Unseen64: Cancelled Video Games & Their Lost Media
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Unseen64: Cancelled Video Games & Their Lost Media
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Since 2001 Unseen64 is an archive for beta & cancelled video games, trying to preserve their lost media, information, screenshots & footage. You can help too!

[bridged from https://unseen64.net/ on the web: https://fed.brid.gy/web/unseen64.net ]
Star Wars Outpost [PC / Mobile – Cancelled]
**Star Wars Outpost** is a **cancelled Real Time Strategy/simulation social network hybrid game** developed from **2011** to **2012** by LucasArts Entertainment Singapore for **browsers based PC** and **mobile devices**. It was based on the eponymous movie franchise. The existence of Star Wars Outpost was revealed after its cancellation alongside many others cancelled Star Wars related project during the closure of LucasArts, back in **April 2013**. At first, it was initially briefly mentionned by an article from Kotaku wrote by Jason Schreier back in **September 2013** , when we simply could read this: > The list of cancelled projects goes on and on. (…) > > There was Outpost, the Star Wars take on Zynga’s _FarmVille_ that would let players build empires, one click at a time. It is only in **January 2016** , almost 3 years after the shutdown of LucasArts, that more details, alongside a couple of artworks, about the game emerged. Eurogamer was the first to relay those information: > A long time ago, before Disney‘s acquisition of Star Wars, LucasArts spent two years developing a “hardcore” strategy simulation for **PC** and **mobile devices**. And then it quietly cancelled the project, **four weeks from completion**. > > This game was Star Wars Outpost, which was being built by **a team of 30 working out of LucasArts ’ Singapore office**. > > We were told Outpost was canned shortly before Disney’s acquisition – at which point other Star Wars games were halted, too. (…) > > If you’re thinking you’ve heard Outpost’s name before, then you’re right – reports on the canning of 1313 and First Assault mentioned this third game, although at the time it was only referenced in the vaguest of terms – and described as a Farmville clone. > > “The previous leaks mentioned a social game that was supposed to be Star Wars’ answer to Farmville,” the tipster said. “This is absolutely wrong. > > “The people who thought [Outpost was a] Farmville game were from the US office. They had no idea about this game either – except just a few key people. This was being made 100 per cent in Singapore.” > > **At the time of its cancellation, Outpost was “about 90 per cent done”**. > > “We were just looking for approval to **start public beta testing**. Instead we got a call they were going to kill the project.” > > Rather than a social game clone, Star Wars Outpost was designed to be a “very hardcore” experience. And despite the fact it might look like a game you’d find on Facebook, **the title was canned because it was considered too niche**. > > “The best way to describe the game is if Star Wars met Settlers of Catan/EVE Online,” said the source. “You would take control of an Outpost on a planet within [the Star Wars galaxy]. The land on the planet was finite and so were the resources, so you were forced to search out and find other players. You had choices to either work with them or betray them for their resources. > > “You could then start supplying weapons/ships/tools etc. to either the Rebels or the Empire. Supporting each side would control a balance of power where that side could start taking over the Galaxy.” > > Nearby players who were allies would slowly become connected to you via networks of roads and trade routes. A world completely controlled by the Rebels or Empire would grant bonuses to the appropriately-aligned Outposts on it. > > “It was a very deep game and always **running like an MMO** , we wanted players to really invest a lot in time,” the source continued. > > Outpost also had a working day/night cycle, and an overworld populated by characters who would wander around and interact with the settlements and other characters in it. > > But despite its hardcore aspirations, LucasArts was building the game to be as accessible as possible – coded in HTML5 and playable via a browser. > > “We did it in 3D but everything was hand painted by artists to make sure we had a nice art style.” > > There were deeper plans for Outpost, too. **The game ’s original design was for it to connect with Star Wars: First Assault, and allow you to create weapons or ships for use in the shooter**. > > “We had the back-end working but not in-game,” said the source. “Then the players from First Assault could buy those unique weapons and equipment. You could also send in dropship supplies to help a side during the fight.” > > All of which makes it more of a shame we’ll never see Outpost. After the game’s cancellation its team was moved on to casual mobile games (“which all got killed also right at the Disney purchase”) while a few were shuffled onto the similarly-defunct Star Wars 1313. After two years of work, Outpost was dead. **In May of the same year** , a short trailer showcasing some gameplay leaked onto the internet. According to the main source, the video was part of larger vertical slice demo that’s yet to be found: > When LucasArts still was a company not acquired by Disney, a real time strategy (RTS) Star Wars game was about to be released on PC and mobile devices. > > (…) > > Now, thanks to Elise Baldwin, who was the **Audio Director** on Star Wars Outpost, we are able to see a slice demo illustrating the combat mode of the game: > >> I was the Audio Director on this unannounced title which did not make it to marketplace. It was in development for **over a year** , during which time **it went through three platform/engine pivots**. It featured a **simulation mode** and a **tactical combat mode**. This video was **part of a vertical slice demo** illustrating the combat mode. The death of LucasArts was truly a tragedy for many people, starting with the numerous employees worldwide who were laid off, and many projects, whether or not based on Star Wars, were cancelled both before and during the acquisition by Disney. In addition to Star Wars Outpost, and Star Wars 1313 and First Assault already mentionned above, we can add: * a game based on Indiana Jones * a **2D physics-based shooter** called **Caveland** that was meant to be an experimental digital title * **Smuggler** , a game designed for cross-platform multiplayer that would let you play as a customizable character within the Star Wars universe, smuggling and trading between Facebook, tablets, and consoles * An **iOS game** called **Death Star** in which you’d get to control your very own version of the Empire’s space station * A **Wii U** project code-named **Wingman** that was modeled after the TIE Fighter and X-Wing games. This project would later evolved as **Star Wars: First Assault “Version Two”** which featured prototypes and elements that didn’t go to the **“ Version One”**. * A Star Wars based open world RPG that was led by Clint Hocking * A Star Wars take on Grand Theft Auto that was based on a cancelled live action TV show named Star Wars: Underworld. The project would later change direction and evolved as a **co-op shooter** game similar to Gears of War, that would eventually lead to the first design of Star Wars 1313. In the recent years, a tech demo of First Assault, alongside the complete Nintendo Wii version of Star Wars: Battlefront 3 leaked online. We can hope that, some day, others cancelled projects may be made available online to allow players to test them or learn more about them. **Images:** **Video:** The post Star Wars Outpost PC / Mobile – Cancelled] appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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November 8, 2025 at 5:06 PM
Highway Hunter [PS2/Xbox] – Cancelled
Terminal Reality and Midway Games once attempted to revive the vehicular combat genre through their open-world experiment, _Roadkill_. The game ultimately failed to make an impact, but its original pitch turned out to be far more ambitious. Much of the planned content never made it into the final version, and in fact, the early concept looked almost nothing like what _Roadkill_ became. The project originally began under the name _Highway Hunter_. The initial vision included destructible environments, shifting terrain, and an advanced weather system with tornadoes, dust storms, and even natural disasters like volcanic eruptions and earthquakes. Anomalies such as radiation zones and toxic waters were also considered. The tone was intended to be much darker than the final game. In the end, only tornadoes carried over into _Roadkill_. This article takes a closer look at that early pitch. Let’s begin: #### The Highway Hunter Pitch The roots of _Highway Hunter_ can be traced back to 2001, when Terminal Reality set out to push the vehicular combat genre in a new direction with fresh mechanics and a more mature story. According to the design document, the team drew inspiration from a range of sources: films like _The Warriors_ for a planned gang management system, _Mad Max_ for the overall tone, and even reference books such as _The Eyewitness_ series. One of the first big ideas was to create a combat game in a world that constantly changed. Set in a post-apocalyptic landscape, the setting was meant to feel unstable and dangerous, shaped by ongoing disasters. That’s where the advanced weather system came in, though most of it was eventually cut. Other early features included a vehicle hijacking system, allowing players to take over cars on the road. Terminal Reality envisioned something closer to the mechanics later seen in Vin Diesel’s _Wheelman_ game, but this never materialised. Destruction physics were also part of the plan. The team wanted more than just car battles; buildings could collapse under fire, and the environment itself would change over time. The idea was for players to gradually feel the world deteriorating as they played—a concept that was ultimately left on the cutting room floor. #### The Planned Story for Highway Hunter Both Roadkill and Highway Hunter’s story were about revenge, but the way the events started are different. For Roadkill, the main plot was the following: > “In _Roadkill_ , you play as Mason Strong, a survivor of a plague known as “The Rot” that wiped out much of society and left the world in the hands of violent gangs. Mason’s goal is to hunt down Axl and his gang, the Sentinels, who betrayed him. To do this, he takes on jobs for different gangs across the three cities of Hell County—Lava Falls, Blister Canyon, and Paradise City—while engaging in vehicular combat. Along the way, Mason collects vehicle and weapon blueprints, allowing him to upgrade his arsenal and grow stronger.” However, Highway Hunter’s story was the following: > “Gunn and his crew work as mercenaries in a post-apocalyptic world, forming a working relationship with Major Anspaugh, the city guard chief of **New Canaan**. They’re paid to escort mysterious **pilgrims** , who carry strange mechanical parts marked with a **winged logo**. > > While raiding an old military base, Gunn finds another part with the same symbol and gives it to his close friend **Low-Prow** for safekeeping. But when they deliver more pilgrims, New Canaan’s guards **suddenly turn on them** , **killing Low-Prow, most of the crew, and the pilgrims**. Anspaugh steals the winged part and vanishes behind the city gates.Enraged, > > Gunn teams up with a **vengeful pilgrim girl** and the few surviving members of his crew. They set out to **infiltrate New Canaan** , uncovering that the city is run by **insane, tyrannical rulers** who enslave outsiders and seek to collect all the winged parts. Their goal? To **gain control of deadly war satellites** in orbit and **rule the post-apocalyptic world**. > > Now, Gunn is out for **revenge and total destruction** , ready to bring the city down — one villain at a time.” #### Different Main Characters, Same Objective (kinda) Mason Strong was the main character of Roadkill. Whereas Highway Hunter’s character was called Carson Gunn. Both characters were very different from one another. Look below: **Mason Strong** **Carson Gunn** Even the wingmen for both Roadkill and Highway Hunter were slightly different. Let’s check below: #### The Cars The initial cars planned for Highway Hunter were also different from Roadkill, but it is possible that some of these were remade for the final product. It is unknown why this pitch was cancelled. It is also unknown how far the game progressed in development or if a prototype build still exists or not. All that is known is that Highway Hunter was far too ambitious. Perhaps Midway Games saw it as a risky project and decided to scale it back heavily. We’ll never know. Below, you can also find various concept images of characters that didn’t make it from Highway Hunter #### Images #### A fan-documentary video covering the making of Roadkill and other information from producer Jeremy Airey The post Highway Hunter PS2/Xbox] – Cancelled appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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September 23, 2025 at 4:42 PM
Dragon’s Crown [Wii] – Cancelled
Dragon’s Crown is a cult-classic beat’em up released on the PS3, PS Vita and the PS4. Fun fact: the game started life on the Dreamcast before being cancelled. After the release of Muramasa, George Kamitani revisited Dragon’s Crown years later. The first platform to be considered was the Wii, and the project was pitched to Capcom initially. While a Wii prototype was made, it is unknown how far the game was in development for that particular platform before the team transitioned to the PS3 and PSV. Luckily, there are a few images from the design document we can look at: Thanks to **_Siliconera ’s_** translation of the magazine shot, we can learn the following: * _Dragon’s Crown_ was initially a project for the Wii. * “It was well-received when I presented it to a senior at Capcom, but supposedly one of the higher-ups asked, ‘But can it sell like _Monster Hunter_?’ and the project didn’t go through.” * “That’s where we met Ignition.* They immediately gave us the OK.” * “Ignition had no complaints. The target was Xbox since we wanted to develop for a worldwide audience, or something like that.” * “ _Dragon’s Crown_ is a title that wasn’t meant to sell that much. The publisher wanted the next game before sales started. Our goal is to continue making games, and the sales come as a result of that, but if we were to flip that around, then…” * “I’m glad it sold well, but I personally thought it was bad as a strategy.” * “As work becomes more readily available, but that sets higher hurdles. If we were to fail on a 4-5 year course… then what would we have done?” The post Dragon’s Crown Wii] – Cancelled appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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September 23, 2025 at 4:42 PM
Shin Megami Tensei X Metal Max [Proposed Crossover Pitch] – Cancelled
_Shin Megami Tensei_ and _Metal Max_ are both some of the best JRPGs in the market, and if you’ve played any of them, you already know that both have appeared in several crossovers, mostly mobile games. However, after scouring the internet, it appears that the _Metal Max_ director once proposed a _Shin Megami Tensei_ X _Metal Max_ crossover. Unfortunately, the idea got nowhere. Only a few documents of the pitch exist, which you can see below: **Translation:** _Image 1_ Project Proposal Shin Megami Tensei x METALMAX An RPG of Tanks, Demons, and Humans Tomoki Tanai April 10, 2013 _Image 2_ Worldview & Story In the not-too-distant future, the Great Cataclysm triggered by the supercomputer Noah brought about the collapse of global civilization— But! Humanity did not become extinct. While devouring the remnants of civilisation left behind in the devastated world, they had managed to survive. Several years after the Great Cataclysm. A new terror emerged—dimensional rifts appeared worldwide, spewing forth demons. These demons attacked and devoured humanity. People could only cower in terror. But some stood against them. They were known as Monster Hunters. Thus began the war between demons and Monster Hunters. The war saw the Monster Hunters at a disadvantage. Then, one day, a young man emerged from a dimensional rift. He called himself… Devil Summoner. _Image 3_ Dream Game System ② ☆Demon & Vehicle Fusion System The Demon Fusion System from the Shin Megami Tensei series is, of course, present in this title as well. Building upon the existing system, it now enables fusion between demons and vehicles! A new race, ‘Car-Devils’, is added. Like the vehicles in the ‘Metal Max’ series, Car-Devils can be driven by humans and used in battle. Fusing a Car-Devil with a demon companion can create either a vehicle-type demon or a demon-like vehicle. The post Shin Megami Tensei X Metal Max Proposed Crossover Pitch] – Cancelled appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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September 6, 2025 at 3:45 PM
Starhawk [Prototype & Concept] – PS3
**Starhawk** was a darn good sequel to the beloved _Warhawk_. This third-person shooter didn’t try to recycle formulas from other games—it stood out by blending real-time strategy (RTS) with fast-paced gunplay. One moment you’re blasting enemies, and with a quick button press, you’re calling down a turret from orbit. The way battles unfolded—and the overall feel—was fantastic. But before _Starhawk_ reached its final form, this 2009 prototype build told a different story. Below is an in-depth comparison of the game’s early version versus the one we ultimately played. #### Video: * Different character * Different movement animation * Different HUD * Different gun sounds * Different pickup designs * Different deployable Rifts * Different map design * Different main menu * Different main logo * Different bike * Different weapon icons * Different energy pick up * Different aim HUD * Different gameplay system (you use money instead of energy to build) #### Images: **The Main Character** **The Enemies** **Main Logo** In addition, Starhawk was originally planned to be released sometime in 2011 but was pushed back to 2012. With all of the changes shown from the prototype and final, the core idea of the game remained the same. **Article not yet finalised** The post Starhawk Prototype & Concept] – PS3 appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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August 21, 2025 at 3:17 PM
Tokimeki Requiem [Working Concept] – Unknown Platform
Here’s a long-lost Dating Simulator game concept from the 1990s, which artist **Kinu Nishimura** , best known for her work with Capcom, tried to pitch back then. Titled _Tokimeki Requiem_ (working title), it is unknown how far this concept progressed. This particular pitch may have evolved into something else or been cancelled altogether. It’s hard to know. What is known, though, is that this game was going to target women. Luckily, thanks to a rare page in an old Capcom magazine, we can get a glimpse of what this game might have been. Check out the translation below this picture. #### Picture: #### Translation (using Deepl) **Top green header section** **デザイン室夜一夜 第1夜** Design Room Overnight – Episode 1 **発掘! 西村キヌのまぼろし企画!** Unearthed! Kinu Nishimura’s Phantom Project! > “いまを去ることン年前……西村キヌが本業の合間につくった!? 温めていた謎の恋愛シミュレーション。その名は『ときめきレクイエム(仮)』!!” > “Many years ago… was this made by Kinu Nishimura in between her main work!? > A mysterious romance simulation she had been keeping warm. Its name: _Tokimeki Requiem (working title)_!!” * * * **Pink text on top-left with picture of the two characters:** **愛は力なり!!** Love is Power!! > “女性になるため、彼女の心のよりどころであった男子、2回も失恋した。いやいやすべての主人公はプレイヤーのキンチョーの糸をたぐりよせるように進行していくのだ。なんといっても彼の愛を勝ち取るのが目的。しかも全宇宙の女子制服の逆シンパターンを初公開!” > “To become a woman, she relied on this boy as her emotional support — but was rejected twice. No no, every protagonist advances as if pulling in the player’s tension thread. The goal is, of course, to win his love. And for the first time ever: a reverse-pattern lineup of girls’ uniforms from across the universe!” * * * **Orange/yellow text block mid-right:** **ターゲットの男の子は全部で11人!** The target boys total 11 in all! > “ビジュアルからタイトル構成まで、それぞれ一長一短ありまくりますが、なんとかひとつにまとめようと苦労したのがこれ…夢か幻か!! いやしかし、全部人間じゃない!? えっ…宇宙人に獣人、天使や悪魔まで…? わかるかな? わかんねぇだろうなァ…” > “From visuals to title composition, each had its strengths and weaknesses, but this was the result of trying to bring them together into one… was it a dream or an illusion!? Wait a second — not all of them are even human!? What the… aliens, beast-men, angels, even demons…? Can you believe it? Nah, you probably can’t…” * * * **Small red text bubble near top right next to two characters** **似てる!?** Do they look alike!? **ゲームシステム** Game System > “これが自分の分身となるヒロイン。ちなみに彼の名前は…って書こうとしたら、まだ決まってなかったらしい。” > “This is the heroine who becomes your alter ego. By the way, his name was… well, I was going to write it, but apparently it hadn’t been decided yet.” * * * **Lower-left section, game screenshots:** **更にゲーム画面では…!** And furthermore, in the game screens…! > “日常もままならない!! テストや部活で忙しい毎日、追い詰められ授業の居眠りは毎度恒例!! サーモの姿勢や部屋(簡単な模様替え)、校内探検、そして突然のバトル展開などイベントも盛りだくさん!” > “Daily life isn’t easy!! Busy days filled with tests and club activities, cornered into dozing off in class as always!! Adjust your posture or room (simple rearranging), explore the school, and enjoy plenty of events like sudden battle developments!” * * * **Screenshot captions:** * **コップを割れれになった!!** The cup got broken!! * **問題を解いた!!** Solved the problem!! * * * **Bottom-left red burst text:** **ここまでやるとホントにゲームになりそう?** If we go this far, it might really turn into a game!? * * * **Character list on right-hand side (vertical small captions next to each watercolor illustration):** * **天使くん** – Angel-kun * **ゴーストスイーパー教師** – Ghost Sweeper Teacher * **設くん** – Construction-kun * **改造島** – Modified Island * **人気アイドル** – Popular Idol * **PAロボJrくん** – PA Robot Jr-kun * **サイキッカー** – Psychic * **ホーミンくん** – Homin-kun **Important:** This game is not related to any Tokimeki games made by Konami. The post Tokimeki Requiem Working Concept] – Unknown Platform appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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August 18, 2025 at 3:17 PM
Jet Li: Rise to Honor [Beta] – PS2
Jet Li Rise to Honour was a fun beat’em up released exclusively on the PS2. The project began when Sony was exploring ways to bring action-hollywood cinema experiences to the small screen, and it happened that Jet Li fit their goal. After a few calls and discussions, Jet Li decided to give the project a kick (or a punch) From the images and videos below, we can notice a handful of beta differences that have, unfortunately, gone undocumented for a few years now. #### **Images:** **Beta changes:** * Different jacket * Different character HUD (it went through two iterations) * Some different attack moves * Gun pointer was changed twice * The Fei & Huang brothers look different * The guy shooting you early in the game is different here * Different bike colours (blue in this instance) * From the pre-final build, a different HUD can be observed with green circles. It is unknown what their purpose was #### Videos: This video shows the pre-beta footage gameplay of Jet Li Rise to Honour. This video, on the other hand, is very important as it shows the following beta changes: * Jet Li isn’t wearing a jacket * Different Jet Li fascial textures * Different attack animations (a bit slower) * Different HUD once again * The Fei & Huang brothers are different here * Chueng Mo Pao wears different clothes, and so does Jet Li (White jacket) * Again, a different HUD towards the end The post Jet Li: Rise to Honor Beta] – PS2 appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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August 9, 2025 at 3:14 PM
Castlevania: Lords of Shadow [PS3/Xbox 360/PC] – Beta
Castlevania: Lords of Shadow is a modern reboot of the Castlevania franchise originally developed and published by Konami. Mercury Steam managed to revamp the combat of the original franchise, injecting a well-done combat system undoubtedly inspired by several action games of that era. Not only this, but the art direction of the Lords of Shadow is nothing but a work of art. Before the game was released for the PS3, Xbox 360, and PC, it underwent a few changes. Most of the beta content is challenging to find, but there are a few differences and cut content we can observe below. #### Images: #### Videos: This video is important as it shows a glimpse of the initial pitch of Castlevania: Lords of Shadow. The game was originally going to feature Simon Belmont, but that didn’t happen. Eventually, Simon Belmont, Alucard and Trevor were incorporated into Mirrors of Fate. Below, you’ll find a couple of iterations and cut characters. One of whom looked fascinating in the design process. #### Frankenstein Dracula While attempting to create a compelling design for Lord Dracula, Mercury Steam generated a host of iterations. One of them was a Frankenstein Dracula that didn’t make it past the cutting room floor. Menacing, bloody and gruesome are just some of the words one can use to describe these early designs of Lord Dracula. While Dracula didn’t make an appearance in Lords of Shadow or Mirrors of Fate, he was the main character of _Lords of Shadow 2_. #### Alucard Another character that went through various iterations was none other than the Prince of Darkness himself, Alucard. In these early designs, we can see that Alucard bore a slightly different look. That is pretty much everything I can find from the beta footage of Castlevania: Lords of Shadow. The post Castlevania: Lords of Shadow PS3/Xbox 360/PC] – Beta appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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August 1, 2025 at 2:54 PM
Onimusha: Dawn of Dreams [PS2] – Beta
Onimusha: Dawn of Dreams is the fourth mainline instalment in the Onimusha franchise, developed and published by Capcom. This instalment revamped the combat of the previous trilogy, introduced a new main character, a new RPG system, and a different direction altogether. However, before being released to the world, the game underwent several changes. One of which I think should have remained. #### Images: Differences: * Different stance when absorbing souls * Soki can charge up his sword to execute a powerful attack (just like in the Onimusha trilogy) * Visible HP bar on top for your companion * Requiem (Sword of Purification) once had a separate magic bar * Different lock-on stance * An online co-op feature was once planned, but wasn’t really implemented #### Videos: **Differences:** * Unused Requiem attack move * Different Ohatsu and Tenkai fascial * Different transformation (bright green flames) * Cutscenes were originally all in CGI * Ban Danemon soldiers are regular Genmas * The Issen attack lacks special effects (usually, the screen blurs for a few seconds, and your surroundings turn dark) * Faster Issen attacks * Marcellus appears as a boss briefly in the promo trailer * Unused battle stage (It is possible that it was part of the Test of Valour missions, or a boss) * Slightly different save portal (Likely uses one from Onimusha 3: Demon’s Siege) * Soki is able to charge his weapon (similar to Onimusha 3) #### Other Cut Content discovered by Murad58 The post Onimusha: Dawn of Dreams PS2] – Beta appeared first on [Unseen64: Beta, Cancelled & Unseen Videogames!.
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July 9, 2025 at 2:51 PM