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Gutherman Project: Toy Commander [Beta - Dreamcast]

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Gutherman Project was the working title of Toy Commander, a Dreamcast action game developed by No Clichè and published by Sega, released in North America on September 1999.

Several magazines and online publications mentioned Gutherman as one of the launching titles (along with Agartha) for the Dreamcast. According to futuregamez.net:

No Cliché have released some details about 2 Dreamcast projects on their site. Firstly, they have an action game called Gutherman where “aim of the game is to drive vehicles through several breathtaking missions“. The second title is an horror-adventure game called Agartha which apparently will use “a new innovative character control”. Both titles will be launched with the Dreamcast in August.

The magazine Computer And Videogames (issue 212) mentioned (with the title Gutherman: Toy Commander) “some kind of Mario-style kids platforming game“:

gutherman-cvg212

Through the archived version of No Clichè’s website (everything is in the News archive 98/99) we can have a glimpse of the development process of Toy Commander:

Mercredi 30 Septembre 1998:
La photo mystere du projet Gutherman 
Lundi 1 Mars :
Les beta-tests du Projet Gutherman ont commencé
Mardi 27 Avril :
Le “Projet Gutherman” sortira sous le nom de “TOY COMMANDER”
Mercredi 12 Mai :
“TOY COMMANDER” sera présent à l’Electronic Entertainment Expo (E3) sur le stand de Sega.

If you know where we can find the mysterious screenshot of Project Gutherman drop us an e-mail!.

Magazine Scans:

Computer_and_Video_Games_Issue_211_1999-06_EMAP_Images_GB_0068 Computer_and_Video_Games_Issue_212_1999-07_EMAP_Images_GB_0075 

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Gun Runner [Cancelled - Xbox 360/PS3]

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Gun Runner is the cancelled sequel to John Woo’s Stranglehold game from 2007; which was, in turn, a follow-up to the action movie, Hard Boiled. It was being developed by Midway’s Chicago studio and was slated to be released on the Xbox 360 and PS3 in late 2009.

The title entered pre-production in May 2008, shortly after Stranglehold’s release in September 2007. It was planned to continue the ongoing story of Hard Boiled and Stranglehold. Chow Yun-fat was down to reprise the lead role of the gung-ho Inspector “Tequila”, lending again both his likeness and voice to the character.

A New Identity

Gun Runner was proposed as the start of a campaign to rebrand Stranglehold, in order to increase its mass appeal. Despite taking place after the first game, its story was going to be completely self-contained, one developer told us.

A key aspect of this new direction for the series was the introduction of Vin Diesel. The actor would have voiced another character, alongside Tequila. A former member of the team we got in touch with described Midway’s idea for the two as “a buddy cop story“. Full multiplayer co-operative support was planned for the story mode, wherein players would have each controlled of one of them.

According to one artist we spoke to, who was formerly of Midway, their partnership with Vin Diesel came about as a result of their “good relationship” forged during work on Wheelman. On the subject of whether or not this enigmatic character was Milo Burik, the protagonist of that game, the same source told us that it had been “still up in the air” but “a possibility”.

Vin Diesel Gun Runner

Vin Diesel in Gun Runner.

Tequila Time No More

Despite the level of detail seen in the videos we have archived of Gun Runner, only very early prototypes of the game were ever made. This particular build was hastily put together in no more than a few months. The gameplay, as you can see, maintained only vague similarities to Stranglehold. Its art style and level design were very much alike, but it was, at its core, a completely different game.

Whereas Stranglehold was heavily inspired by the movie works of John Woo, incorporating a slow motion mechanic called ‘Tequila time’, Gun Runner was exploring a new avenue. This is most likely because, unlike its predecessor, Woo is not known to have been directly involved with it during its short time in development. The concept of ‘Tequila time’ was dropped, since the team wanted the two player co-operative mode to be “at the heart of the game” and a number of Stranglehold’s reviews spoke negatively of how the slow-mo was implemented during multiplayer.

Not all of the previously established mechanics were absent from the game, however; as there was a new spin on the ‘precision aim’ ability. ‘Precious aim’ was another of Tequila’s powers, which allowed you to slow time and accurately aim on the body of an enemy, before releasing a single, fatal shot. In Gun Runner, there were situations in which the player would have to decide where to aim on enemies to relinquish hostages from their grasp.

Precision Aim Example - Gun Runner

Collateral Damage

Gun Runner was set up to be a fairly straightforward duck and cover shooter with the over the top sensibilities of a big budget action film. The ability to sprint had been added, as well as a team revival mechanic a la Gears of War. Destructible environments had played a part in the previous game, which had various hazards Tequila could activate, such as signs he could collapse onto enemies by shooting them. Midway wanted their follow-up to take these ideas even further, to the point at which the player could cause entire building structures to crumble from mere gunfire.

The Opening Mission

The first prototype level of the title, which was the most complete example of what had been produced, took place in the Czech Republican capital of Prague. The duo storm a hotel crawling with gang members and a savage shootout erupts in the lower lobby. Players advance gradually up the floors of the facility, taking out any enemies in their path, weaving in and out of the tower on fire escapes.

Gunrunner Outdoor Screenshot

At one point, the lights are cut and you’re required to carefully negotiate some dark corridors, remaining cautious of possible ambushes. One of the game’s aforementioned hostage situations breaks out and upon successfully freeing the individual, a female scientist, you escort her through the rest of the floor. Inevitably, the “professor”, as she is referred to as, is killed suddenly when a wrecking ball crashes into the room. Immediately prior to this, we hear the only examples of in-game dialogue, which we have transcribed for your reference.

Exchange 1:

Enemy: “Answer me, doctor! Where’s the fucking prototype?”

Exchange 2:

Professor (at gunpoint): “Let me go.”

Exchange 3:

Diesel: “Tell us about the prototype. You designed it, right?”

Professor: “Yeah… I was team leader on the project, the MG-106… I’m sorry, I didn’t know what I was getting myself into.”

Following the surprise onslaught from outside, the floor collapses beneath the two in a canned cinematic. They fall through and another fight breaks out before the pair find their path obscured by wreckage. They are required to utilise a window cleaning cradle to make their way up the side of the building, dispatching any further hostiles in the process. It all culminates with a rooftop showdown against a hoard of non-specific hostiles in riot gear, who arrive via helicopter.

Gun Runner Swat Ememy 2

Channelling Wheelman

In another big twist on the formula, Gun Runner was set to feature elaborate car chase sequences. During co-op, one player would be in control of a vehicle and the other would be tasked with firing at enemy pursuers through the window. Otherwise, these sections would be on-rails and the player would have to fend off the other cars by shooting them, while an AI steered. Although, in the prototype created, only an on-rails segment was ever implemented. Interactive cutscenes were planned, as well.

The Technical Side of Things

This build of the title was developed for the Xbox 360 and ran in a modified version of the Stranglehold engine, based around the framework of Unreal Engine 3. To speed up work on the prototype, Midway imported various other assets from their internal library, such as the driving infrastructure and Vin Diesel’s model from Wheelman. One developer told us that, had the game ever been put into full development, these would have been replaced and were “only for prototype purposes”.

The team had also intended to use motion capture tech for cinematics, although never got this far along. All of the voiceover seen in the prototype gameplay was recorded by members of the development crew, instead of professional actors, as placeholders. None of the voice cast lined up for Gun Runner ever got as far as recording lines for the game. Here is a test video of said mo-cap technology in action:

What Happened To It?

After Midway’s Chicago branch had worked on the project for several months, the prototype was, in the words of one developer, “early but very much playable“. However, the larger company, Midway Games, was rife with financial trouble. This lead to the higher ups cancelling this form of the game in December 2008 without any formal public announcement being about it. The title never made it out of the pre-production phase, but thanks to several anonymous sources who were involved with its development, we are able to preserve plenty of media and information from it.

Towards the end, Midway attempted to salvage the project by reworking it into a completely different game. Stepping back from the ambitions of having famous actors and huge action set pieces, the company was drawing plans for it to become an open-world experience; also under the name of “Gunrunner” (no spaces).

GunRunner Title

This version of the title was imagined as being set largely in Eastern Europe and was centred on two undercover agents working to dismantle the international gun trade. Like its forerunner, Gunrunner was going to be fully co-operative. One player would have been an up-and-coming rookie agent, and the other his older, bearded mentor.

Gunrunner art

Not even this reconfigured iteration of the game would ultimately survive, sadly, as Midway’s monetary issues were too great. The company was in debt by over $100,000,000 at this point, including $150,000,000 in loans owed to Wells Fargo. By the end of December, the project had been shut down in its entirety. They would later file for bankruptcy in February 2009.

The second Gunrunner game only got as far as having conceptual documents produced for it, including looks at its characters, menus and general visual stylings. Fortunately, we have been able to archive a good amount of what was created.

2012 Footage

The existence of the first Gun Runner initially came to the attention of the wider gaming press in 2012, when former Midway dev, Sean Lantis, posted a video reel of his work on the prototype over on Vimeo. Lantis was the VFX lead on the project, in charge of such aspects as visual effects and rendering the destructible environments.

Images:

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Demon’s Crest [Beta - SNES]

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Demon’s Crest is a 2D action game developed by Capcom and originally published in 1994 for the Super Nintendo. As we can read on Wikipedia, this is the 3° game starring Firebrand (an enemy character from the Ghosts ‘n Goblins series), following Gargoyle’s Quest and Gargoyle’s Quest II. Thanks to Casey Strange we were able to note some minor beta differences in the some screens published in old magazines.

demon's crest beta

In the screenshot the earth gargoyle has a slightly different sprite. The color is a bit darker but it could be because of the magazine. The enemies in the first beta level were different as seen in this preview video of a sample Demon’s Crest demo for retailers.

There were two Demon’s Crest prototype sample cards on eBay and one japanese beta version was leaked some time ago, you can find the download in this nice anonymous Tumblr, thanks to Casey for the share! This ROM dump of the Japanese sample / beta game looks more like the final game compared to the video, but maybe with the help of our friends at TCRF it would be possible to find some interesting unused stuff hidden in the beta code.

In this beta you start the game with all 5 talismans and four of the crests. This is different compared to the final version. The game stops after the second battle with Arma in stage four and you are greeted with this screen.

demon's crest beta

If you notice more beta differences from Demon’s Crest, let us know in the comments below!

Thanks to Casey Strange and MicroChirp for the contributions!

Images:

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Family Guy: Back To The Multiverse [Cancelled - 3DS / Wii]

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Family Guy: Back To The Multiverse is an action adventure title, which was developed by Heavy Iron Studios. It was released in November 2012 on PC, PS3 and Xbox 360. However, over a year before its release, the company was also working on 3DS and Wii versions of the title.

In May 2011, Activision put Heavy Iron in charge of creating a new game, based on the hit TV series, Family Guy. Given the difference in power between the HD platforms and Nintendo’s 3DS and Wii systems, the developer was initially ordered to make two separate versions of the game. While the 360/PS3/PC game was a third person adventure game with shooter elements, the other took on an isometric perspective; not wholely dissimilar to Family Guy: The Quest For Stuff on iOS.

5_family_guy_the_quest_for_stuff

Family Guy: The Quest For Stuff.

The Wii version of the game was being designed around the Wii remote and nunchuck, although did not make use of any of its unique features, such as the motion sensors or pointer. It was planned to be almost entirely identical to the 3DS version in terms of gameplay.

Whereas the shooting mechanics in the released HD title used a manually controlled reticule, the 3DS and Wii game used what one developer described to us as an “auto targeting system” instead, given the isometric camera view. This automatically locked on to potential targets within the immediate area to fire at with Stewie’s laser gun or Brian’s pistol.

According to one of the programmers on the Multiverse project we spoke to, the 3DS and Wii version were outlined to be otherwise “completely undifferentiated” in terms of story; even featuring the same dialogue and voice acting clips. It would have also included the two main playable characters of Brian and Stewie Griffin from the other version.

Playable prototype builds were created but shortly afterwards, the 3DS and Wii games were cancelled in August 2011, another developer told us.

“We stopped working on them around August. They weren’t that far along but both were up and running just fine. Everyone working on it was transitioned into working on the other version of it after that”

The same former Heavy Iron employee gave us two reasons for the projects’ demise.

“The Wii version was dropped first and then the 3DS one quickly after. I think it was a combination of them wanting us to focus on making one version of the game and growing concerns about how it would perform on those platforms”

Neither of the games ever received an official announcement prior to cancellation. 

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The Evil Within [Beta Differences]

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The Evil Within (AKA Psycho Break in Japan) is a survival horror developed by Tango Gameworks and published by Bethesda Softworks for PlayStation 3, PlayStation 4, Xbox 360, Xbox One and PC in 2014. As we can read from Wikipedia, work on The Evil Within started in late 2010 under the codename “Project Zwei” by Shinji Mikami, but the game was officially announced to the public only in 2013 and most of its beta elements were never shown.

Yousef was still able to notice some differences in the early trailers from the game, as the one below: from 8:11 you can see a different inventory and 2 unused (?) weapons, a knife and a mine trap.

Some more beta differences are shown in these screens:

Beta:

the evil within beta face

Final:

the evil within final face

On the right Kidman beta, she look excited, on the left is final, she look serious:

The Evil Within Kidman Final

A beta inventory, unused mine trap and knife, life bar on the bottom of the screen.

the-evil-within-beta-item-mine

Using mine trap, notice the item has no n° of ammo, probably unlimited ammo for early build.

the-evil-within-beta-weapon-mine

Ssyringe was called “small health kit” in the beta:

the evil within beta healt

Various images from the beta gameplay:

In the trailer below, in the scene with the microphone there is a removed line (Seb : what status – Police : unknown ), and 3 character voices are different from the ones in the final game.

Thanks to Yousef for the contribution! If you notice more changes from the early footage and screeenshots, let us know in the comments below! 

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Together on Patreon to support Unseen64!

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There are already almost 3.000 unseen videogames saved in the Unseen64 archive, but so many others wait to be added. We are only 4 people on the main U64 Staff: we face some difficulties to keep up with all the work and costs to run such an online museum of games that we’ll never be allowed to play.

The new server hosting Unseen64 costs about 300$ per year. U64 is an independent site. No money is generated from our work so we must pay each and every server bill ourselves, with the help of a few awesome supporters. Years ago we had Google Adsense banners that helped a little to raise money to pay the server, but then Google banned us because we use to write about prototypes and rom-hacks, even if we don’t host those files on our server.

Big gaming networks like IGN or Kotaku have the power and the money to have a team to work full-time on their website, to publish daily updates. We don’t have their resources, but we have something better: we have you, a community of gamers that know why it’s important to archive beta and cancelled games, and together we could make Unseen64 a better online museum for all those games that could be forgotten forever.

unseen64 on patreon

Patreon lets readers support their favorite websites by becoming patrons, giving a small donation every month through paypal / credit card. Unlike other fundraising services which raise lots of money for a single big event, Patreon is for creators who publish online a stream of smaller works, like website updates, articles, researches, and need just little money every month. Empowering a new generation of creators, Patreon is bringing patronage back to the 21st century.

Together on Patreon we can rise enough donations to pay the U64 server, and maybe we could even rise enough donations to pay our best contributors to quit some of their day-jobs and write more good articles, to publish a paper U64 book, deeper researches on lost videogames, create video insights, interviews with forgotten developers and much more.

Check our Patreon page to find out how you can help too!

Thanks to everyone that supported and continue to support U64 for all these years! Thanks a lot to 0r4 for his music that we used in this video and to Mark for his chiptune support! 

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Final Fantasy 15 / Versus 13 [PS3 - Cancelled]

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Final Fantasy 15 / XV by Square Enix is currently in development for PlayStation 4 and Xbox One, but the game was originally unveiled for Ps3 at E3 2006 under the name Final Fantasy Versus 13 / XIII, because it was at that time part of the Fabula Nova Crystallis, a series of unrelated RPGs that shared the same underlying mythology. Yes, Final Fantasy 15 is in development from almost 10 years! How was the game changed during all this time? What was changed from the PS3 version to the PS4 / Xbox One version? Continue below to see how the game evolved trough its official trailers and leaked images that show it’s long development cycle.

This CG trailer also introduced the main storyline, which told about a fierce struggle for the control of the last crystal between the isolated but advanced city-state of Lucis and some mysterious invaders from the outside. In a June 2007 interview with Edge, Nomura said that he wanted to give a more realistic feel to the narrative of the game compared to past Final Fantasy titles:

It will be different in Versus XIII because of the intrusion of the real world, and things that are really happening. There will be less fiction and more reality.

An extended cut of the 2006 video, featuring the main character, Prince Noctis Lucis Caelum, inside a car and a longer fighting sequence, appeared on 2007 Dengeki Cloud DVD.

In a November 2007 interview with Dengeki, translated by IGN, Nomura confirmed that Final Fantasy Versus XIII will have airships, towns and a world map:

The other day,” said Nomura, “I saw a test of an airship flying over the world map. (…) It’s the same scale as past FF games, but even then, it’s so wide that you can’t make out the first town.”

In July 2008 someone leaked the Jump Festa 2007 trailer, never seen before in public, revealing for the first time the hero’s father, Regis Lucis Caelum CXIII, the main female character, Stella Nox Fleuret, and Noctis’s new friend Prompto Argentum.

Yet another different version of the first CG trailer was exhibited at DKS3713 2008 party, this time adding some scenes with the main character’s companions (Ignis, Gladiolus, Prompto), and Stella’s meeting with Noctis at a party.

In these scans, originally published in the December 2008 issue of Cloud Message Magazine, we can see some Final Fantasy XIII Versus concept arts and very early gameplay beta tests, probably those which Nomura spoke about in the november 2007 Dengeki interview.

Also, a video of the aforementioned prototype builds was privately shown at TGS 2009:

The new Versus XIII footage showed the game’s main character running around in a town at various points during the day, then out in a field that was populated by large monsters..

Regarding the scene showing the main character walking around town during different times of the day, Nomura said that this was just a test of how far they could differentiate day and night scenes. The NPC characters who populated the town during the daytime were actually borrowed from Final Fantasy XIII.

Final Fantasy XIII Versus beta

10622861_10204737115969039_3267336827346091829_n

10712872_10204737116449051_5253376733289803320_n

[Scans by Ameblo.jp]

The most important part of the next trailer, included in the Advent Children Complete DVD (April 2009) , was instead an in-game cutscene of Noctis and Stella conversing at a party.

Finally, at TGS 2010 Square Enix unveiled publicly gameplay footage of Noctis running around various locations and fighting a monster in Lucis.

An interview in Famitsu about three screenshots taken from this beta build was translated by Adriasang:

The screens are all taken off real hardware, Nomura said.

The camera angle is for the most part what’s shown in the screens [...] They were originally considering switching to an overhead view when you moved into the outside world [...]

The city scene is actually a battle screen. Normally, it would have a command menu and other information. [...] In the actual game, you’ll fight as part of a party.

Nomura revealed that you’ll have access to a car. You can board and disembark your car whenever you like.

It looks like you’ll encounter monsters out on the field. Some will be roaming about, with Nomura citing an example of a behemoth walking around on a hill in the distance. In other instances, monsters will appear quickly.

In this week’s “Flying get” column, there was a bullet point about the game featuring both symbol and random encounters. I presume this is where these points come from. Nomura did not specially mention symbol and random encounters, though, so it may be a bit too hasty to picture an RPG-like system.

In January 2011, another trailer was presented at Square Enix 1st Production Department Premiere,  showing Noctis fighting with his friends, some new cutscenes, notably an encounter between our hero and a yet unnamed female antagonist, and an updated version of the 2009 party scene:

Noctis and Stella’s appearance changed too:

The Prince’s outfit is based on the design by the creative director of Roen. What is the reason for this co-operation?

Normura: This is to express the higher level of realism. If we based it on an actual real subject, it will feel more real.

What will happen to the the initial outfit?

Normura: Initially, we just designed this outfit based on the script to give a visual impression. That’s it. As we create more scenes, the outfit will change. The car will have a new design too and the Prince will look like someone who goes to a high class pub.

[Source: finalfantasy-xiii.net]

screenshot.2014-11-08 (2)

The new car was eventually shown when the game became FF XV:

FF

Many details about the game surfaced on two interviews which Nomura gave to Famitsu and Dengeki in January 2011. Both were translated and summarized by Adrisang:

Famitsu:

Your characters in Versus will not have jobs. However, your enemies will include dragon knights (or dragoons if you prefer) and summoners.

Your weapon selection will include: swords, axes, spears/lances, hand guns, machine guns, rifles, bazookas, and shot guns. This is just a partial list, though.

The game will have positional damage elements for attacking enemies.

Larger enemies will have weak points.

The game does not have team attacks for your party members.

You can combo your attacks across character changes — that is, you can keep your combo going when you switch the character you’re currently controlling. As an example, you can make the scarfaced character do positional damage with his hammer, then switch to Ignis, or you can make the enemy shrink away in fear from Ignis’s magic then call in another character to attack.

You can bring party members back to life if they die. The exception is Noctis. If he dies, the game ends.

The difficulty is being set towards the high end.

Dengeki:

Noctis has great physical ability. But beyond that, he also has a secret power that only the royal family possesses (Noctis is a prince, in case you weren’t aware). When he unleashes this power, his blue eyes turn red. Countless swords appear in his surrounding, and he’s able to control these freely.

The game’s combat system is party based, giving you a party of at most three characters. During the early parts of the story, party members will be swapped in and out for you. However, as you advance in the story, you’ll be able to freely switch out members. Potential party members go beyond the four characters shown in the trailer [...]

Noctis is the only character capable of equipping all of the game’s many weapon types. The other characters have unique specialities. One character, the blonde guy from the trailer, stands out. He’s a gun specialist, and when using him you can switch to a third person view for precise aiming at enemy weak points, buildings and other objects.

You can also steal tanks, and ride cars, air ships and Chocobos.

Even when you’re not directly engaged in combat, you’ll want to be on the lookout as you play. The game has a realtime event system in place. As you move about, you’ll sometimes come under attack, or some event will automatically trigger For example, when Noctis reaches a pedestrian bridge, a behemoth beast will attack.

After about two years of silence, in 2013 Final Fantasy Versus officially became Final Fantasy XV and the PS3 version was cancelled.

But, as we can read from this article, in 2011 Square-Enix still planned to release the game for the past generation consoles too, finally deciding to make their RPG an Xbox One and Ps4 exclusive only in 2012:

Regarding the name change from Versus XIII and the “feel” of being a numbered title: within the company, about one to two years after Versus XIII was announced, discussions were had on its scale and concept. It was considered that the game may be appropriate for Final Fantasy XV. They talked about it for several years.

Two years ago (sometime in 2011), developers began to hear about next-generation consoles, and the team decided to make Final Fantasy Versus XIII into FFXV. One year ago, they decided that all development will shift to next-generation consoles, and the name was officially changed.

What changed the most in the transition between the old and new generation was the battle system: in the new HUD we can in fact see the new commands “warp” and “link form”. Also, as said before by Nomura in the Famitsu inteview, Noctis can swap weapons on the fly.

screenshot.2014-11-17 (2)
Above:
FF Versus – Below: Final Fantasy XV E3 2013 build.

However, one year later the battle system got revamped yet again, adding a gambits system, co-op attacks and a guard button but at the same time removing the possibility of using the other characters in battle and to change weapons in real time:

Q: What about weapon selection?

A: You set them yourself before battle. You set each weapon considering what actions you can use with which weapons. You can only determine one weapon from the ones equipped to be your main one, but that weapon will come with techniques which can be invoked at your discretion in battle. Besides the basic assault button (attack), you can invoke techniques with the technique button.

Q: Can you change the operational character?

A: Not in its current specifications. Everyone on the development team thoroughly looked into an Active Cross Battle system that made free use of attack, guard, and co-op functions, but as a result they arrived at the conclusion that changing characters would be too difficult. In order to create a new and interesting battle system, we ended up not being able to put in the character switching.

[Interview translation by Gematsu]

screenshot.2014-11-17 (3)
You can’t use Prompto in battle anymore.

Thanks to sjay1994 Here are more comparison screens between the cancelled Final Fantasy 13 Versus PS3 and Final Fantasy 15 PS4:

Final Fantasy 13 Versus on PS3:

final-fantasy-versus-13-ps3

Final Fantasy 15 on PS4:

final-fantasy-15-ps4

Final Fantasy 13 Versus on PS3:

final-fantasy-versus-13-stella

Final Fantasy 15 on PS4:

Final-Fantasy-15-Stella

Final Fantasy 13 Versus on PS3:

final fantasy versus 13 ps3

Final Fantasy 15 on PS4:

final fantasy 15 characters car

If you have more info about the development of Final Fantasy 15 from PS3 to PS4 / Xbox One, or if you find more interesting comparison between the 2 games, let us know in the comments below!

Final Fantasy 13 Versus Image Gallery:

More videos from Youtube:
 

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The Untold History of Japanese Game Developers DVD

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The Untold History of Japanese Game Developers DVD

While he was in Japan to interview some legendary gaming developers for his “The Untold History of Japanese Game Developers” book, John Szczepaniak also recorded many hours of footage about those meetings and his visits to some interesting japanese places related to videogames. Some of those recordings have been released in a 4-hours-long double DVD titled “The Untold History of Japanese Game Developers DVD”, in a limited edition of 500 copies, an interesting item dedicated to gaming collectors and fans of japanese developers, especially those from the early ‘80 and ‘90 (screenshots below from Retro Type).

The-Untold-History-of-Japanese-Game-Developers-DVD-japan

Along with some intriguing chats on old-school / obscure videogames in Japan and their preservation, visits to Akihabara and popular japanese gaming shops, an interview with one the best game designers that almost no one knows (Yoshiro Kimura), a quick look at the Tokyo Game Show and other more or less compelling materials, John was able to gather some exclusive info about various unreleased games and undeveloped pitch that remained unknown until now.  Here are some personal highlights:

An interview with Kouichi Yotsui (Background Artist and Game designer at Capcom for such classics as Ghouls ‘n Ghosts and Strider) and Roy Ozaki (Producer at Mitchell Corporation ) that show some design docs for unreleased games that were pitched in the ‘90 to Enix and Capcom.

The-Untold-History-of-Japanese-Game-Developers-DVD-games

An interview with Yukata Isokawa (creator of Pitman and Namco’s NeGcon controller) with some talks about an unreleased Namco Golf game planned for the original playstation, that would have used the NeGcon controller like a Wiimote.

An interview with Yūichi Toyama (Capcom, Sega, Technosoft, Sting) with some memories about Grand Slam, a cancelled action game inspired by Area 88 manga and Choplifter.

A visit to Keigo Matsubara’s HUGE gaming magazine / book preservation archive (check his website, in japanese). You could try to contact him if you have any questions about old japanese gaming magazines!

The-Untold-History-of-Japanese-Game-Developers-DVD-magazines

A visits to the Preservation Society, a group that tries to repair and save games that could be lost, especially old cartridges and games developed for old PCs that are not available anymore or not emulated. They even show a short game created by Hudson Design School as a test for internal use only.

An interview with Masatoshi Mitori, Masaki Higuchi and other developers talking about an unreleased game they worked on.

A quick look at the first MSX hardware prototype.

An interview with Yuzo Koshiro (music composer that worked on such classics as Streets of Rage, Ys, ActRaiser, Shinobi and much more) and his memories about the cancelled Street of Rage 4 that was pitched for the Dreamcast.

The-Untold-History-of-Japanese-Game-Developers-DVD-koshiro

While the audio and video quality are not the best (unfortunately the tripod for the camera used during the trip was broken before even being used), and some of the chapters could be of no interest for someone (there are some parts in which designers talk about their development hardware in japanese software houses in the early ‘90 and try to drawn them on a whiteboard) all those memories about previously unknown lost videogames and from the golden age of japanese gaming made me to love what i saw in this DVD.

Most of the topics discussed in the videos are just a taste of the full interviews and articles that you can read in “The Untold History of Japanese Game Developer” book, but if you are interested to see some of the creators of your favorite games from when you were a kid in the ‘80 and are fascinated by nerdy / otaku japanese lifestyle, you can buy “The Untold History of Japanese Game Developers DVD” from Hardcore Gaming 101 and it will go on sale (-10£ less) for Black Friday on the 28th of November!

 

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Rayman Legends [Beta / Concept]

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Rayman Legends is a 2D platformer by developer, Ubisoft Montpellier, and the follow-up to Rayman Origins. It was released in 2013 on Wii U, Xbox 360, PS3, PS4, Xbox One, Vita and PC. It originally started as a Wii U exclusive, billed as a launch title for the console’s November 2012 release.

Leaked NFC Concept Trailer

On April 27 2012, the very first footage of Legends emerged online. This was a conceptual video intended for internal purposes only, which was leaked by an anonymous source on YouTube from inside Ubisoft.

The build of the game shown in the reel wasn’t terribly different from the final release, but it did reveal one quite significant feature that was never implemented; nearfield communication support. Towards the end of the clip, it demonstrates a work-in-progress concept for NFC figures, which would have worked with the Wii U gamepad’s built-in chip.

Rayman NFC

Ubisoft’s video contained two uses of the proposed accessories: a heart figure, which would replenish the player’s health and a Rabbid toy that would cause Rabbids to appear in the game as enemies, as well as in the backgrounds of levels. Towards the end of the video, it hints towards the possibility of other Ubisoft characters, when a figure of Ezio from the Assassin’s Creed series appears.

Mysteriously, the company never followed through on this NFC demo, in spite of the somewhat elaborate nature of the conceptual document. It appears that prototype figurine models were made and their planned in-game affects were programmed, but none of this would ever be officially released to the public.

You can tell that Ubisoft was working with a prototype version of the Wii U hardware when this was made, as it includes an early, wired dev kit gamepad, which was without the NFC badge on the left of the controller. Therefore, the actors in the trailer placed the figures on the screen instead.

Changes Over Leaked Prototype

Although the two versions, the final build and the prototype seen above, aren’t drastically different; we can ascertain a small handful of changes by carefully analysing the footage.

For one, it’s evident that the team had yet to come up with the idea of using the character of Murfy to give context to the gamepad screen mechanics (or at least hadn’t implemented him into the gameplay at this point). Previously seen as a guide in Rayman 2, Murfy appears during specific sections of Legends whenever you interact with levels using the touch screen. Said touch-controlled elements are demonstrated in the video, but Murfy does not appear.

Rayman Gamepad Screen

The video also offers a look at an early version of the ‘Challenges’ mode. In the released game, players can compete in short challenges issued on a daily and weekly basis. These include, for instance, endless runner stages in which you compete against others around the world via an online ranking system.

However, as you can see here, Ubisoft had an idea for something quite different. It appears they initially were considering more prominent social gaming elements, wherein you would have been able to create and issue your own challenges to friends.

The final interface for the mode is completely revised from the one shown here and although you can compete against friends with the finished game, you can only do so in the rotation of challenges set by Ubisoft themselves.

Rayman Legends Challenges Mode Comparison

Strangely, the leaked design mentions an in-game currency called “Rubis”, although no such thing exists in the game we know today. It seems that you would have needed to pay these ‘rubis’ to play challenges, unlike the final game, that has no entry requirement in order to play them. In addition, the menu specifies a locale named “Ghost’s Pit”, but there are no levels under this name in Legends. Perhaps, this was a working title for another one of the mode’s settings.

At the closing of the clip, an alternative version of the title’s logo arrives on screen. It is largely identical the completed asset, but sports one or two minor differences. The leaked logo used 3D-looking renders around the text, whereas the final one used silhouetted 2D art. The font used for the word “Legends” was made thicker, too.

Rayman Legends Logo Comparison

Unreleased Beta Levels Concepts

Originally, Ubi Montpellier had planned to include a world which they were calling “Chateau Dracula“, which roughly translates to “Dracula Castle“. As you might assume, these stages were to be set within the realms of a large gothic castle. They spanned the outer gardens, through to its macabre interior, which included a dining room and cellar area. You also would have been able to traverse the rooftops.

One of the team’s visual development artists has shared with us some concept art of these stages. As we understand it, they were never prototyped and sadly, only ever remained as still images. Regardless, they offer a good idea of what the developers had planned, given the implicitly small gap between Legends’ concepts and actual in-game graphics.

During a presentation various members of the development crew gave about Legends’ use of the Ubi Art engine, Michael Ancel briefly discussed the unreleased Dracula-themed locale. The designer gave a few examples of gameplay ideas the team had come up with for it, such as hiding within beams of sunlight from the windows to fend off vampiric bat creatures and using French topiary as platforms in the surrounding courtyard. You can see more images of the concepts in the video below.

On the subject of whether or not these levels would ever see the light of day (pun not intended), Ancel simply said “well, maybe one day”. As of October 2014, Ubisoft has announced no plans for DLC or a sequel containing these concepts. According to one artist who worked on the game we spoke to, time and budget constraints prevented these beta designs from being realised. 

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Myst IV: Adventure Beyond the D’ni Ultraworld [Cancelled]

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Myst 4 IV Adventure Beyond the Dni Ultraworld cancelled

In 1998, Cyan Worlds Inc. and Mattel decided to outsource the work on future Myst game to other developers. This would let Cyan work on their upcoming project Uru while still keeping the Myst main-series afloat duringsaid development period.

Various developers were given a chance to pitch their idea for a story and soon enough Presto Studios was working on the next game in the series, Myst III: Exile. However, they were not the only developer to be assigned the Myst license.

DreamForge Intertainment, the developers of the horror themed adventure game Sanitarium, started work on the fourth Myst game one year after Presto Studios effort. This game, known internally as Myst IV: Adventure Beyond the D’ni Ultraworld, would never be released or shown to the public during its development.

After having worked on the game for two years (June 1999 to June 2001), it was cancelled as the rights to the Myst franchise transferred from Mattel to Ubisoft. Myst III: Exile was released the next year and the next game in the franchise was to be developed internally at Ubisoft and was released in 2004 as Myst IV: Revelation.

Patrick Fortier, the creative director of Myst IV: Revelation, opened up about the unreleased version of Myst IV, hereby referred to as Ultraworld to avoid confusion, in 2004 on the Uru Obsession community.

According to Fortier, Ultraworld’s development was only about 20% finished, but the designs themselves were completely done. The game was presented in realtime 3D, a first for the series at that point. Some ideas from Ultraworld even managed to carry over into Myst IV: Revelation. Specfically the inclusion of Sirrus and Achenar, the two brothers from the original Myst.

Shortly thereafter Areth and Gadren, two users from Uru Obsession community, were able to unearth concept art, screenshots and even video showing off Ultraworld in motion.

The game ran at a low framerate but featured some very beautiful visuals for its time, having complex enviromental design that rivalled, if not outmatched, Cyan’s own 3D project, Uru, at the time. The standard Myst-cursor was still present, stationed in the center of the screen as the player walked around and interacted with the enviroment.

The concept art shows us a look at Atrus, Catherine as well as Sirrus and Achenar’s 3D models. What’s the most interesting about these models is that Sirrus was bald and without facial hair. In his appearance in the original Myst, as well as Myst IV: Revelation, he had well combed hair and a goatee beard.

Two original characters were also featuerd in Ultraworld, Kervis and Merinia. The purpose of these characters are unknown, as is most of Ultraworld’s story. A sketch showing off an “Ice Locall” age is also featured among the concept art, showing a mechnical panel controlling some sort of platform.

After Ultraworld was cancelled DreamForge Intertainment was soon gone. Their last known project was an unfinished Werewolf: the Apocalypse game that eventually led to the shutdown of the company. Not much else is known about Myst IV: Adventure Beyond the D’ni Ultraworld and the Uru Obsessed community has since closed down.

Ubisoft’s Myst IV: Revelation would be released in 2004 for PC and Xbox, but the resume for Ande Gaumond claims a prototype was made for PC, PlayStation and Gamecube. Whether or not this potential prototype was another unknown attempt at Myst IV or an early version of Myst IV: Revelation is unknown.

Article by Andrea Ritsu

Sources:

  • Rob Breisch: Modeled and textured scenes for a Myst 4 proposal.
  • Greg Stangl: Myst IV PC • June 99 – June 01 (Cancelled). Modeled and textured various rooms, outdoor areas, and prop items. Modeled and textured all trees and plants for background environments and interior decoration. Created special effects such as rain wash over windows, color changing Mood flowers and morphing statues.
  • Kim Haines: Unreleased Titles: Myst IV, Ubisoft Entertainment changed developers (PC) 1999-2001″
  • Sunil Ketty: Myst IV – Not released by Dreamforge. Core responsibilities included all game lighting and the creation of low polygon models and texturing.
  • Marty Stoltz: DreamForge Intertainment 1995-2001 Greensburg, PA. Cinematic Director / Post-Production Supervisor. Directed and edited all pre-rendered and in-game cinematics. Created post-production effects and compositing. Designed and Created all animatics. Supervised cinematic team.
  • Andre Gaumond: MYST IV –  PROTOTYPE “, Playstation, GameCube and PC game, produced by Ubi Soft Entertainment
  • MYSTerium: Concept Art – Renders – Screenshots

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The Last of US [Beta – PS3]

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The Last of Us is an action game developed by Naughty Dog and published in 2013 by Sony Computer Entertainment for their PlayStation 3. The project was started in 2009, after the Uncharted 2 team was split in 2 to create a a Jak & Daxter reboot along with Uncharted 3. When they designed some concept arts for the cancelled Jak & Daxter 4 project, they thought that the style and target they were aiming for was too distant from the J&D IP and so decided to create a new IP, using some of Neil Druckmann’s ideas from an old concept that he did at school. That new IP was initially known as “Mankind” before to be changed into The Last of Us.

As we can read on TheVerge:

Just like in The Last of Us, [Mankind] was set in a world where Cordyceps has leaped from insects to humans, turning the infected into dangerous monsters and bringing down civilization with them. The key difference was that in Mankind, the virus only affected women. An early version of Ellie was the only female who was immune, and Joel decided to protect her in order to bring her to a lab where a cure could potentially be created.

During the development of The Last Of Us, many features were removed and the story was changed a lot, before to arrive to the final version. As we can read on GameInformer, in the original plot::

Joel partners with Tess to smuggle Ellie out of the locked-down city. In the alternate story the gang is halted at a security checkpoint. Ellie is screened for infection and comes up positive, but the guards don’t care that she may carry an immunity that could save humanity. Joel sees Ellie at gunpoint, which reminds him of his dead daughter, and goes berserk. He kills the guards, leaves with Ellie, and ends up betraying his partner Tess, who embarks on a cross-country pursuit of vengeance.

Neil Druckmann also shared some memories from a different ending for the game:

“The original ending when we pitched the game was a much more hopeful ending, where Joel and Ellie make it to San Francisco and that is a town run by people who are trying to restore society,” he continues. “Joel has killed all these doctors and lied to Ellie, and Ellie just fully buys into the lie. So, you’re left with the idea that they are going to live the rest of their lives in this town. The camera pulls back and maybe everything is going to be alright for these two. I was working on writing, and it didn’t feel honest anymore. After everything they’ve done and everything they’ve been through, that was letting them off a little too easy – especially for Joel.”

Some more changes and removed content are:

  • Downgraded Artificial Intelligence: it seems that enemies were “too difficult” for the players and it was not fun to always get surrounded and killed by a group of “intelligent” enemies (see the videos below).
  • Marlene was originally meant to die in the surgeon room
  • Some enemies were cut or the design was heavily changed, see them in the gallery below
  • They removed a dog companion that would have followed Ellie and Joel during the game

An unseen epilogue scene performed during The Last of Us: One Night Live was set 4 years after the end of the game with Joel and Ellie talking and playing a guitar, but it seems that this scene was never meant to be added ot the game: it was just a scene wrote for the live show.

More concept arts and info on the development of the game could have been published in the Art of Last of Us artbook (23$ on Amazon COM, 20£ on Amazon UK, 27 euro on Amazon IT), if you have the book let us know! If you notice more differences in the early beta screens and videos from The Last of Us, leave a comment below!

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Baby Titus Jr [GameBoy Color – Cancelled]

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Baby Titus, also known as Titus Jr, is a cancelled Game Boy Color platform game featuring Titus the Fox (Titus’ mascot) that was in development by Mike Mika and Bob Baffy for Titus. Originally Baby Titus started as an original GameBoy game and it seems the project was almost complete, but Titus wanted to upgrade it for the “new” GBC released in 1998. While the team was working on adding colors to the game, Titus had some economic problems and did not pay the developers, so they had to stop working on it.

One video from the game was shared by Mike on Youtube and a couple of screenshot were found by eSPy in an old magazine scan.

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Lufia & The Fortress of Doom [Genesis / Megadrive – Cancelled]

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Lufia and the Fortress of Doom is a rpg developed by Neverland and released by Taito for SNES in 1993. A (north-american only?) port for Sega Genesis was supposed to be released in 1994, but it got delayed and Taito America eventually closed down in 1995.

However, in 2014, the western programmer that worked on the port leaked a tech demo, featuring just the title screen and a testing dungeon, of the Genesis version of Lufia on the internet. According to him, he had just six months to finish the project:

Well, one of the reasons it was cancelled was because they told me to complete the port in 6 months.. there was no way in hell I could have done it since all the original SNES code was fucking indecipherable and the Japan programmers weren’t any help..

For more informations check the original opa-ages topic.

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Ryse (Kingdoms) [Xbox 360 – Cancelled]

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Ryse: Son of Rome is an action adventure game, which was developed by Crytek and published by Microsoft Studios in late 2013 on the Xbox One at the console’s launch. However, it was originally planned to be a first person brawler exclusively for the Xbox 360 under another title. This great turn in direction is just one of the numerous twists that occurred throughout its development.

Kings & Kingdoms

Years before the name ‘Ryse’ would come to be, the basis of the project was born in 2006. It was the brainchild of Crytek Co-Founder, Cevat Yerli, and was imagined then not as one game, but two. One half of the coin was a title called “Kings” – an ambitious MMO where the player joins the ranks of various factions to fight for supremacy in a mythical world of monsters and sorcerers. The other was Kingdoms, a smaller scale first person game focussed around more intimate ground combat between soldiers of warring sides. At this time, no platform was attached to it.

Kingdoms 2006 Concept Art

Early concept art for Kingdoms from 2006.

The initial plan for these two games was that they would have been set in the same fantasy-themed universe, informing one another as development went on. Crytek put together a variety of concept art and basic prototypes for them, attempting to flesh out their ideas and convey their ideas more thoroughly as the company began showing them privately to publishers.

Behind the scenes, the world of Kings & Kingdoms was steadily coming together and over the years that the developer toiled away on it, a multitude of concepts for everything from characters to settings was produced. Fortunately, we have been able to preserve a good amount of these for your curiosity.

2007 Art:

 Later environment/character art:

 Character Art:

That CryEngine 3 Demo

At Gamescom 2009, Yerli gave a presentation on CryEngine 3 to a small audience of attendees. Included in this was a brief tech demo with a medieval fantasy setting very similar to the one portrayed by the early art of Kingdoms, leaving many to retrospectively assume a connection after the game was announced in 2010.

Although this goes without any formal confirmation, there certainly at least seems to be a relation between Kingdoms and this demonstration based upon some of Yerli’s statements at the event. During his talk, a member of the crowd asked whether or not the medieval environment had anything to do with some of Crytek’s cancelled projects. Laughing, the developer commented:

“I don’t know… I don’t think we have so many cancelled projects. Time will tell. Sooner or later, we will all know”

Despite clarifying later that this piece was a tech demo specifically made for Gamescom, his answer definitely suggests that it was in some form based around the thematics of Kings or Kingdoms. It also gives the impression that he was unsure whether or not Kingdoms would ever be made, implying that Crytek still had yet to find a publisher at this point (which we now know to be true).

CryEngine 3 Gamescom Demo 6

The connection is further supported by the fact that when the game would later go on to be developed for the Xbox 360, it was being built in this same engine.

Microsoft Comes On Board

Later that year, Microsoft began to take an interest in the projects in a move lead by Phil Spencer, who was head of Microsoft Game Studios at the time. Spencer had been looking for a good opportunity to work with the developer, after having met Yerli years previously. While Microsoft was not interested in developing an MMO for the 360, Spencer still wanted to pursue Kingdoms. He was looking to expand the console’s portfolio, which he thought was lacking in the melee combat genre and he also thought that it could open the floodgates for other developers wanting to license CryEngine 3 on the system.

Young + Old Emperor - Kings Crytek Concept Art

Concept Art for Kings.

Without a publisher backing it and wanting to move forward with Kingdoms, Crytek cancelled their plans for Kings. With the scope of their ambition being effectively halved this decision, the company began to rethink the world of Kingdoms with first person melee combat still at its core.

The First Take On Rome

While Crytek UK and Frankfurt were busy working on Crysis 2, Kingdoms was given to their Budapest team towards the end of 2009. To help them reimagine Kingdoms with an entirely new look, German art team, Karakter Design Studio, was contracted to create concept art for characters and settings. Karakter was an integral part of moulding the game’s visual style, even if a lot of the work they did was ultimately strayed from.

“Numerous character and prop designs became obsolete or were changed drastically as the story was forged into its final shape.” – Karakter representative.

Together, the companies reworked the ideas driving Kingdoms into a more realistic Roman themed game, away from the fantasy realms of before. Their original vision for Rome was in many ways vastly different from the one seen in the final game. Karakter and the Budapest crew imagined a more colourful, majestic city at the height of its power. This more vibrant side of the locale would never really be seen in Ryse: Son of Rome, however, as it is regularly under siege from barbarians, on the brink of collapse.

This wasn’t all that would change. The characters, too, evolved quite considerably as the game’s story grew more elaborate. Tobias Mannewitz, the creative director of Karakter mentioned their younger version of emperor Nero as a particular example of this:

“At this point during development, the emperor was thought of as a cold hearted, power hungry technocrat. His palace reflected these uncomfortable qualities. Eventually, the emperor developed into a more luxurious, lavish character.”

It appears that entire characters were cut from the script as time went on, including an elderly man called Lucious and a sidekick for the main protagonist, Marius, named Severus. The concept image for Severus gives us a little bit of insight into what the character might have been like.

Karakter helped to realise the location of Glott’s Hop, a Caledonion (Scottish) base of occultist Barbarians; a level from from partway through the story mode, as well. Originally, Karakter had planned to represent these lands as snowy blue forests instead of the dark, grey landscapes seen in the released game.

The art team was also playing around with the idea of introducing minotaur enemies into the mix. In Son of Rome, Glott’s Hop is populated by foes based on picts, who are dressed in tribal outfits that include masks made from the hollowed skulls and horns of dead bulls. To exaggerate and better portray the “superstitious horror” felt by the Romans as they encountered these hostiles, Karakter wanted them to appear to the player as actual minotaur-like creatures. This element of psychological horror was dropped later in development and in the final game, they are shown to be regular barbarian soldiers.

Codename: Kingdoms

After years of tinkering behind the scenes, the existence of the Kingdoms project was finally divulged to the public at E3 2010. Crytek showed the first trailer for the game during Microsoft’s press conference, an enigmatic teaser that was intentionally vague. The game had been given the tentative title of ‘Codename: Kingdoms’.

“We were trying not to show that it was Roman at that stage. There were kind of hints of Roman in the trailer, but that was our secret we weren’t sharing.” – Nick Button-Brown

The clip, which can be seen below, showed a live action video of three actors posing as soldiers and a voiceover hinting at the game’s themes of rebellion and corruption.

Around this time, the game was being targeted for a 2011 release.

The Game You Never Got To See

The first reveal of ‘Codename: Kingdoms’ came and went, but Microsoft and Crytek remained completely tight-lipped as to the title’s nature. To the wider world, the game would remain a mystery for some time and when it did finally emerge, it had changed in a big way. No screenshots, gameplay clips or other material ever was released of the original first person game that was in development in Budapest. Not even a single leak managed to penetrate the publisher’s walls of strict non-disclosure agreements. It would take years for anyone to be able to recover anything on it, but we thankfully have been able to.

Codename Kingdoms Screenshot

An in-game screenshot of Codename Kingdoms.

The image above is an unaltered in-game screenshot of what Kingdoms apparently would have looked like running on the Xbox 360, according to our source, a former employee of Crytek Budapest. At this stage in development, Kinect control had yet to be introduced and it was a first person melee combat game with conventional button controls. According to Yerli, who spoke to CVG about the project in January 2011, they were intending for the game to use the full capacity of the 360’s hardware.

“… I think when we put Crysis 2 out we will show a level that is, multiplatform-wise, maxing out, but we will look into with Microsoft how Kingdoms can push the Xbox 360 110 percent, to its limits.”

During this part of development, the story of Kingdoms was still very different from the released game. Much of it revolved around Roman general, Julias Caesar and his elite guard, made up of the toughest warriors from around the world, who he handpicked himself. Caesar, in the end, was never present in Son of Rome, having been removed completely.

Although they never got as far as rendering most of them into the game, Crytek Budapest did create profiles for the member of Caesar’s chosen soldiers, which give us a bit of background on each of them. This varied group of characters would have accompanied the player throughout the campaign.

Kingdoms Character Profiles

The hero of Kingdoms, who had not been given a name yet, was younger and less experienced than Marius, the protagonist of the Xbox One game. Little of the narrative itself had been figured out at this stage outside of these details, as Crytek Budapest had still yet to decide on much of the project’s overall direction.

Codename Kingdoms Hero

The original hero of Ryse.

In addition, the team drafted concepts for a battle in the campaign set during Winter with a backdrop of arctic mountains. Just like the original version of Glott’s camp, there was no snowy locale realised ultimately in either Budapest’s Kingdoms title or Son of Rome.

Ryse Cut Winter Battle:Snow Level

We’ve also been able to recover a number of the character models made to give you a greater idea of the level of graphical fidelity being aimed for. These were created between 2009-2010 during Budapest’s time on the project and were all scrapped later in development.

Images: 

Additional 2010 concept art by David Smit:

Ruffian’s Multiplayer and DLC Campaign

Towards the start of September 2010, Ruffian Games had just concluded their plans to support Crackdown 2 with downloadable content, freeing them to tackle other projects. Wasting little time, the developer threw itself into Kingdoms, having acquired a contract to work externally on a multiplayer component for the game.

This multiplayer section of Kingdoms started as a competitive arena-based battle mode. The prototypes made for it by Ruffian consisted of three maps and would have pitted player against player over Xbox Live.

Ruffian also took it upon themselves to devise a prototype for an extension to the game’s main campaign, which would have been released as downloadable content. Whereas the story mode being put together by Crytek was set primarily in Rome, this additional storyline proposed by Ruffian took place in a Roman-occupied Egypt during the year 31 BC. This prototype for the DLC was created by a small group of developers in no more than 6 weeks.

 

Ryse – Cancelled DLC Level Prototype Gameplay from Liam Robertson on Vimeo.

As a placeholder, the prototype used the song ‘Six Against One’ by composer, Joseph LoDuca from the soundtrack to the TV show, ‘Spartacus Blood and Sand’.

Ryse Up From The Couch

Not long after E3, Crytek began looking into Microsoft’s upcoming Kinect hardware and drew plans to potentially implement it into Kingdoms. The Budapest branch formulated a pitch for Microsoft, showing how they thought it could work in the context of a brawler.

Crytek’s proposal was fairly basic, only consisting of concept art renders like storyboards, but gives us a little more insight into Budapest’s unrealised version of the game. They envisioned a scenario where the player would take up arms as an unnamed gladiator, performing kicks, punches and slashes towards the Kinect sensor to slay other soldiers. The storyboards used to convey their idea showed a man in an everyday living room set-up stepping up from the comfort of his sofa to battle a barbarian with motion control. He mimicked waving a sword with his right hand and gestured holding a shield with his left.

These concepts were noticeably much more exagerrated and over-the-top in tone than the game that would eventually come to be. One of them even shows the player sending the enemy flying through the air and smashing into a column with nothing more than a kick. There was also the idea of a “bloodlust meter”, which, when filled, allowed you to perform deliver deadly finishing blow; in this case, decapitation.

Microsoft took well to Crytek’s ideas and decided that Kingdoms would be well suited to Kinect, according to Phil Spencer. Before long, it was already being built into the game by around November. Back at external developer, Ruffian, they were starting to build support for the peripheral into their multiplayer prototypes as well, aiming to enable Kinect V Kinect play online.

Trouble In Budapest

Work continued on the game still referred to internally as Kingdoms, but behind the scenes, the project was becoming increasingly in jeopardy at Crytek Budapest. Development was progressing behind schedule and after a year, it had yet to advance beyond the stage of prototyping. The team was running into regular setbacks both creatively and technically. Not only were they experiencing “issues with Kinect development” initially, one former employee told us; there was also the matter of them being unable to settle on a concrete direction for the gameplay.

There were growing doubts about whether or not full Kinect control was appropriate for a game targeting itself towards a “hardcore audience” that had previously shown indifference towards the tech during its unveiling. As such, the Budapest offices had made three prototypes at this point: the aforementioned standard controller first person mode which also had minor elements of Kinect, one with solely Kinect inputs, and another, fully button-based option in the third person. Ruffian Games, separately, had been experimenting with each of the three gameplay types during their prototyping too.

Unsatisfied with the results they were producing, it was in January 2011 that Microsoft eventually intervened and had Crytek pull the project away from the Budapest team. They also ended their contract with Ruffian, binning the prototypes they had made for multiplayer and campaign DLC. The responsibility of developing the game was now in the hands of Crytek HQ in Frankfurt.

5 months later, Gamasutra reported that they had received a tip from an anonymous source inside Crytek Budapest, claiming that the majority of the staff there were about to be laid off. Around 50 employees were let go, shrinking the studio to a group of 30-35 people. This was later confirmed by Crytek themselves, who had immediately transitioned the remaining staff into working on mobile platforms.

Despite the circumstances of the their dismissal, one one of the former artist we spoke to from the company described his time there as “a great experience” and the game as “a dream project” for them.

Back To Frankfurt

As Kingdoms returned to Crytek’s Frankurt offices, development continued with Kinect in mind, although its new developers still retained the three prototypes worked on previously. The Frankfurt team, also, was questioning whether or not motion controls were suitable. For the following seven months, the game was effectively in limbo as they continued to experiment and figure out if Kinect really was the way forward.

Why ‘Ryse’?

A few months into 2011, Crytek had finally moved on from the working title of ‘Codename: Kingdoms’ when the game was renamed ‘Ryse’. According to Yerli, Crytek had originally wanted to call it “Rise”, but were unable to due to copyright issues. The suggestion to alter the spelling to ‘Ryse’ came from Microsoft, according to Polygon.

E3 2011

One year on from its first unveiling, it was once again time for the game to be shown off to the public as E3 2011 loomed. It was unknown to the rest of the world, but in reality, Crytek were still undecided in its direction and despite a full 12 months of work, little progress had been made towards finishing it.

Ant Farm, a creative advertising agency, was then called in to assist with putting together a trailer for the title. The company elected to use a combination of pre-rendered CGI cinematics and live action footage, as the game was “in no shape to be shown off” at this point, a developer commented.

An artist involved with the trailer told us that Crytek was “deeply concerned” with sending the right message at E3 that year. They would reveal that their new game supported Kinect for the first time and was cautious about ensuring it would appeal to the “hardcore audience” they were targeting. “This would be the first Kinect game for the core and it was very important to them that it look tough and cool-looking“, the source continues.

With some similarities to the aforementioned storyboard art from 2010, the trailer showed a man in a living room gesturing in front of his TV to control a soldier with Kinect in the first person.

The trailer revealed the newly-revised name for Kingdoms, Ryse, although the subtitle of “Son of Rome” would not be added until much further down the line.

A Dragon’s Lair Style Cinematic Approach

Throughout 2011, Crytek’s Frankfurt offices was working on a more “cinematic” version of Ryse. As Kinect was now central to the title, the creative lead on the project, Rasmus Hojengaard, suggested that a more guided, on-rails experience with a more story-heavy angle might be the way to go. According to Polygon, Yerli responded well to his idea, seeing it as a revival of games like Dragon’s Lair.

It was worked on for a number of months, before being scrapped. It would have been a very narrative-driven title, one source told us, lasting “probably no more than 4 hours” and featured branching paths with multi-choice dialogue trees. Crytek apparently believed that it was too hard a sell for an audience expecting a product more substantial and interactive.

Character model renders:

Another New Protagonist

As development continued to slowly chug along, Crytek was beginning to completely rework the in-game storytelling as they started to hone in on the one eventually featured in Son of Rome. This involved redoing the protagonist of Kingdoms from scratch.

Evander Ryse Protagonist DesignWhereas the hero of Budapest’s title was a younger-looking soldier, their new character was considerably older. He was a more masculine, bulkier chap of the name Evander and would be the final stepping stones towards Marius.

The Three Prototypes

As previously mentioned, Crytek had at this point developed three separate work-in-progress prototypes for Ryse at this point. One was in the first person, controlled by Kinect only, the second blended together the 360 controller and Kinect, also in first person; and the last had a third person perspective with buttons only.

Later in the year, Crytek decided that it was finally time to bite the bullet and figure out for certain which to go with. A company-wide survey was conducted, inviting people from all over the developer’s offices to play the three prototypes and choose their favourite. “We tried to make it as scientific as possible”, Patrick Esteves told Polygon. However, the team faced a dilemma; there was a near perfect division between people who favoured each. Every version had its fans.

The group then expanded their reach, testing it out in Microsoft user research labs and with close relatives of the company. In the end, the results began to tilt in favour of the third person demo. People found it more rewarding and suitable for the experience, seeing the character in front of them; especially as it had grown into a more story-driven game at this juncture. Noticing this, Crytek settled on creating a brand new game with this angle.

Into To The Next Generation

With a great deal of the work done over previous years having to be scrapped, Crytek Frankfurt was setting their sites on a new horizon and starting almost entirely from scratch. Although, their transition into developing a third person game had come so late in the 360’s lifespan that Crytek’s management didn’t believe it was worth even building it for the console anymore.

The Xbox One was still a good deal of time away from being completed, but it was no secret to the developer, which remained in communication with Microsoft, that a next generation Xbox was, indeed, on its way. With that in mind, the devs commenced work on the project once again, but this time, with unspecified next gen hardware as a base. It would be initially created for PC until Microsoft would later divulge to Crytek prototypes of the One system.

Any and all plans for the long-awaited 360 version of Ryse were abandoned, as the game continued its journey to release; the remainder of which was comparatively far less bumpy.

Crytek maintains that none of the big changes made to Ryse were imposed on them for negative reasons:

“We’re thankful that we’re not in a situation where these changes were forced on us for negative reasons, but rather that they represent the growing ambition of Crytek as a company and the increased belief in “Ryse” as a game that really push boundaries and take players somewhere new.” – Changing Perspective – An Introduction to Ryse: Son of Rome

Early concepts for Marius + other characters:

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The Untold History of Japanese Video Game Developers book

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The Untold History of Japanese Game Developers Book Gold Cover

Over the last few years, publications and books such as Retro Gamer Magazine and Atari Inc. tried to recount in detail the history of western video games. However, due to language and cultural differences, the origins of the Japanese gaming industry, if we exclude Pixel’n love books, most of which remain nonetheless available only in French, are still poorly documented.

Then again nothing seems to be impossible anymore in our crowdfunding age, and consequently, thanks to a Kickstarter campaign, even a freelance journalist like John Szczepaniak, already a contributor of various magazines and websites among which the excellent Hardcore Gaming 101, had the chance to go in Japan to interview mostly unknown programmers, game designers, illustrators and musicians, active in that extraordinary video games period that were the eighties and  the nineties. The result is the first volume of The Untold History of Japanese Game Developers.

The Untold History of Japanese Video Game Developers book

From the very beginning it is evident that one of the big draws of the book are exclusive info about Japanese home computers from the eighties, platforms virtually unknown in the west but that were the first training ground for many newcomers in the gaming industry, who, economic and technical limitations notwithstanding, went to release many innovative or socially relevant games.

A very creative era, therefore, where even small software houses could create groundbreaking experiences such as Manbiki Shounen, the first stealth game (released November 1979) according to John Szczepaniak, or became the subject of parliamentary discussion with 177, a trashy eroge in which the goal was to chase and then rape a young woman .

This rough yet fascinating world is unfortunately on the verge of disappearance due to the extreme rarity of some titles and the fragility of the medium, typically floppy disks or tapes, on which they were originally published.

That’s why we find in the book an interview with the curator of the Game Preservation Society, an organization dedicated to catalogue and preserve, both in their original format and by making a digital copy, all the Japanese games released in the period that goes from the seventies to the nineties. Unfortunately, many old titles are already lost forever because nobody thought to archive them at the time.

The Untold History of Japanese Video Game Developers book

Doujin Games and Visual Novels are two other topics that historically had little coverage in the west, although in recent times, thanks to the advent of digital stores, the number of these games available in English is growing. Valuable from this point of view are thus the long conversation with ZUN, the creator of Touhou, an incredibly successful indie franchise, as well as the interview with Ryukishi07, who introduces us to the narrative techniques of Higurashi, a celebrated series of visual novels mostly known in the west for the eponymous anime.

This doesn’t mean that we can’t find in The Untold History of Japanese Videogames Developers new facts about more popular videogames. Suikoden fans, for example, will certainly appreciate the interview with the director of the first three chapters of the series, Yoshitaka Murayama, while SEGA long-time supporters can look forward to an in-depth overview of Yuzo Koshiro’s old works.

John Szczepaniak: Describe when and how you joined Konami.

Yoshitaka Murayama: I joined Konami as a new graduate in 1992 in the role of programmer. In my second year after joining the department, I was in was put in charge of creating games for Konami’s game machine and that’s when I got involved in game design. Since it was an extremely secret project inside of Konami, there were very few people involved. So even though I was close to being a new recruit, I was expected to play a very large role. The plan at first was for Konami’s game machine to be a console type and it was suggested that it have a card reader function to allow players to exchange data. The plan changed midway from a console type to a portable type game machine, and it was going to have 3D (polygon) functionality that was not common at the time.

More interestingly for Unseen64, John Szczepaniak also asked, when he could, about beta and unreleased games. This is just a incomplete list of what he discovered, confirmed or got further info in the book:

  • The Saturn version of Grandstream Saga;
  • A sketch of Soul Blazer 2;
  • Ys 3 wasn’t originally an Ys game;
  • The unreleased Namco console;
  • Bounty Arms, a cancelled Playstation game;
  • A photo of an unreleased game made by Yuzo Koshiro, Variant 7;
  • Amazing Island, a gamecube title originally started on saturn and later moved to dreamcast;
  • Street Fighter NES;
  • Unreleased Negcon Games;
  • Chulip original version;

Soul-Blader-2-concept

With 36 interviewees and more than 500 pages, The Untold History of Japanese Video Game Developers is a book full of previously unknown and interesting info for fans of retrogaming and obscure japanese developers. We are happy that many info on cancelled projects and facts about the development of some of our favorite games were preserved in this book, huge props to John for his work! If you don’t like to read, you can also check The Untold History of Japanese Video Game Developers DVD ;)

You can buy The Untold History of Japanese Video Game Developers in paperback and digital from (they will be on-sale untill the end of  December 2014):

  • Amazon.com: Paperback Silver (35.99$), Paperback Gold (44.99$) and Kindle digital (12.45$)
  • Amazon.co.uk: Paperback Silver (19.28£), Paperback Gold (26.33£) and Kindle Digital (9.31£)
  • Amazon.it: Paperback Silver (25.18 euro), Paperback Gold (31.70 euro) and Kindle Digital (9.99 euro)
  • Also available on all other Amazon sites. Please search for them directly!

Some video-reviews of The Untold History of Japanese Video Game Developers from Youtube:

 

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Overstorm [GBA – Cancelled]

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Overstorm is a cancelled action / platform game created by Quantized Bit for Game Boy Advance. It was shown publicly only once in a 2003 gaming convention. However, in 2014, the developers decided to give away an alpha build of the game, featuring five different levels, in a Indiestand game sale of their last product, Volt:

Beat the average to get the bonus content, which is: 5-levels alpha-stage Overstorm game (our older, never released GBA project) – you can play it in any GBA emulator in a fullscreen mode!

Images:

Video:

 

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Doom Absolution [N64 – Cancelled]

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Doom Absolution (AKA Doom 64 2) is the cancelled sequel to Doom 64, that was planned by Midway San Diego & ID Software to be a multiplayer-focused game developed for 2 players deathmatch mode (as the first game’s multiplayer mode was removed) , somehow like what happened with Turok Rage Wars, the multiplayer-only Turok that Acclaim released on Nintendo 64  to follow the GoldenEye deathmatch craze. As we can read from an interview with Aaron Seeler (lead programmer for Doom 64):

At that time, as dm purists, most everybody involved thought it silly to play dm split screen, where you could see everybody else. So, we chose not to do it. 007 beat the crap out of Doom 64. Quite a regret.

Doom Absolution was officially canned in July 1997, when the project was still in early development (Doom 64 was released in March/April 1997) and sadly there are no images to be preserved. It seems that the game was cancelled because the Doom engine looked dated at the time and they decided to work on Quake 64 port instead, a “newer” fully 3D FPS that could have had sell more copies within the market.

Is interesting to notice that originally Doom 64 was started as a project called “The Absolution” but the title was later changed for brand recognition. Still “The Absolution” was reused as the name of the last level of the game.

We tried to get in contact with some people from Midway San Diego that worked on the original Doom 64 and its sequel but with no luck, if you know someone that could have more info about this cancelled Doom game, please let us know!

Images:

doom absolution Nintendo 64 cancelled 

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We are now at 65% of our goal to pay the Unseen64 server for 2015!

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Thanks to all our patrons and some one-off donations from friends we are now at 65% of our goal to pay the Unseen64 server for 2015! If we keep up like this we should able to fully pay the server before our August 2015 deadline. In the following months we’ll have some new, interesting stuff coming up on Unseen64, this year will be full of games that you’ll never play.

Thanks again for your help, we are really happy for your support :)

gng-end 

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Black 2 [Xbox 360, PS3 – Cancelled]

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Black 2 is the cancelled sequel to Criterion Games‘ 2006 shooter, Black, which was being worked on by the same developer for publisher and IP holder, Electronic Arts. It was planned to be a co-op shooter for the Xbox 360 and PS3 with a release in late 2007/early 2008.

Black 2 Logo

Concept art for Black 2’s logo.

The Original Idea For Black 2

Despite recurring rumours of Black 2 rumbling for several years after the release of the original game, its development was, in actuality, rather short-lived and it never was able to leave pre-production. As it turns out, EA and Criterion had plans to expand Black into a franchise for some time before the first game was even released. Preliminary work on the sequel commenced as early as April 2005, a whole 10 months before Black was finished.

Artists were contracted externally to produce conceptual documents for the game, including drawings of the protagonist, Jack Kellar. According to one of the artists who spent a short period of time on the project, there was some debate over the direction the follow-up would take. One possible path, for example, would have continued the story of the first game, as Kellar continues his hunt for Lennox at the behest of the US government.

Jack Kellar concept art:

A Reboot of The IP?

As we have come to understand, Criterion’s time drafting concepts with a third party art studio ended around October 2005. It was then put on the back-burner until the first Black was completed. Apparently, the team was also considering another, alternative direction for the sequel that would have been completely separate and self-contained from the original in terms of narrative. This is where the idea of making it as a “co-op shooter” game originated.

To our knowledge, the specifics of the story behind these characters was not figured out, but they would have been the basis of this other new version of Black, had it been made.

Creative Differences

According to one of our sources, formerly of Criterion, pre-production on Black 2 after the release of the original initially lasted several months before grinding to a halt around May 2006. The source claims that there was a disagreement between key members of Criterion and EA over how to proceed with the game and the direction it should take. Allegedly, Stuart Black, a senior designer on the first game, actually left the company over the matter.

“As I recall, Stuart Black left over a disagreement with the direction it should take” “…he wanted it be more closely tied to Black and they couldn’t reach an agreement over it”

Despite this, it appears that plans to produce another Black game remained in the pipeline for some time after this. Following Stuart Black’s departure, work on the project steadily continued and it began adopt the latter route of a co-op shooter, abandoning the story elements of the first game.

The cast of Black 2.

The cast of Black 2.

It was in November 2006 that EA somewhat quietly announced that it was officially happening. During their quarterly review on November 2, chief financial officer Warren Jenson was quoted as saying:

There’s a new SimCity game in the pipeline and the next-generation version of Black”

Jenson’s wording (“next-generation version”) is perhaps worthy of note, as it seems to support our source’s suggestions that Black 2 would have been something of a reboot with little ties to the first game other than on a gameplay level; as opposed to a direct sequel. Regardless, it appears that it was shortly after this fiscal statement when the title fell apart. It has never again been mentioned publicly again by EA staff and was absent from all of their future financial reports. Had development moved forward successfully, it would have been released during their 2007 fiscal year, which ended March 31, 2008.

The finite details of what exactly went wrong with the project have yet to be divulged by Criterion, but our sources indicate that it was EA’s decision to terminate the project over a “lack of direction“. It never advanced past pre-production, although a decent amount of material was created for it, including a “concept trailer”.

Black Logo Variant

Another logo concept for the reboot.

The Mysterious Target X

Years later, Black 2’s concept trailer was discussed by Alex Ward, formerly Criterion’s creative director, on August 5, 2013 via Twitter. Ward unfortunately declined to share the video, but thanks to the pleas of Geoff Keighley, he released two screenshots of the trailer. He has since deleted these tweets, but we were able to preserve the images before hand.

According to the developer, the video was titled “Target X“. When asked why he didn’t wish to upload it to the public, he explained “by today’s standards, it probably wouldn’t hold up if truth be told. Times have sure changed”.

We spoke to one former Criterion employee who contributed to the Target X trailer, who elaborated on it for us:

“We were experimenting with how lighting could come into play during gameplay. The trailer showed how different effects such as that could make combat more interesting and dynamic…”

Apparently, this concept belongs to an earlier stage of Black 2’s pre-production period and is more reflective of Criterion’s original vision for the game, as opposed to what it ultimately became.

Additional concept logo variants:

The post Black 2 [Xbox 360, PS3 – Cancelled] appeared first on Unseen 64: Beta, Cancelled & Unseen Videogames!.

Thank you! Yes, YOU!

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In the last few months (from august 2014) we were able to get the Unseen64 database back online (some of you could remember that this site was down for months because of some technical issues) and to return to publish weekly updates to add all those unseen games that are still missing from the archive. We have many, MANY games and contributions that still need to be added to the U64 archive and with 1 or 2 new games added to the archive every week, we still have some years of work to do :)

Well, there’s no hurry. Unseen64 is fully back and we’ll be here as long as it’s needed, slowly remembering all those games that we’ll never play. With the new Unseen64 Forum hosted on Facebook (so it will not be lost again), our Twitter account for daily updates on the unseen gaming world, many ways to help U64, all the other gamers, youtubers and websites that also work to preserve beta, unreleased and unused gaming documents, it will probably be easier to save as much as it’s possible from these unseen videogames.

Unseen64 is still online thanks to all those awesome people that shared one-off donations and pledges on Patreon to help to pay the server cost. As we wrote before, we are at 65% of our goal to fully pay the U64 server for 2015 and continuing like this, together we’ll be able to keep the site online for all the following years.

We’d like to thank all these people (in random order) that help U64 with their donations:

Ash The Dragon, Shane G., Raphael P., Alex K., Anders I., Akspa, Martin, Elmo Bluegeek, Irvin, James S., Tony, Mark J., Samuel G., Justin J, Ethan M, Shawn O, Michele Z, Jordan A., Brendan A. and everyone else! (did we forget someone?)

 We <3 you

unseen64 thank you 

The post Thank you! Yes, YOU! appeared first on Unseen 64: Beta, Cancelled & Unseen Videogames!.

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