute!]

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