hack & slash

Blood Will Tell (Dororo) — Beta [PS2]

Blood Will Tell: Tezuka Osamu’s Dororo (known in Japan as Dororo) is a fantastic hack-and-slash game based on the timeless Dororo manga by renowned author Tezuka Osamu. The game was released exclusively on the PS2, and it sold very well compared to North America and Europe.

The game was originally titled Dororo before being released as Blood Will Tell in America and Europe, as shown in footage from E3 2003. Below are videos that show some differences between the 2003 build and the final release.

The first trailer with the working title Dororo:

The second intended logo and title for the game:

TGS 2003 Gameplay:

Key Differences:

  • Different attack animation for Hyakkimaru
  • Different HP HUD
  • Different attack animation for Dororo
 

Fairytale Fights 2 [Cancelled – Xbox 360, PS3]

Fairytale Fights 2 is the cancelled sequel to Playlogic’s 2009 fantasy hack & slash. Just like in the first game players would have been able to play as cute fairy tales characters, cutting down colorful enemies and flooding levels with blood. The team created an early prototype for this sequel, but it was soon canned when Playlogic officially went bankrupt in 2010. Some screenshots and footage was later uploaded online by former Playlogic developers, preserved below to remember the existence of this lost project.

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Lex Ferrum [N-Gage – Cancelled]

Lex Ferrum is a cancelled multiplayer hack n’ slash that was in development by YDreams and Nokia for the ill-fated N-Gage. The project was quite ambitious and original for its time, using actual geo-localization of players who communicated and competed locally via Bluetooth. The team behind the game was composed by Tiago Carita (game designer, 3D artist and animator), Pedro Lopes and António Lobo (both in charge of 2D art) and Antão Almada, Mário Franco, Hugo Abreu and Eurico Moita (programmers).

I’d like to thank Tiago Carita for the time he took to answer my questions about their lost game, and Ivan Barroso for getting us in contact. Also, special thanks to Nélio Códices who sent me all of the screenshots you can see in this article.

Lex Ferrum was in full development around 2003, green-lighted after a prototype made in two months for Nokia. The company was looking for a way to demonstrate the Bluetooth capabilities of their recently launched N-Gage, and YDreams was hired to create a new game that would use such features. Lex Ferrum would use Bluetooth to connect more than 100 players in the same area, an impressive feature that was tested during the Nokia Conference 2003 in Portugal.

Lex Ferrum told the story of a fierce battle between Moors, Nordic, and Iberian warriors for the control of Akio, a sacred realm taken by evil spirits. Players are invited to choose one of these clans, each one with three playable characters. After choosing your warrior you would immediately start fighting against near real-human players and deadly ghosts controlled by AI.

Each warrior could choose between different weapons, such as axes, swords and scimitars. During the Nokia Conference 2003 you could move around the place with your N-Gage, finding real-life Lex Ferrum Bluetooth shops decorated with weaponry and altars. When you got close to one of these shops, the game would immediately connect to them via Bluetooth and activate the corresponding place on the N-Gage screen. You could then buy new weapons, magic potions and spells, for extra help on the virtual battlefield. According to Carita, during the Nokia Conference 2003 around the venue you could also find “two medieval chapels with chanting priests, a witch with a steaming cauldron and a gunsmith doing his craft, one in each corner of the event. If you got close to one of those areas, your N-Gage Bluetooth would detect them and you could be resuscitated by the priest, buy scrolls from the witch or weapons and armour from the blacksmith.”

During battles even deaths were of extreme importance: dead characters became ghouls and to resurrect you had to take vital energy from enemies or find a real-life priest around the venue. In the end, only one name would be remembered: the last warrior remaining alive would be declared the heir to the throne of Akion, the leader of its people. With its 100-player multiplayer, Lex Ferrum was basically a local hack ‘n slash battle royal.

After each battle players would acquire gold and experience points, to be used to buy items in shops and level-up your character. If you didn’t have 100 real life friends you could also play Lex Ferrum by yourself, fighting opponents controlled by the game’s AI. This “single player mode” would have been quite useful, as technology at the time was not advanced enough for the game’s 100-player ambitions: “it was quite hard to connect more than 10 people in the same 50 m2 area using available bluetooth technology at the time. To connect 100 players would have been impossible. The team was in panic and despair when we found out our idea wasn’t technically feasible. Bluetooth could hardly see each other and it kept losing connection: it was hard to fight someone near you”.

In the end YDreams made some changes to Lex Ferrum’s code: “When there were too many N-Gages around you, Bluetooth could detect the IDs of each device, but it didn’t connect. We then used GPRS signal between cellphones and if there wasn’t any bandwidth the game would just launch an opponent controlled by AI. In this way, it looked like you were connected via BT to dozens of people”.

After the game’s presentation during the Nokia Conference 2003, YDreams in collaboration with Nokia tried to expand the game’s mechanics with more layers of combat, content, characters and missions, but unfortunately they realized it was not financially doable. The only playable version of Lex Ferrum was conceived to be used during Nokia events and with no more budget to invest into the project it had to be canned.

Thanks to Códices we can preserve some Lex Ferrum screenshots in this page: if any other concept or media shows up in the future, it will also be saved here.

Article by Jump/Error, original version in Portuguese on the Videogame PT Blog!

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Dungeon Hero (Firefly Studios) [Xbox 360, PC – Cancelled]

Dungeon Hero is a cancelled hack & slash / dungeon simulator that was in development around 2006 – 2008 by Firefly Studios, the team mostly known for their Stronghold series. The game would have been published by Gamecock Media on PC and Xbox 360, but in October 2008 the publisher was bought by SouthPeak Games and the new managers abandoned the project.

As we can read on Softpedia:

“Their latest project is called Dungeon Hero and features as the main character a human mercenary with some combat experience and little left in the way of a moral compass. To make matters even worse, said mercenary is now employed by a pack of goblins, those little charming creatures everyone remembers from any old generic role playing game with a fantasy setting. These goblins are rather upset with another goblin tribe and the mercenary player is there to get the job of leveling goblin cities done.”

It seems Dungeon Hero would have had an comical approach to the genre, with funny situations, unexpected moments and a pinch of goblin-life simulator. As described by Wired and Destructoid (E3 2008):

“Firefly Studios’ upcoming Dungeon Hero, for the PC and the 360, will be different from other dungeon crawlers because, they say, it’s the “first dungeon-based game to realistically depict underground life.” Players will prowl through a remarkably realistic subterranean community, complete with goblin cheese merchants and troll miners.”

“Firefly Studio’s Simon Bradbury wants you to know that like all of us, goblins sometimes have to take a leak.  – We wanted to create a world where the enemies wouldn’t just stand around. Why is there a chest of gold there, and why is this goblin waiting for you to kill him? It doesn’t make any sense.”  This is the peculiar premise behind Dungeon Hero – a believable world, where believable goblins and trolls do believable goblin and troll-like things. The game shuns the hack-and-slash genre’s clichéd dungeons populated by groups of enemies who live for nothing more than to get slaughtered at the end of a hero’s blade. In Dungeon Hero, everything has a purpose; it’s a game set in a completely fictional world that attempts to be grounded in reality.”

“The area we see at first appears to be a goblin hospital, with wounded goblins lying on cots, and others crying out in pain. Goblin doctors stitch up wounded goblin soldiers and goblin citizens. One goblin looks like he’s preparing for surgery as he readies a crude looking drill. Deeper in the trenches, we see more goblins engaging in other, more leisurely activities; one is sitting relaxing on a bench and playing a guitar.”

“As the boat moved through the canals of the city’s underground, goblins on either side went about their daily business. Firefly are trying to convince gamers that goblins (in a sense) are people, too; they’re not simply waiting in dungeons to be hacked and slashed to pieces.  Based on what I saw, I’m sold — some were doing laundry, others were dumping buckets of water from the top floor of their goblin homes.”

“In the demo, we only saw what looked like a handful of moves (mostly different types of slashes), but we were told that there are over 300 different types of upgradeable moves. The skill chart we were shown looked like a map of the human nervous system; it was ridiculous enormous, with dozens of paths breaking off from dozens of paths.”

Unfortunately when the team remained without a publisher during the global financial crisis of 2008, they had to put Dungeon Hero on hold and cut their staff. As we can read on Firefly Studios’ official website:

“Seven years and seven games later Firefly, having felt the effects of the 2008 credit crunch which caused funding to disappear for their ambitious hack-and-slash RPG Dungeon Hero, decided a change was needed. Working with a skeleton team of four the developer quickly prototyped, iterated and released a closed Alpha for Stronghold Kingdoms, Firefly’s first foray into free-to-play, without a publisher. Over the course of the next two years the Kingdoms player base grew from tens to hundreds of thousands. The game entered open beta in 2010 and launched on Steam in early 2012. It would remain in the Top 10 Most Popular free-to-play games on Steam for two years”

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Beat Force [Mega Drive – Cancelled]

Beat Force (ビートフォース) is a cancelled hack ‘en slash that was in development by Sammy for Mega Drive. A single screenshot was published in french magazine Joypad (issue 18, March 1993) with a short description (translated with Google Translate):

“Nothing is easy when you are a great hero. AHL knows this very well, he’s always asked to save the world from debacle. […] Beat Force is a kind of futuristic Gauntlet in which you play the role of an over-armed gladiator. While the action is viewed from above, the screen moves in a multi-directional scrolling with an excellent effect.”

More images and details could be still hidden away in other Japanese magazines.

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