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** ''Banjo Pilot'' on the UsefulNotes/GameBoyAdvance was originally conceived as ''Diddy Kong Pilot'', a flying race game featuring Diddy Kong and a spiritual successor to ''VideoGame/DiddyKongRacing'' featuring pseudo-3D graphics. When Rare was bought out by Microsoft, the project was canned due to their loss of rights to the Donkey Kong characters and was re-tooled as Banjo Pilot.

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** ''Banjo Pilot'' ''VideoGame/BanjoPilot'' on the UsefulNotes/GameBoyAdvance was originally conceived as ''Diddy Kong Pilot'', a flying race game featuring Diddy Kong and a spiritual successor to ''VideoGame/DiddyKongRacing'' featuring pseudo-3D graphics. When Rare was bought out by Microsoft, the project was canned due to their loss of rights to the Donkey Kong characters and was re-tooled as Banjo Pilot.''Banjo-Pilot''.
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* [[http://serenesforest.net/general/designer4_3.html Shouzou Kaga's original plans]] for ''VideoGame/FireEmblemGenealogyOfTheHolyWar''. Among them were the possibility of all the female characters surviving or being revived by the power of Forsety, the game being split into three parts (part 3 would be the children reuniting with their parents), and Yurius surviving and being returned to his original self by ThePowerOfLove.

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* [[http://serenesforest.net/general/designer4_3.html Shouzou Kaga's original plans]] for ''VideoGame/FireEmblemGenealogyOfTheHolyWar''. Among them were the possibility of all the female characters surviving or being revived by the power of Forsety, Forseti, the game being split into three parts (part 3 would be the children reuniting with their parents), and Yurius Julius surviving and being returned to his original self by ThePowerOfLove.
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*** In the Far Harbor DLC, a sidequest has you on the hunt for the Red Death, a legendary sea monster responsible for the loss of many ships. In actuality, it turns out to be a [[DeathbringerTheAdorable tiny and utterly harmless mirelurk]], having caused shipwrecks only due to the bright red glow of its eyes distracting navigators. However, a cut creature in the game files is a massive Mirelurk Queen that dwarfs even the standard variety, which appears to have been planned to be the true Red Death.
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** ''VideoGame/CrashBandicootTheWrathOfCortex'', [[https://www.youtube.com/watch?v=FZmM72ktjNA According to Traveler's Tales director Jon Burton]], would have been called ''Crash Bandicoot Worlds'' and would have featured numerous open areas in addition to traditional ''Crash'' levels. The story would have revolved around Crash liberating planets being experimented on by Dr. Cortex. Scrapped character ideas include:

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** ''VideoGame/CrashBandicootTheWrathOfCortex'', [[https://www.youtube.com/watch?v=FZmM72ktjNA According according to Traveler's Tales director Jon Burton]], would have been called ''Crash Bandicoot Worlds'' and would have featured numerous open areas in addition to traditional ''Crash'' levels. The story would have revolved around Crash liberating planets being experimented on by Dr. Cortex. Scrapped character ideas include:

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** ''VideoGame/CrashBandicootTheWrathOfCortex'', [[https://www.youtube.com/watch?v=FZmM72ktjNA According to Traveler's Tales director Jon Burton]], would have been called ''[=Crash Bandicoot Worlds=]'' and would have featured numerous open areas in addition to traditional ''Crash'' levels. The story would have revolved around Crash liberating planets being experimented on by Dr. Cortex. Scrapped character ideas include:

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** ''VideoGame/CrashBandicootTheWrathOfCortex'', [[https://www.youtube.com/watch?v=FZmM72ktjNA According to Traveler's Tales director Jon Burton]], would have been called ''[=Crash ''Crash Bandicoot Worlds=]'' Worlds'' and would have featured numerous open areas in addition to traditional ''Crash'' levels. The story would have revolved around Crash liberating planets being experimented on by Dr. Cortex. Scrapped character ideas include:



** ''Crush Bandicoot'' was a pitch for an open-world game starring an EvilKnockoff of Crash.
** A Nintendo DS port of ''VideoGame/CrashTagTeamRacing'' was planned, but was ultimately axed when it was decided that it wouldn't sell well on the system against ''VideoGame/MarioKartDS''.
** ''Cortex Chaos'', or ''The All-New Cortex Show'', was a pitch for a spin-off starring Cortex. One version was a ''VideoGame/{{Pikmin}}''-esque game where he would command mini-Cortexes to do tasks, another was a ''Franchise/MegaMan'' or ''Franchise/RatchetAndClank''-esque game where Cortex would use various weapons to [[EvilVersusEvil battle other villains]].
** ''Crash Landed'', a ContinuityReboot developed for the [=PlayStation=] 3 and Xbox 360 with a Wii port planned for later, was in development by Radical Entertainment until the studio was shut down following Creator/{{Activision}}'s acquisition of Creator/{{Sierra}} and its subsidiaries, not helped by Radical actually having very little of the game done by the time it was supposed to release. The game also would've had a racing spin-off simply titled ''[[RecycledTitle Crash Team Racing]]'' that would've centered around assembling a kart from a combination of tires, engines, and bumpers that would've determined its performance; this might have been recycled into the kart customization in ''VideoGame/CrashTeamRacingNitroFueled'', though it's purely cosmetic in that game.



** There were going to be a variety of quests for the player to tackle such as hunting for items. Quests would also be marked in different colors to represent their difficuulty.

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** There were going to be a variety of quests for the player to tackle such as hunting for items. Quests would also be marked in different colors to represent their difficuulty.difficulty.
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** Power Trip from Season 4 was originally called "Territory Control", and before there were batteries, [[https://cdn.discordapp.com/attachments/784046006576218122/855128898030403644/Territory_Control_objects_2.png there were ideas for players to use art objects]] such as markers and paint (and a pogo stick!) to color tiles, similar to ''VideoGame/{{Splatoon}}''.

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** Power Trip from Season 4 was originally called "Territory Control", and before there were batteries, [[https://cdn.discordapp.com/attachments/784046006576218122/855128898030403644/Territory_Control_objects_2.[[https://fallguysultimateknockout.fandom.com/wiki/File:Territory_Control_objects_2.png there were ideas for players to use art objects]] such as markers and paint (and a pogo stick!) to color tiles, similar to ''VideoGame/{{Splatoon}}''.
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* ''VideoGame/FallGuysUltimateKnockout'':
** The game was originally pitched as ''Fool's Gauntlet'' and was planned to include 100 players per episode, but this was toned down to 60 after it was decided that having that many players made things ''too'' chaotic.
** [[https://twitter.com/Ash_Kerins/status/1298308310790275073 Concept art exists]] for rounds taking place at night, but it appears this never got past the concept phase prior to release. However, this concept would later be revisited for Season 4, where the sci-fi/Vaporwave aesthetic means all the new levels take place exclusively at night.
** Similarly, Door Dash was originally designed with a JungleJapes[=/=]{{Mayincatec}} look in mind, before it was changed to match the rest of the game's look. This concept would later be revisited for Season 5, with the final round Lost Temple using a similar design for its doors.
** Wall Guys was originally intended to be a Season 1 round, before it was pushed back to Season 2. One of the early concepts for the round involves having players working together to stack blocks and create climbable structures, but the team decided that it would be asking too much of players, and the idea was scrapped in favor of climbable blocks of different heights.
** The Season 2 hunt round Hoopsie Legends was originally named "Hoops Blockade", and it was first envisioned as a team round not unlike Hoopsie Daisy, before the devs decided to make it a free-for-all round instead.
** The Season 3 team round Pegwin Pursuit was originally named "Chicken Chase" during development, and early versions of it requires players to grab onto [[https://fallguysultimateknockout.fandom.com/wiki/File:ChickenChaseConceptArt.webp walking eggs]] instead of Pegwins in the final release. [[https://youtu.be/7AZE4VOzRh0?t=656 The map layout of Chicken Chase]] largely remains the same as Pegwin Pursuit, although with Season 1's color palette instead of Season 3's.
** [[https://fallguysultimateknockout.fandom.com/wiki/File:SlimescraperCA.png Concept art]] for Season 4's The Slimescraper reveals that originally, it had two paths that branch out from the starting line and converge just before the finish line. It is unknown why the layout was changed to the single-path version in the final release.
** Power Trip from Season 4 was originally called "Territory Control", and before there were batteries, [[https://cdn.discordapp.com/attachments/784046006576218122/855128898030403644/Territory_Control_objects_2.png there were ideas for players to use art objects]] such as markers and paint (and a pogo stick!) to color tiles, similar to ''VideoGame/{{Splatoon}}''.
** [[https://twitter.com/BenNizan/status/1418625133724438531 According to lead level designer Ben Nizan]], Season 5's Bubble Trouble was originally created as a round named "King of the Hill". Presumably, the round would've played out just like [[https://en.wikipedia.org/wiki/King_of_the_Hill_(game) the playground game of the same name]].
** [[https://fallguys.com/news/behind-the-beans-fall-guys-season-5-stompin-ground The behind-the-scenes blog]] detailing the process of making the Rhinos reveals that the earliest experiments to create a hostile AI opponent in the game involve recreating the giant chicken from [[https://www.youtube.com/watch?v=GAiaXIxS_4c the E3 2019 trailer]] -- the one that [[NeverTrustATrailer never actually appeared in the final release]]. The Rhinos were also originally planned to be introduced in Season 4.5 as giant retro-futuristic robots, but because of the time needed to get the AI behaviour working just right, it was decided to have them be pushed back to Season 5 and reskinned as Rhinos.
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** The UsefulNotes/PlayStation game ''VideoGame/AirCombat'' was meant to be a home port of the original arcade game of the same name, before being reworked into its own game with the arcade original's core mechanics.
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* ''VideoGame/{{Blinx}}'': The series' main character was meant to be Microsoft's answer to Sonic and Mario. The underperforming sequel and the ''Halo'' series being a smash hit [[AbandonedMascot caused Microsoft to cease the series and abandon the trademark years later]].

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* ''VideoGame/{{Blinx}}'': The series' main character was meant to be Microsoft's answer to Sonic and Mario. The underperforming sequel and the ''Halo'' ''Franchise/{{Halo}}'' series being a smash hit [[AbandonedMascot caused Microsoft to cease the series and abandon the trademark years later]].
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** Kim seemed to be a different character in early drafts, who was both more aggressive and more confrontational with the player. An early blog post from Robert Kurvitz mentions a storyline where you could persuade Kim to drink on the job, which would get easier if you had spent the day 'saying things that made him want to hit the bottle', something that is impossible to imagine the Kim of the eventual game doing or being swayed by. Some DummiedOut scenes of the meaner Kim did still exist in the initially released game - in particular, an alternate version of the scene where the player steals speed from Cuno's father, where Kim would have taken it from you and poured it out on the floor before announcing that [[DestroyTheEvidence the RCM has found no evidence of narcotics]] (something wildly out of character for the ByTheBookCop).

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** Kim seemed to be a different character in early drafts, who was both more aggressive and more confrontational with the player. An early blog post from Robert Kurvitz mentions a storyline where you could persuade Kim to drink on the job, which would get easier if you had spent the day 'saying things that made him want to hit the bottle', something that is impossible to imagine the Kim of the eventual game doing or being swayed by. Some DummiedOut scenes of the meaner Kim did still exist in the initially released game - in particular, an alternate version of the scene where the player steals speed from Cuno's father, where Kim would have taken it from you and poured it out on the floor before announcing that [[DestroyTheEvidence the RCM has found no evidence of narcotics]] (something wildly out of character for the ByTheBookCop). Kim's voice actor was also [[TheOtherMarty recast]] as part of these changes, going from a gravelly, cynical voice to a softly-spoken, compassionate voice provided by Jullian Champinois.

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** Early versions of the game were focused more on Harry as a [[SexDrugsAndRockAndRoll drunk, abusive cop convinced he is a disco superstar]]. This is certainly a way the player can choose to have Harry behave in the eventual game, but along with many more archetypes, and his overall personality is softened somewhat into an eccentric, [[TheDitz ditzy]] BrokenAce holding back his own depression rather than a HeroicComedicSociopath.

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** Early versions of the game were focused more on Harry as a [[SexDrugsAndRockAndRoll drunk, horny, abusive cop convinced he is a disco superstar]]. This is certainly a way the player can choose to have Harry behave in the eventual game, but along with many more archetypes, and his overall personality is softened somewhat into an eccentric, [[TheDitz ditzy]] BrokenAce holding back his own depression rather than a HeroicComedicSociopath.
***The sociopathic version of Harry also carried a [[{{BFG}} huge, overpowered rifle]] and would fetishistically harass unarmed perps with it, delighting in the fear in their eyes and the potential for PoliceBrutality. The version of Harry in the eventual game uses a big and flashy HandCannon, but even his gun-loving Hand-Eye Coordination skill will encourage him not to carry it and to use it judiciously. In the eventual game he's more likely to turn the gun on [[AteHisGun himself]] than on others.
***A major recurring tagline in the early versions was the phrase 'a disgrace to the uniform', something that is said in the eventual script once as a DevelopmentGag.

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* ''VideoGame/DiscoElysium'' was once called ''No Truce With The Furies'' and would have had the whole of Revachol as an area to explore, including places we only here about in the lore of the finished game like Jamrock and Couron.
** Kim seemed to be a different character in early drafts, who was both more aggressive and more confrontational with the player. An early blog post from Robert Kurvitz mentions a storyline where you could persuade Kim to drink on the job, which would get easier if you had spent the day 'saying things that made him want to hit the bottle', something that is impossible to imagine the Kim of the eventual game doing or being swayed by. Some DummiedOut scenes of the meaner Kim did still exist in the initially released game - in particular, an alternate version of the scene where the player steals speed from Cuno's father, where Kim would have taken it from you and poured it out on the floor before announcing that the RCM has found no evidence of narcotics.

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* ''VideoGame/DiscoElysium'' was once called ''No Truce With The Furies'' and would have had the whole of Revachol as an area to explore, including places we only here hear about in the lore of the finished game like Jamrock and Couron.
** Kim seemed to be a different character in early drafts, who was both more aggressive and more confrontational with the player. An early blog post from Robert Kurvitz mentions a storyline where you could persuade Kim to drink on the job, which would get easier if you had spent the day 'saying things that made him want to hit the bottle', something that is impossible to imagine the Kim of the eventual game doing or being swayed by. Some DummiedOut scenes of the meaner Kim did still exist in the initially released game - in particular, an alternate version of the scene where the player steals speed from Cuno's father, where Kim would have taken it from you and poured it out on the floor before announcing that [[DestroyTheEvidence the RCM has found no evidence of narcotics.narcotics]] (something wildly out of character for the ByTheBookCop).


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** Another early version was that the cop was preparing the city for an apocalyptic event known as "the Tequila Sunset". In the finished game, you can still choose to go around telling people TheEndIsNigh, but the Tequila Sunset doesn't appear to be the end the cop's apocalyptic ramblings are aimed towards. Tequila Sunset ends up appearing as a minor thread, as an alias of the protagonist (referred to by Inland Empire as 'your true name').
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** Early versions of the game were focused more on Harry as a [[SexDrugsAndRockAndRoll drunk, abusive cop convinced he is a disco superstar]]. This is certainly a way the player can choose to have Harry behave in the eventual game, but along with many more archetypes, and his overall personality is softened somewhat into an eccentric, [[TheDitz ditzy]] BrokenAce holding back his own depression rather than a HeroicComedicSociopath.
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* ''VideoGame/DiscoElysium'' was once called ''No Truce With The Furies'' and would have had the whole of Revachol as an area to explore, including places we only here about in the lore of the finished game like Jamrock and Couron.
** Kim seemed to be a different character in early drafts, who was both more aggressive and more confrontational with the player. An early blog post from Robert Kurvitz mentions a storyline where you could persuade Kim to drink on the job, which would get easier if you had spent the day 'saying things that made him want to hit the bottle', something that is impossible to imagine the Kim of the eventual game doing or being swayed by. Some DummiedOut scenes of the meaner Kim did still exist in the initially released game - in particular, an alternate version of the scene where the player steals speed from Cuno's father, where Kim would have taken it from you and poured it out on the floor before announcing that the RCM has found no evidence of narcotics.
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* ''VideoGame/{{Darklands}}'', a fantasy RPG set in medieval Germany with AllMythsAreTrue, was large (for 1992) and ambitious, but went over budget and broke several deadlines. A lot had to be left out.
** Game files contain over a megabyte of texts, [[https://tcrf.net/Darklands of which about 1/4th is not used]].
** The manual claimed that the designers were planning a number of sequels to expand the game throughout medieval Europe beyond Germany. This also is seen in-game in some of the saint descriptions -- e.g. praying to St. Patrick would have increased your reputation in Ireland. Or to St. Nicolas in Russia. Unused texts list over a dozen destinations for roads and boats: Burgundy, France, Belgium, England, Scotland, Denmark, Sweden, Finland, Russia, Teutonic Order, Poland, Hungary, Switzerland.
** Over 80% of unused game texts were intended for a fairly complex rebellion plot, which was never finished. The party would side with the city lord or rebels (and could even switch sides at some points) and coerce the guilds, banks and church to join your cause -- either by clever propaganda campaign or by working directly with their leaders. This would involve talking to them, bribing them with money or holy relics, blackmailing with secrets like low birth/a lover/murdering the predecessor/witchcraft, or just deposing the leaders by revealing said secrets. Rebel propagandists would get attacked on the streets, there would be raids to intimidate rebel leaders and uncooperative guilds, there could be an attempt to arrest the rebel leader. The storyline would culminate in rebels taking over the city fortress or getting arrested. Or the rebels could see the futility of their efforts and stop. Or a divine intervention could resolve the conflict peacefully -- with the rebel mob happily dispersing or the lord happily surrendering. Or the party could step aside and watch the events unfold, with fame and fortune passing them by.
** There were going to be tensions and wars between some city-states, temporarily restricting travels and increasing guard alertness. The party could be stuck in a siedged city. Or could run into an army in the wilderness.
** The situation in Bohemia would gradually change with the emperor retaking cities under his control.
** There also was a minor sidequest to escort an imperial courier you met on the road.
** Judging from the game files, at some point there was no wilderness map. The player leaving a city would choose a direction from a text menu and follow the road to the next city or RandomEncounter.
** A few items, such as torches and lanterns, serve no apparent purpose in-game. Most likely, the mechanics involving their use were not implemented due to time constraints, or they were intended to be added in future expansions.
** There are game texts for such city buildings as barracks (allowing to train the party and hire a soldier), imperial mint, hospice, poorhouse, whorehouse...
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on second thought, this is more fitting for Dummied Out


* In ''VideoGame/CallOfDuty: VideoGame/ModernWarfare 2'', the mission "Contingency" was originally going to end with the player traveling into the submarine with Captain Price to [[spoiler:launch the nuke]] as opposed to staying outside and covering him. [[https://www.youtube.com/watch?v=WlGGKpjG2BI The alternate ending can be seen here.]] The interior of the sub would later be recycled for the ''[=MW3=]'' campaign level "Hunter Killer".
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* In ''VideoGame/CallOfDuty: VideoGame/ModernWarfare 2'', the mission "Contingency" was originally going to end with the player traveling into the submarine with Captain Price to [[spoiler:launch the nuke]] as opposed to staying outside and covering him. [[https://www.youtube.com/watch?v=WlGGKpjG2BI The alternate ending can be seen here.]] The interior of the sub would later be recycled for the ''[=MW3=]'' campaign level "Hunter Killer".


*** At one point, the sequel was to have [[DirtyCommunists Soviet Russia invade Rapture]], with the Soviet troops replacing splicers. It was even in some demos shown to reviewers.
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** ''VideoGame/DragonQuestII'' [[http://shmuplations.com/dragonquestii/ originally had cutscenes]] which were cut because of memory limitations:
--->'''Yuji Horii:''' The memory limitations we had with DQII caused us no shortage of strife.\\
The first unfortunate victim were the large kamishibai-esque pictures we planned to use for cut scenes and such. We put them in at first, but as the graphics memory got larger and larger in the end we had to remove them and abandon the idea. I imagine few people have noticed this, but we stealthily printed one of those images in the story section of the DQII instruction manual. Of course on the famicom it would have actually been in color.
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* ''VideoGame/CubeWorld had features shown in the alpha and on the developer's website that never made it to the final version of the game:

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* ''VideoGame/CubeWorld ''VideoGame/CubeWorld'' had features shown in the alpha and on the developer's website that never made it to the final version of the game:

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--->'''Patch:''' I have to know, do you write those down ahead of time, or is this all improv?\\

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--->'''Patch:''' ---->'''Patch:''' I have to know, do you write those down ahead of time, or is this all improv?\\



-->"We were going to visit two dimensions, but… we ran out of time."

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-->"We --->"We were going to visit two dimensions, but… we ran out of time."
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* ''VideoGame/DragonQuest'':
** ''VideoGame/DragonQuestI'' would have featured multiple player characters to choose from, but the idea was scrapped due to hardware limitations.
** Coding in the Game Boy Color remake of ''VideoGame/DragonQuestIII'' suggests that they were planning on remaking ''VideoGame/DragonQuestIV'' for the Game Boy Color before Enix chose to remake it for the Play Station.
** ''VideoGame/DragonQuestVI'': Terry was originally designed as the game's hero, with the intention of making him seem a bit shiftier than previous protagonists, but was ultimately replaced by the more conventional hero design used in the final game.
** ''VideoGame/DragonQuestVII'': [[spoiler:Kiefer]] leaving the party was originally intended to happen later into the game, but was moved to earlier on in order to make it more of a crippling PlayerPunch.
** ''VideoGame/DragonQuestIX'': When initially unveiled back in 2006, [[https://www.youtube.com/watch?v=uw95eMdbgLw ''DQ IX'' had a very different approach]] in the form of being a genuine hack-and-slash co-op Action RPG, with players fulfilling different class roles via their own custom characters and dungeon-crawling or wandering the fields cutting down anything that got in their path. While it's unsure as to whether there were development issues or it was entirely due to the backlash from the Japanese fanbase, ultimately this entire concept was ditched partway through development and returned back to traditional ''Dragon Quest'' gameplay, despite retaining the co-op and customization aspects.
** ''VideoGame/DragonQuestXI'' was being considered as an open world title like ''VideoGame/TheLegendOfZeldaBreathOfTheWild''. If one squints a bit, there are definite remnants of this idea in the final game.
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** ''VideoGame/CrashBandicootTheWrathOfCortex'', [[https://www.youtube.com/watch?v=FZmM72ktjNA According to Traveler's Tales director Jon Burton]], would have been called ''[=Crash Bandicoot Worlds=]'' and would have featured numerous open areas in addition to traditional ''Crash'' levels. The story would have revolved around Crash liberating planets being experimented on by Dr. Cortex. Scrapped character ideas include:
*** A new villain named Ellie Mental who would have worked alongside Cortex and was eventually rewritten into the final game's Elemental Masks.
*** A mysterious masked love interest for Crash.
*** Coco's evil twin, once again.
*** Neo Cortex's daughter Reo, who could have been accidentally [[DownerEnding killed by Cortex during the final boss fight]] unless the player was fast enough to save her.
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** Gumshoe would have been an aloof female detective.

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** Gumshoe would have been an aloof female detective.detective named Kaori Ayashi.
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** After John Carmack designed the engine, ID Software wanted to use it to adapt the movie ''Franchise/{{Alien}}''. They decided against this rather quickly, fearing ExecutiveMeddling in their creative process - interestingly enough, the very first total-conversion GameMod to be released for Doom was ''Aliens TC''. They also considered using it to make a sequel for VideoGame/CommanderKeen; at best, the only hints towards this in the finished game are the fact that the second secret level of ''Doom II'' ends with the player having to kill four hanging Keens to open up the switch to end the level.

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** After John Carmack designed the engine, ID Software wanted to use it to adapt the movie ''Franchise/{{Alien}}''. They decided against this rather quickly, fearing ExecutiveMeddling in their creative process - interestingly enough, the very first total-conversion GameMod to be released for Doom was ''Aliens TC''. They also considered using it to make a sequel for VideoGame/CommanderKeen; at best, the only hints towards this in the finished game are the fact that the second secret level of ''Doom II'' ''VideoGame/DoomII'' ends with the player having to kill four hanging Keens to open up the switch to end the level.

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%% ** In May 1996, [[Creator/BandaiNamcoEntertainment Namco]] announced PC ports of three of their arcade titles, including ''Air Combat 22''. Save for the concurrent ''[[VideoGame/RidgeRacer Rave Racer]]'' port making the rounds at some industry trade shows and getting a preview in ''Magazine/{{EDGE}}''[='=]s July issue of that year, nothing came of this.
%% ** Project Aces was working around 2003 on using the ''VideoGame/{{Ace Combat 04|ShatteredSkies}}'' engine for a remake of ''VideoGame/{{Xevious}}'' for that game's 20th anniversary, though little progress was made beyond a tech demo of, basically, putting the Solvalou into ''Ace Combat 04'' before the project was quickly shelved in favor of the team working on ''VideoGame/{{Ace Combat 5|TheUnsungWar}}''.
%% ** A 2007 issue of Famitsu had an article centered on a trio of cancelled games, developed jointly by Project Aces and Cellius (a company owned by both Namco and Sony), which would have been set in the ''Ace Combat'' universe: ''[[http://acecombat.wikia.com/wiki/Brave_Arms Brave Arms]]'', ''Second Season 01'', and ''Chain Limit''. Little is known about any of them, other than that ''Brave Arms'' was to be a 3D beat-em-up set in the Kingdom of Sapin in 2025.



%% * ''Film/{{Alien}}''
%% ** ''Aliens Interactive'' was going to be an interactive comic book game for the [[UsefulNotes/PhilipsCDi CD-i]] featuring a story by Creator/DarkHorseComics, developed around 1991-1993, with a ''Film/{{Predator}}'' followup planned.
%% ** The ''[[VideoGame/AlienVsPredatorCapcom Alien vs. Predator]]'' arcade game was planned to have a 1995 port for the Sega 32X.
%% ** ''Alien vs Predator'' was going to be a 1994 FPS for the Atari Lynx, and was canceled in favor of publishing an ''Alien vs Predator'' game on the Jaguar.
%% ** ''Aliens Online'' was a 1998 multiplayer FPS that never left beta when the servers were shut down by [[Creator/ElectronicArts EA]].
%% ** ''Aliens vs. Predator'' was going to be a 2004 UsefulNotes/GameBoyAdvance game published by Creator/{{Ubisoft}}, based on the [[Film/AlienVsPredator 2004 movie]].
%% ** ''Aliens: Colonial Marines'' was going to be a 2002 game for the UsefulNotes/PlayStation2, unrelated to [[VideoGame/AliensColonialMarines the game released in 2013.]]
%% ** ''Aliens: Crucible'' was an ''Franchise/{{Alien}}'' RPG developed by Creator/ObsidianEntertainment. The game was cancelled in 2010 when the publisher, Sega, preferred the release of ''VideoGame/AliensColonialMarines''.
%% * ''VideoGame/AloneInTheDark'': Capcom was supposed to release [=AITD=] 3 for the Japanese market, but decided not to go with it.
%% * ''VideoGame/AlterEgo'': A planned sequel, focusing on child raising, was eventually cancelled.
* Originally, ''VideoGame/{{Anachronox}}'' was going to be an utterly huge, vast RPG spanning numerous worlds and dimensions, featuring epic Japanese RPG-style combat with Western storytelling and characterisation. The concept was so vast that it was decided to split the game into two installments, with the first ending on a gargantuan cliffhanger of epic proportions. Unfortunately, despite rating high on the scale of awesome, the game did not pre-order very well and the development team was canned mere weeks before the game's release date. This angered the devs so much that one went on record '''encouraging''' people to pirate the game, while others ended up developing some unofficial patches (such as adding a taxi service to the titular planet, saving on travel time)
%% * Over the years, there have been a major number of Anime-related games that attempted to cross over to the US, but failed.
%% ** There were plans to release games based on ''Manga/{{Akira}}'' and it was advertised in the 1990s release of the anime. It would have been for all systems and each one would have gone a different route (Genesis would have been multi-genre, the Super NES would have just been sidescrolling, Game Boy would have been just a DolledUpInstallment), but THQ bought the company making it, Black Pearl, and killed it.
%% ** There were two attempts to make a ''Anime/KimbaTheWhiteLion'' game, one for the NES and another for the Nintendo 64. Both were oddly cancelled.
%% ** ''Macross VF-X2'': The cancelled UsefulNotes/PlayStation North American localization was to include English voice acting and an exclusive mecha.
%% ** There was supposed to have been a game based on ''Anime/{{Trigun}}'' for the UsefulNotes/PlayStation2 by Sega. Not much was said about it beyond a simple ad.
%% ** Tecmo created an MMORPG based on ''Manga/{{Bastard}}''. It got as far as the beta stage before it got cancelled.
%% ** Toho planned to release the fighting game ''Ranma ½ II: Anything Goes Martial Arts'' for the SNES, the cancelled localization of ''Ranma ½: Chougi Rambuhen''.
%% ** In 2005, Bandai planned to release ''Anime/CowboyBebop: Serenade of Remembrance'' to the States after releasing it in Japan. In 2006, everything was dropped about it and a Bandai rep admitted it thought it would be a waste of time. Fun fact: the image on the CowboyBebopAtHisComputer trope page came from that game.
%% * ''Ant Simulator'' was an ant simulation game in development that ended up being cancelled. The lead programmer resigned after claiming the game's Kickstarter funds were being mismanaged.

to:

%% * ''Film/{{Alien}}''
%% ** ''Aliens Interactive'' was going to be an interactive comic book game for the [[UsefulNotes/PhilipsCDi CD-i]] featuring a story by Creator/DarkHorseComics, developed around 1991-1993, with a ''Film/{{Predator}}'' followup planned.
%% ** The ''[[VideoGame/AlienVsPredatorCapcom Alien vs. Predator]]'' arcade game was planned to have a 1995 port for the Sega 32X.
%% ** ''Alien vs Predator'' was going to be a 1994 FPS for the Atari Lynx, and was canceled in favor of publishing an ''Alien vs Predator'' game on the Jaguar.
%% ** ''Aliens Online'' was a 1998 multiplayer FPS that never left beta when the servers were shut down by [[Creator/ElectronicArts EA]].
%% ** ''Aliens vs. Predator'' was going to be a 2004 UsefulNotes/GameBoyAdvance game published by Creator/{{Ubisoft}}, based on the [[Film/AlienVsPredator 2004 movie]].
%% ** ''Aliens: Colonial Marines'' was going to be a 2002 game for the UsefulNotes/PlayStation2, unrelated to [[VideoGame/AliensColonialMarines the game released in 2013.]]
%% ** ''Aliens: Crucible'' was an ''Franchise/{{Alien}}'' RPG developed by Creator/ObsidianEntertainment. The game was cancelled in 2010 when the publisher, Sega, preferred the release of ''VideoGame/AliensColonialMarines''.
%% * ''VideoGame/AloneInTheDark'': Capcom was supposed to release [=AITD=] 3 for the Japanese market, but decided not to go with it.
%% * ''VideoGame/AlterEgo'': A planned sequel, focusing on child raising, was eventually cancelled.
* Originally, ''VideoGame/{{Anachronox}}'' was going to be an utterly huge, vast RPG spanning numerous worlds and dimensions, featuring epic Japanese RPG-style combat with Western storytelling and characterisation. The concept was so vast that it was decided to split the game into two installments, with the first ending on a gargantuan cliffhanger of epic proportions. Unfortunately, despite rating high on the scale of awesome, the game did not pre-order very well and the development team was canned mere weeks before the game's release date. This angered the devs so much that one went on record '''encouraging''' people to pirate the game, while others ended up developing some unofficial patches (such as adding a taxi service to the titular planet, saving on travel time)
%% * Over the years, there have been a major number of Anime-related games that attempted to cross over to the US, but failed.
%% ** There were plans to release games based on ''Manga/{{Akira}}'' and it was advertised in the 1990s release of the anime. It would have been for all systems and each one would have gone a different route (Genesis would have been multi-genre, the Super NES would have just been sidescrolling, Game Boy would have been just a DolledUpInstallment), but THQ bought the company making it, Black Pearl, and killed it.
%% ** There were two attempts to make a ''Anime/KimbaTheWhiteLion'' game, one for the NES and another for the Nintendo 64. Both were oddly cancelled.
%% ** ''Macross VF-X2'': The cancelled UsefulNotes/PlayStation North American localization was to include English voice acting and an exclusive mecha.
%% ** There was supposed to have been a game based on ''Anime/{{Trigun}}'' for the UsefulNotes/PlayStation2 by Sega. Not much was said about it beyond a simple ad.
%% ** Tecmo created an MMORPG based on ''Manga/{{Bastard}}''. It got as far as the beta stage before it got cancelled.
%% ** Toho planned to release the fighting game ''Ranma ½ II: Anything Goes Martial Arts'' for the SNES, the cancelled localization of ''Ranma ½: Chougi Rambuhen''.
%% ** In 2005, Bandai planned to release ''Anime/CowboyBebop: Serenade of Remembrance'' to the States after releasing it in Japan. In 2006, everything was dropped about it and a Bandai rep admitted it thought it would be a waste of time. Fun fact: the image on the CowboyBebopAtHisComputer trope page came from that game.
%% * ''Ant Simulator'' was an ant simulation game in development that ended up being cancelled. The lead programmer resigned after claiming the game's Kickstarter funds were being mismanaged.
time).



%% * ''Animal Wars'' was a game developed by Factor 5, created for ''Creator/{{Sony}}''. It was part of a deal where Factor 5 would develop games for the publisher that started with ''VideoGame/{{Lair}}''. The game was VideoGame/StarFox [[JustForFun/XMeetsY meets]] VideoGame/ValkyriaChronicles, featuring a version of World War I with anthropomorphic animals. Sam, a dog in an aviator suit, would have been the central character, with a stage where the player controls a mouse through a field with enemies large in perspective. Vehicles would have features resembling the animal associated with them. However, Sony decided to cancel Animal Wars to ensure Lair would be finished in time. Because of Lair's disappointing sales and reviews, the deal with Sony was dissolved and Animal Wars was never worked on again.



%% * ''Comicbook/TheAvengers'' by THQ Studio Australia ended up cancelled when the studio was closed down and the rights went over to Creator/{{Ubisoft}}. A first-person brawler in the style of ''VideoGame/Left4Dead'', players would take control of Comicbook/IronMan, [[Comicbook/TheMightyThor Thor]], Comicbook/CaptainAmerica and Comicbook/TheIncredibleHulk (with Comicbook/BlackWidow, Comicbook/{{Hawkeye}}, Comicbook/WarMachine and [[Comicbook/CarolDanvers Ms. Marvel]] planned as unlockable characters) to fight off hordes of superpowered aliens, including Super-Skrulls. There were also tentative plans for an independent side plot that would have featured Comicbook/AntMan, ComicBook/TheVision, and Comicbook/{{Ultron}}, but it is unknown if it would have made it into the final game. The game was going to have an original storyline written by Creator/BrianBendis, which would have been a loose adaptation of ''Comicbook/SecretInvasion'' mixed with the visual style of the ''[[Film/TheAvengers2012 Avengers]]'' live-action movie. Though the game was cancelled, one of the Skrulls designed for it was featured in the movie's toyline.



** ''Baldur's Gate III: The Black Hound'' was originally intended to be a DivorcedInstallment from the "Bhaalspawn Saga", developed by Black Isle. It would have been set in Faerun, and would have revolved around the player hunting an evil cleric and witnessing visions from a "black hound" who died in their lap. The game was quietly canceled in 2003, and a planned adaptation of the plot as a module for ''VideoGame/NeverwinterNights2'' (written by Josh Sawyer) was canned due to a lack of time to complete it.



** Likewise, the third game in the series was conceived as a platformer on the UsefulNotes/NintendoGameCube before becoming the [[GenreShift vehicle-building game]] it is today. It would have been a semi-remake of the first game in the series, but with unexpected twists, such as the mountain in the first level erupting as a volcano. The vehicles were added because the levels ended up being ''huge'', so much that vehicles were necessary to navigate them in any reasonable amount of time. Unfortunately for Rare, [[TheyChangedItNowItSucks most fans would have greatly preferred that kind of game and it probably would have sold much better]].



%% * ''VideoGame/TheBardsTaleIV'': Before being developed by Creator/InXileEntertainment, original designer Rebecca Heineman worked on three versions of ''The Bard's Tale IV'', which were not released due to cancellation by Creator/ElectronicArts. In 1989, a game planned to be ''The Bard's Tale IV'' was released as ''VideoGame/DragonWars''. A 1992 ''The Bard's Tale IV'' was going to be released in two parts, but was cancelled. Contraband Entertainment developed a 3D ''The Bard's Tale IV'' in 1998, which was cancelled around 2000. A 2003 ''The Bard's Tale IV'' project became the fan game ''Bard’s Legacy: Devil Whiskey''.
%% * ''Battlecruiser 3000AD'':
%% ** ''Battlecruiser Commander'' was an intended sequel that was planned to have two add-on packs: ''Battlecruiser 3000AD: Skirmish Pak'', which would have had multiplayer, and ''Battlecruiser 3000AD: Strike Pak'', which would feature a first person ship perspective, boarding ships, and player targeted ships.
%% ** ''Battlecruiser 3020AD'' was another eventually-{{vaporware}} sequel that would have had a first person ship perspective and persistent online multiplayer.
%% ** ''Universal Combat'' started as the ''Battlecruiser 3000AD'' first person ship perspective add-on, ''Battlecruiser Tactical Engagement'', replaced by "Project ABC" or "After Battlecruiser", intended for a 2001 Xbox and PC release, developed in 2001 as ''Battlecruiser Generations'' before becoming ''Universal Combat''.
%% ** ''Battlecruiser Generations''/''Universal Combat'' was intended to have a persistent world MMO version, ''Battlecruiser Online''.
%% ** ''Galactic Command'' was initially a series of action games based on the ''Universal Combat'' engine, ''Universal Combat: Hostile Intent''/''Hostile Intent: Planetfall'', ''Universal Combat: Hold the Line'', and ''Universal Combat: Edge to Edge''.



%% ** ''VideoGame/{{Bayonetta 2}}'' began as an UsefulNotes/XBox360 and UsefulNotes/PlayStation3 game just like its predecessor, but Sega did not have enough budget to fund the game, so it was quietly cancelled. Platinum pitched the sequel to many companies, but the only one interested was Nintendo, who agreed to publish it when agreeing to publish ''VideoGame/TheWonderful101'' as well, thus the game ended up being on the UsefulNotes/WiiU instead. The fans' reactions when they heard that it would be exclusive to a "baby console" is truly a spectacle to behold. Of course, so was Platinum Games and Nintendo's when the Wii U was still such a massive bomb that Nintendo had to do a first for the entire game industry since the console cycle was invented and release an entire new console in the same generation to win back those previously alienated fans after they discovered the casual market wouldn't buy another console.
%% * ''B.C.'' by Peter Molyneux would have been a game about running a cave man settlement. The game was cancelled in 2004.
%% * ''Beast's Fury'' was a [[UsefulNotes/FurryFandom furry-themed]] fighting game by Ryhan Stevens and Evil Dog Productions that was being crowdfunded in 2014 but ended up being cancelled in 2016.



%% * ''VideoGame/{{Bioforge}}'' was going to have a sequel, ''[=BioForge II=]''. It was eventually cancelled to be reworked as an add-on to the first game, but the add-on was also cancelled.
%% * ''VideoGame/{{Bionicle}}: Legend Of Mata Nui'' would have been a 3rd person exploration/platform game for PC, based on the popular Franchise/{{LEGO}} brand. Players would have had the opportunity to play as each of the six original Toa characters, meet the islanders personally, and fight their way to confront [[BigBad Makuta]] himself. And the entire thing would have been canon, standing as the most complete and most official telling of the 2001 storyline. Nearing completion, with loads of promo material having been released, the game was scrapped, and is now seen as a Holy Grail for ''BIONICLE''. Beta copies do exist, which reveal several flaws that might have caused its cancellation. The motion controls are clunky -- there is no transition between standing still and jutting forward with great speed. The fights are either boring (you can defeat bigger foes without having to near them) or annoying (as it's hard to aim at smaller enemies). The environments, while vast and pretty, barely have any challenges or minigames to offer, as the developers were notoriously inexperienced at making these. At the very end of the first level, there is an impassable glitch. And the story presentation was so cheesy, the Story Team would have de-canonized great chunks of it. These factors and the tight deadline are what probably lead to the game never getting finished. LEGO simply states it wasn't up to their standard of quality, but it's also said that the game could only run on a particular type of graphics card. Thankfully, fans got to play a truly great on-line game for compensation, which was originally intended to be a mere side-note to the PC game.



%% ** ''[[https://www.youtube.com/watch?v=v6R_mc2oreU BIONICLE 2: City of Legends]]'', the never-finished 2004 sequel to the aforementioned game. Before the release of the linked video in late 2012, no one even ''knew'' it had been in development.



%% ** ''Blood II: Revelations'' was a planned second expansion for the game to be developed by Tequila Software, which included several new weapons (a [[HandCannon much more powerful pistol]], [[ThrowingYourSwordAlwaysWorks throwing knives]], a tranquilizer gun, etc.), changes to some existing weapons (such as letting secondary fire be used with akimbo MAC-10s or giving a melee attack to The Orb), and a story involving Caleb taking control of the Cabal only to be caught up in a struggle between them and a RenegadeSplinterFaction called the "Krest", which would have (appropriate to its name) ended on the revelation that [[spoiler:the player was actually controlling Tchernobog controlling Caleb in ''Blood II'', rather than controlling Caleb directly - the final boss fight would have involved the Krest's leader stealing the essence of Tchernobog, whereupon you controlled ''him'' in a fight against Caleb.]]
%% * ''VideoGame/{{Bonk}}: Brink of Extinction'' was meant to be a new game in a long-abandoned franchise, with a plot involving Bonk attempting to save his world from the threat of an incoming meteor. [[TooSoon Then the Fukushima disaster happened]], and the game was almost immediately cancelled, with its developer (still reeling from being let go by their previous publisher after working on the MisbegottenMultiplayerMode of the 2009 ''VideoGame/{{Wolfenstein|2009}}'') [[CreatorKiller closing shop]] before the month was out.



%% * ''The Broken Hourglass'' was going to be an isometric party-based RPG in a Byzantine-like setting, inspired by ''Baldur's Gate II''. The game was in development from 2005 and was cancelled in 2011.



* ''Capcom Fighting All-Stars'' was going to be a 3D fighting game featuring several classic Capcom characters such as [[Franchise/StreetFighter Ryu, Charlie, Chun-Li,]] [[VideoGame/RivalSchools Batsu, Akira,]] [[VideoGame/{{Strider}} Strider Hiryu,]] [[VideoGame/FinalFight Poison, and Mike Haggar]], and original characters such as Ingrid, Rook and D.D. The game wasn't received well with beta testers, and the game was cancelled and turned into the less-than-stellar ''VideoGame/CapcomFightingEvolution''.
** The original 1987 ''Videogame/{{Street Fighter|I}}'' was the only 2D ''Street Fighter'' game not to be represented in ''Evolution'', but originally, that was not going to be the case. Sagat (who would've lacked his chest scar), Eagle (who would've used his ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' sprite) and Retsu (in what would have been his first appearance since 1987) were all planned for the game, but had to be omitted because of time constraints.
** Interestingly, ''All-Stars'' was initially intended to recycle 3D assets that had been created for ''another'' cancelled Capcom fighting game, [[https://www.eventhubs.com/news/2018/may/09/capcom-vs-snk-3-might-have-actually-been-development-some-point/ which was heavily implied]] to be ''[[VideoGame/SNKVsCapcom Capcom vs. SNK 3]]''. Director Toyohisa Tanabe hinted that because of this, Kyo Kusanagi from ''VideoGame/TheKingOfFighters'' was even planned to appear as a GuestFighter in ''All-Stars'' at one point.



%% * Developer "Dejawolfs" was working on a fan remake of ''VideoGame/CastlevaniaI'' in Unreal Engine. Development stopped due to a cease and desist, though the developer is attempting to acquire a license from Creator/{{Konami}}.
%% * ''WesternAnimation/CatDog'' was going to get a LicensedGame for the UsefulNotes/PlayStation called ''[=CatDog=]: Saving Mean Bob'', but the game was never released.



%% * ''VideoGame/CelDamage'' was going to have a sequel. The sequel would offer new character designs (such as Violet and Dominique having new hairstyles and more cleavage, Sinder being made ''cute'', and Fowl Mouth becoming colorized), on-foot combat in addition to vehicle combat, many of the changes and improvements from ''Cel Damage Overdrive'', and new level themes, such as islands and underwater levels. Sadly, EA pulled the plug on the game before it could even progress past the early prototype stage, just so they could make room for more sports games and ''Franchise/HarryPotter'' movie tie-ins. Years after its cancellation, former Psuedo Interactive employees posted the concept art and a 15-second montage of clips from the early prototype to the Internet.
%% * ''TabletopGame/{{Champions}}'', by Hero Games, was going to be a 1992 computer RPG adaptation of the ''TabletopGame/{{Champions}}'' RPG.
%% * ''Chaos Chronicles'', by Coreplay, was going to be a [[TabletopGame/DungeonsAndDragons D&D 3.5E]] isometric, party-based, tactical turn-based RPG on a hex grid.
%% * ''VideoGame/ChronoTrigger'': An unofficial installment, ''Chrono Trigger: VideoGame/CrimsonEchoes'', would have had 35 hours of gameplay and eleven endings. A 3D remake of ''Chrono Trigger'', initially developed on the N64 as ''[=CT64=]'', ended up being on Windows as ''Chrono Resurrection'', with ports planned for Xbox and [=GameCube=]. [[ScrewedByTheLawyers Both fan projects ended up being abandoned due to a cease and desist]].



%% * ''VideoGame/{{Clayfighter}} 63 1/3'' was planned to be ported to the UsefulNotes/PlayStation under the title of Clayfighter [[XtremeKoolLetterz X-treme]] with all of the characters from Sculptor's Cut, the gameplay from the original ''63 1/3'' and one of the characters that was removed from the N64 games, a homeless parody of Robocop called, of course, Hobocop. The N64 Clayfighters themselves were a reworking of a canceled ''Clayfighter 3'' for the SNES and M2 console. An installment for the Nintendo DS and Wii, titled ''Clayfighter: Call of Putty'', may have been planned as an UpdatedRerelease of ''63 1/3''.



** Westwood's version of ''[[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]]'' was going to be known as ''Tiberian Incursion'', the third game in the Tiberian continuity in place of ''[[VideoGame/CommandAndConquerTiberiumWars Tiberium Wars]]'', and would have continued the post-apocalyptic plot set by ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]''. Not much is known about what was intended, but it would have led into ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' due to another time travel act and conclude the Tiberian series. ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'' would have been the bridge between the original ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'' and ''Tiberian Dawn'', showing how the Brotherhood of Nod would have risen from the ashes of the Soviet Union. This would later all be nixed by EA, possibly because of the confusing plot lines involving time travel.



%% ** ''Command & Conquer: Renegade 2''. One version was going to tie in to ''VideoGame/CommandAndConquerRedAlert2'', another version was to be set after ''Yuri's Revenge''.
%% ** ''Tiberium'' was going to be a tactical FPS using Unreal Engine 3.
%% ** ''Command & Conquer: Continuum'' was to be a ''Command & Conquer'' MMORPG.
%% ** The 2013 ''[[VideoGame/CommandAndConquer2013 Command & Conquer]]'', a free to play game by Victory Games that was cancelled in 2013, which was at least at some point meant to be a sequel to ''VideoGame/CommandAndConquerGenerals''.
* ''VideoGame/ConkersBadFurDay'':
** The game was originally designed to be a cute, ''VideoGame/BanjoKazooie'' type platformer named "[[https://www.youtube.com/watch?v=bEuFNl4s9yI Conker's Quest]]", just like ''Conker's Pocket Tales'' for Game Boy Color. They then revamped the game, and changed it to [[https://www.youtube.com/watch?v=zNuIKBgZMcw&feature=related "Twelve Tales: Conker 64"]], in which it was more of a ''VideoGame/SpyroTheDragon''-type platformer. In the end, Rare got aggravated about the complaints of ''VideoGame/TwelveTalesConker64'' looking childish and [[ItsTheSameNowItSucks too similar]] to ''Banjo-Kazooie'', and ended up changing the story completely, such as {{timeskip}}ping Conker from a child to an alcoholic adult and [[AvoidTheDreadedGRating avoiding the E rating altogether]]. Thus, making the ''Conker's Bad Fur Day'' we know today.
%% ** In the sequel, ''Conker's Other Bad Day'' or ''Conker: Gettin' Medieval'', it was planned that Conker did so horribly as king (he squandered the treasury's worth of moolah for parties, beer and hookers to a point of bankruptcy) that he was thrown in the dungeon and had to escape, ball and chain in tow, back to his throne. The sequel was cancelled by Microsoft in favor of ''Kinect Sports''. Also, another draft of the sequel was going to have Conker killed as early as the first scene in friendly fire.
%% * ''Literature/{{Contact}}'' was Carl Sagan's idea for a non-violent video game that would teach astronomy by starting on the Earth and finding a location in the Milky Way galaxy, or finding the Earth from another point in the galaxy. It was envisioned either as one game with two modes, or two separate games, ''Contact 1'' and ''Contact 2''.
%% * ''Coolsville'' was being developed by Music Pen for the fall of 1994 release, but it was later cancelled after the publisher closed down. It was going to be a jazz-themed PC adventure game aimed at a children audience.



%% ** There's a good handful of ''Crash'' games that were either never released or became something else:
%% *** There was a game developed by Tom Ruegger, best known as the creator of ''WesternAnimation/TinyToonAdventures'' and ''WesternAnimation/{{Animaniacs}}'', but it was ultimately canceled.
%% *** ''VideoGame/CrashBandicoot3Warped'' was going to have a follow-up game on the [=PS2=] by Mark Cerny, featuring free-roaming gameplay and interplanetary travel, to be published by Konami. Some game elements were worked into ''VideoGame/CrashBandicootTheWrathOfCortex''.
%% *** ''Crash Bandicoot: Evolution'' was going to be a game on the [=GameCube=], featuring the character Foofie, a planet known as Gaudi, a floating city, and a fish world. Some elements of the game were worked into ''VideoGame/CrashTwinsanity'' on the [=PS2=] and Xbox, and some game mechanics and ideas ended up in ''VideoGame/SonicBoom'', made by former Creator/NaughtyDog developers.
%% *** ''VideoGame/CrashTwinsanity'' was going to have a sequel, ''Crash Twinsanity 2'', taking place in a TrappedInTVLand setting with over 25 levels.
%% *** ''Cortex Chaos'' was planned to be a followup to ''VideoGame/CrashTwinsanity'', on the [=GameCube=], [=PS2=] and Xbox.
%% *** ''Crush Bandicoot'', by Magenta Software, was going to be a VillainProtagonist game starring Crash's evil twin Crush, on the [=GameCube=], [=PS2=] and Xbox in 2004.
%% *** ''Crash Clash Racing'' was going to be a racing game on the [=GameCube=], [=PS2=] and Xbox. The game was reworked into ''VideoGame/CrashTagTeamRacing''.
%% *** ''VideoGame/CrashTagTeamRacing'' was going to have a port on the Nintendo DS in 2005.
%% *** ''Bandicoot Brats'' was going to be a ''Crash Bandicoot'' game by Creator/KromeStudios, but was cancelled to focus on ''VideoGame/TheLegendOfSpyro''.
%% *** ''Crash Online'' was mentioned on a Creator/{{Sierra}} website from 2006-2007. No details are known, but it may have ended up as the interactive ''Crash Village'' on the Creator/{{Activision}} website.
%% *** ''Crash Landed'', by Creator/RadicalEntertainment, was going to be a ''Crash Bandicoot'' reboot on Nintendo DS, [=PlayStation 3=], Wii, and Xbox 360, developed around 2010-2013 before development shifted to [[CreatorKiller the ill-fated]] ''VideoGame/Prototype2''.
%% *** ''Crash Team Racing'', by Creator/HighImpactGames, was going to be a racing game and spinoff to ''Crash Landed'', being developed around 2010. The game was cancelled, and elements were worked into the game ''VideoGame/DreamWorksSuperStarKartz''.
%% *** A UsefulNotes/PlayStation4 ''Crash Bandicoot'' game was being developed by Cerny Games. After being cancelled, elements of the game were reworked into the game ''VideoGame/{{Knack}}''.
%% * ''VideoGame/{{Crusader}}'': ''Crusader: No Survivors'' was to be the multiplayer add-on for ''Crusader: No Regret''. The third game would have been ''Crusader II'', ''Crusader: No Mercy'', or ''Crusader 3: No Escape''.



%% * ''VideoGame/{{Cytus}}'' was going to get an arcade version named ''Cytus Omega'', which was announced in 2015. However, it was cancelled in 2018 due to the expiration of the contract between Capcom and Rayark, with Rayark feeling that the game was still not at the level that they wanted it to be at.
%% * ''VideoGame/{{Daikatana}}''
%% ** A UsefulNotes/PlayStation version was cancelled during development.
%% ** A ''Daikatana'' sequel was being developed by Human Head Studios on the Unreal Engine. When the project was cancelled, the developers began working on ''VideoGame/{{Rune}}''.
%% * In 1995, a first-person sandbox PC game called ''Damocles'' was supposed to come out. Its goal would have been to explore a solar system in order to save a planet from a collision with a comet. The solar system would have been ''completely'' explorable; the players would have had the freedom to fly in space, land and move freely on any planet, enter any building, explore any room, pick up any object, blow up any building and even destroy any planet they wanted. Psygnosis canceled the game when it was practically complete.
%% * ''ComicBook/{{Daredevil}}'' was set to have a game made in early 2002, set to be released in 2003. The game would have had the Man Without Fear battle a number of familiar foes such as ComicBook/TheKingpin, Silvermane, Hammerhead and the Rose, have appearances by ComicBook/{{Elektra}} and Echo and have unlockable costumes such as his original red and yellow suit. Daredevil would have traversed through Hell's Kitchen either by swinging on his billyclub or by grinding (something Sony requested and Marvel was very wary of adding because Daredevil doesn't grind). There was also a precursor of the Detective Mode from ''VideoGame/BatmanArkhamAsylum'' based on Daredevil's Radar Sense. The game would have been based on Creator/FrankMiller's ''Elektra Lives Again'' and had Daredevil trying to stop a crime war when it seems the Kingpin was murdered. However, the game was shelved when Marvel, very unhappy with the fact that the studio making it, 5000 Ft., opted to side with Sony a little too much, refused to let it be approved. This wasn't counting the fact that there was an internal war between the old members of the team and new ones hired.



%% * ''VideoGame/{{Dawngate}}'' was a cancelled [[MultiplayerOnlineBattleArena MOBA]] by Waystone Games.



%% * ''Demonik'', the game featured in ''[[Film/GrandmasBoy2006 Grandma's Boy]]'', was going to be a game by Majesco Entertainment for the [[UsefulNotes/{{Xbox360}} Xbox 360]].



* ''VideoGame/DisneyInfinity'', a game with a wide amount of content as it is, has lots of cut characters and content:
** ''Disney Infinity 1.0'':
*** [[WesternAnimation/PhineasAndFerb Ferb and Dr. Doofenschmirtz]]. Both have models in the game's files. Ferb is an interesting case he was seen in some [[https://www.youtube.com/watch?v=9oOVhGYIlPI gameplay videos pre-release]] where he was clearly playable. However, he was cut as there was only enough room for two ''Phineas and Ferb'' characters, and Perry the Platypus/Agent P was chosen over him. In Doof's case, it's not known whether or not he was intended to be a playable character or an [=NPC=]. It's rumored that he was to be a boss in an unmade ''Phineas and Ferb'' Play Set. Both of them (along with Candace) are still highly requested.
*** [[WesternAnimation/{{Frankenweenie}} Victor Frankenstien]]. Victor appears in promotional art, and was reported to be receiving a Play Set. The movie's unpopularity with audiences put the kibosh on any of those plans.
*** Figment from the ''Journey To Imagination'' ride at [[Ride/DisneyThemeParks EPCOT]]. Scrapped as the developers felt he was too niche of a character.
*** [[Franchise/TheMuppets Kermit, Mrs. Piggy, Fozzie, Gonzo, Animal, and Beaker]]. All these Muppet characters have concept art of them as figures. Unfortunately, nothing has come out of this thus far.
** ''Disney Infinity 2.0'':
*** The Star Wars characters were originally considered to be included in this version, but (likely due to the large amount of characters and content planned) they were saved for the next version.
*** WesternAnimation/DarkwingDuck nearly made it into both this version and ''3.0''. He's a widely requested character because of this.
*** Stitch was to get a Costume Disc that put him in the Elvis outfit he wore in [[WesternAnimation/LiloAndStitch his home movie]]. However, the Elvis Presley estate asked for too much money to implement this.
** ''Disney Infinity 3.0'':
*** [[WesternAnimation/InsideOut Bing Bong]] was reportedly in development as a playable character according to a tweet by lead developer John Vignocchi, but was apparently cut later in development.
*** ''Star Wars: Film/RogueOne'' and ''WesternAnimation/{{Moana}}'' were to get Play Sets, but currently have failed to see retail release after the series was cancelled. While it's currently not known how far the ''Rogue One'' Play Set got into production, the ''Moana'' Play Set was far enough into development to have [[http://infinityinquirer.com/wp-content/uploads/2016/06/biz6ao7t8mp5eiub3bfv.jpg in-game]] [[http://infinityinquirer.com/wp-content/uploads/2016/06/bfhfgh8401irylkot4hm.jpg screen]] [[http://infinityinquirer.com/wp-content/uploads/2016/06/etdjg8feosjmm9kpmnfd.jpg shots]], [[http://infinityinquirer.com/wp-content/uploads/2016/06/Moana-PlaySet.png packaging and a Play Set Piece]], and even [[http://infinityinquirer.com/wp-content/uploads/2016/06/Moana-Disney-Infinity.png physical Moana and Maui figures]]. It also appears that water mechanics would have been added to the game with the Play Set's release, if the screencap depicting the water moving away from Moana as she walks around is any indication. Maui would have been able to grab and move entire blocks and set pieces with his hook.
*** Twelve inch tall figures of some of the series's most popular characters (which would have behaved differently in the game) were in the works, and due to be released by fall 2016. Again, this didn't happen due to the series's cancellation. The characters known to have gotten this treatment do have final figure designs, however, and include [[http://disneology.com/wp-content/uploads/2016/06/hulk_premium_f2c_10_26_15.jpg the Hulk]], [[http://infinityinquirer.com/wp-content/uploads/2016/07/Premium-Disney-Infinity-Figure-Jack.png Jack Skellington]], [[http://infinityinquirer.com/wp-content/uploads/2016/07/Hulkbuster-Premium-Single-1.png Hulkbuster]], [[http://infinityinquirer.com/wp-content/uploads/2016/07/Darth-Vader-Disney-Infinity-Premium-e1468408955873.png Darth Vader]], and [[http://infinityinquirer.com/wp-content/uploads/2016/07/Elsa-Premium-Disney-Infinity.png Elsa]]. (Premium Elsa's design (and possibly her move-set as well) appears to be based on "WesternAnimation/FrozenFever".) Buzz Lightyear is another character who is known to have gotten a premium figure, [[https://www.youtube.com/watch?v=MmVHZV-fVAA which can be seen here]]. [[https://www.youtube.com/watch?v=e61OWZIy1GY A video depicting Hulk, Vader, Hulkbuster, and Jack]] has been released, and it's definitely clear that Jack's move-set would have been significantly upgraded from that of his ''1.0'' figure. Yoda and [[WesternAnimation/{{Cars}} Lightning McQueen]] were also reportedly getting premium figures as well, but only the design of the [[http://infinityinquirer.com/wp-content/uploads/2016/07/Lightning-McQueen-Disney-Infinity-Premium.png Lightning McQueen Premium figure]] is known to exist.
** The cancelled ''Disney Infinity 4.0'':
*** Information about the scrapped installment was leaked by alleged Avalanche Software employees days after Disney shut down the series. According to the leaks, it would have featured characters and content from places such as ''WesternAnimation/Cars3'', ''Film/PiratesOfTheCaribbeanDeadMenTellNoTales'', ''WesternAnimation/{{Coco}}'', ''Film/TheLastJedi'', ''Film/ThorRagnarok'' and ''Film/GuardiansOfTheGalaxyVol2'', presumably meaning characters like Valkyrie and Mantis would have been playable.
*** A catch-all Play Set or Story Mode in the Toy Box would have been featured that would have enabled use of all characters without restriction, meaning that the oft-requested ability to have [[WesternAnimation/Frozen2013 Elsa]] and [[WesternAnimation/PhineasAndFerb Perry the Platypus]] fight Stormtroopers on Alderaan or having [[WesternAnimation/LiloAndStitch Stitch]], [[WesternAnimation/ToyStory Woody]], and Captain America sail a pirate ship after [[Film/TheForceAwakens Kylo Ren]] on the Caribbean Sea would have finally been possible. Test footage from a cinematic that likely would have been part of this mode can be found [[http://infinityinquirer.com/2016/07/14/moana-gameplay-minifigures-jiminy-cricket-npc-disney-infinity-previews/ here]].
*** Disney Interactive would have enlisted the help of Creator/{{Hasbro}} to help out with the figures, expanding on the toy company's success with the newly-acquired Disney Princess license.
*** [[http://infinityinquirer.com/wp-content/uploads/2016/07/Disney-Infinity-Jimity-Cricket.png Jiminy Cricket]] would have been an NPC as both a new guide character and in a brand new opening sequence reminiscent of StorybookOpening sequences in classic Disney movies. [[http://infinityinquirer.com/wp-content/uploads/2016/07/Disney-Infinity-Book.png Concept art of the book in question]].
*** [[WesternAnimation/BeautyAndTheBeast Belle and the Beast]] were planned to get figures to tie into the 2017 live-action remake of the 1992 movie, according to [[http://infinityinquirer.com/2016/07/15/exclusivepodcast-information-releases-planned-disney-infinity/ this podcast]]. However, they were to be based on their remake designs rather than their 1992 animated designs. The same podcast also reveals some details about the new ''Pirates of the Caribbean'' and ''Cars'' Play Sets that would have come to ''4.0''. Capt. Jack would have received a revamped figure (along with figures of two unknown ''Pirates'' characters), and possibly Lightning [=McQueen=] would have gotten one as well. (As well as figures based on new characters from ''Cars 3''.
%% * ''VideoGame/DivineDivinity'' developer Creator/LarianStudios planned to make an RPG, ''Ragnarok Unless'', later titled ''The Lady, the Mage & the Knight'' or ''LMK''. The game was planned to have 8-bit graphics, was remade with 16-bit graphics as a game in the ''TabletopGame/TheDarkEye'' universe, and had gameplay similar to ''VideoGame/DiabloII'' and ''VideoGame/UltimaVII''. The game was cancelled and the engine and game assets were used to make ''Divine Divinity''.



%% * There was going to be a [=GameCube=] sequel to ''VideoGame/DiddyKongRacing'' entitled ''Donkey Kong Racing''. It was going to include the entire Kong family instead of only Diddy, and instead of racing in karts, planes, and hovercrafts, players would race on elephants, birds, and other jungle animals. The project was canned once Rareware left Nintendo for Microsoft.
%% ** It's worth noting that the game wasn't immediately canned after that; Rare still had the source code, and they attempted to [[DolledUpInstallment retool it into a]] ''VideoGame/SabreWulf'' game called ''Sabreman Stampede''. Even in this form, however, the game suffered some development troubles, and after the commercial failure of ''VideoGame/BanjoKazooie: Nuts & Bolts'', the game got axed for good.



%% ** Around the release of the game ''VideoGame/{{Rage}}'', a game known as ''Doom 4'' was in development, [[FanNickname nicknamed by fans]] as ''Call of Doom'' for its resemblance to the ''VideoGame/CallOfDuty'' franchise. The game went unreleased, and ended up being replaced by a more properly ''Doom''- like game that came out [[Videogame/Doom2016 in 2016]].



** ''Super Double Dragon'' was supposed to have an actual plot. The BigBad Duke would've been revealed to be Billy and Jimmy's [[RivalTurnedEvil childhood friend]], and the TrueFinalBoss would've been a fight with Duke's shadow.

to:

** ''Super Double Dragon'' was supposed planned to have an actual more of a plot. The BigBad Duke would've been revealed to be Billy and Jimmy's [[RivalTurnedEvil childhood friend]], and the TrueFinalBoss would've been a fight with Duke's shadow.



%% * ''Dragon's Heaven'', developed by Face, was a 2D fighter for Neo Geo that ended up not being released.
%% * Before Creator/SquareEnix decided to localize ''VideoGame/DragonQuestVII'' on the UsefulNotes/Nintendo3DS, a fan translation was underway that was canceled due to a cease and desist.



%% * ''Dune Generations'' was going to be an online persistent multiplayer game based on ''Literature/{{Dune}}''.



%% * ''Dungeon Keeper 3: War for the Overworld'', cancelled in 2000, would have featured an improved economy, a new playable race, new playable heroes, and multiplayer.
%% * In the mid-2000s, Creator/{{Disney}} was looking to create a spinoff franchise based around the dwarfs of ''WesternAnimation/SnowWhiteAndTheSevenDwarfs'' (simply titled "Dwarfs'') taking a darker fantasy-epic tone (with a goal of drafting out thousands of years of Dwarf history). As a companion to a movie about how the dwarfs met and the origins of the Evil Queen and Magic Mirror, Disney hired Creator/ObsidianEntertainment to create a DarkerAndEdgier distant prequel set generations beforehand focusing around a young prince traveling with the ancestors of the Seven Dwarfs. Said game opened with the prince fighting a monster only to be revealed that [[spoiler:he was put under some hallucination spell and that he actually killed his mother the queen, setting into motion a journey to redeem himself]].
%% * ''Eight Days'' by SCE London Studio was a UsefulNotes/PlayStation3 action game that was indefinitely put on hold in 2009.



%% * ''Elveon'', a third person fantasy game by 10Tacle Studios, was to be released on PC, [=PS3=] and Xbox 360 on Unreal Engine 3. Development may have moved to Unreal Engine 4, or the project may be cancelled.



%% ** A spin-off title called ''Disney Epic Racers'' was planned. Serving as Disney's equivalent of ''VideoGame/MarioKart'', racers featured included Mickey and Oswald sharing a car, [[WesternAnimation/OneHundredAndOneDalmatians Cruella De Vil]] in her own car and [[WesternAnimation/Ducktales1987 Scrooge McDuck and his nephews]] in motorcycle with sidecar. Like the below Donald Duck game, it met its end with Junction Point.
%% * Junction Point's demise after the failure of Epic Mickey 2 lead to the cancellation of a companion game called "[[http://gonintendo.com/stories/263536-disney-illustrator-shares-artwork-from-cancelled-epic-donald-a Epic Donald]]", focused on the works of Creator/CarlBarks that would have also dived into ''WesternAnimation/DonaldInMathmagicLand'', ''WesternAnimation/DuckTales'', ''WesternAnimation/TheThreeCaballeros'', and ''ComicBook/TheLifeAndTimesOfScroogeMcDuck''.



%% * The [=EyeToy=] games ''[=EyeToy: Fight=]'' and ''[=EyeToy: Tales=]'' ultimately went unreleased.
%% * ''Faith and a .45'' was going to be an Xbox 360 and [=PS3=] action game set during the Great Depression, with the player able to switch between two characters who were in love. The game was cancelled in 2012.



** The first ''Fallout 3'', aka ''VideoGame/FalloutVanBuren'', could have lived even after Black Isle died. Had they not been outbid by Creator/{{Bethesda}}, ''Fallout 3'' would have been made by none other than Black Isle alumni developers Troika Games, creators of ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' and ''VideoGame/VampireTheMasqueradeBloodlines''. Several ideas from Van Buren would eventually be implemented in ''VideoGame/FalloutNewVegas'', though with changes to reflect the later time period. One of the most notable is Joshua Graham, the Burned Man - in ''Van Buren'' he was to be the "Hanged Man" instead, the first and statistically strongest companion available to the player, but also an extremely angry individual who was likely to piss off anyone and everyone else you came across. [[http://www.rpgcodex.net/forums/index.php?forums/van-buren-a-fallout-adventure.86/ A group of fans hope to recreate Van Buren as it was originally envisioned.]]



%% ** A ''Fallout'' top-down shooter was being developed for the UsefulNotes/PlayStation by [[Creator/InterplayEntertainment Interplay]], along with a [=PlayStation=] port of ''VideoGame/BaldursGate''.
** ''[[VideoGame/FalloutBrotherhoodOfSteel Brotherhood of Steel 2]]'' was in the works. [[Creator/InterplayEntertainment Interplay]] [[CreatorsPet loved this one so much]] that they cancelled ''VideoGame/FalloutVanBuren'' to make the sequel. However, thanks to poor sales, ''Brotherhood of Steel 2'' [[{{Irony}} didn't get made either]]. Interestingly, when the design documentation was made public in 2009, it revealed it would have used concepts from both ''Van Buren'' and the cancelled ''Tactics'' sequel.
** ''[[http://fallout.wikia.com/wiki/Fallout_Tactics_2 Fallout Tactics 2]]'' would have taken place in Florida and the Southeastern USA, and concerned an irradiated, faulty [[Videogame/{{Fallout2}} GECK]] creating powerful, man-eating mutant plantlife that threatened to overwhelm the barren (but inhabitable) deserts. Stated influences included ''Literature/TheDayOfTheTriffids'' and ''Doctor Who'''s "[[Recap/DoctorWhoS13E6TheSeedsOfDoom The Seeds Of Doom,]]" and the designers said they were determined to avoid the flaws of the first game. The CentralTheme would have been the [[GreyAndGreyMorality moral ambiguity]] of "man versus nature."
--->'''Gareth Davies''': My favorite aspect of the theme was the idea that you essentially have nature doing its thing and rapidly rejuvenating the desert wastes, but those wacky humans feel the need to oppose it because they don't like the idea of becoming fertilizer.
%% ** ''Fallout Extreme'' was going to be a squad based first-person and third-person tactical shooter on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}} using the ''VideoGame/{{Unreal}}'' engine.
%% ** ''Fallout Online'' was to be developed by Interplay. The rights were transferred to Creator/{{Bethesda}}, and it was eventually cancelled in 2012.
%% ** Prior to the iOS/Android ''VideoGame/FalloutShelter'', John Carmack proposed a ''Fallout'' game for the iPhone.



** ''VideoGame/FalloutNewVegas'' was developed by Creator/ObsidianEntertainment (primarily made up of former Black Isle staff), who incorporated elements of ''Van Buren's'' plot into the game's backstory and setting. The group called Caesar's Legion in particular is inspired by a similarly named group of slavers from ''Van Buren''.



%% * A game based on ''Film/TheFastAndTheFurious'' was announced in 2003 around the release of ''2 Fast 2 Furious''. It would have been developed by Genki (developers of the ''VideoGame/TokyoXtremeRacer'' series) and published by Vivendi Games. It was due for release in November of 2003, but was cancelled. Three years later, another ''Fast and the Furious'' game was released in connection with ''Tokyo Drift''. (Developed by Eutechnyx and published by Namco.) But it would have been interesting to see the first one. [[http://www.gamespot.com/articles/the-fast-and-the-furious-hands-on-impressions/1100-6072784/?utm_campaign=gamespace_b&utm_content=footer&utm_medium=partner&utm_source=gamefaqs Some information.]]
%% * ''[[VideoGame/FearEffect Fear Effect Inferno]]'' by Kronos Digital Entertainment, was going to be a UsefulNotes/PlayStation2 sequel based on the first game's [[CuttingOffTheBranches best ending]].
%% * ''Videogame/{{Fez}}'' was going to have a sequel, though it was infamously canceled after developer Phil Fish's public breakdown.



%% * [[http://www.bleedingcool.com/2014/01/12/late-night-fun-the-flash-video-game-that-might-have-been/ There were plans]] for a ''Franchise/TheFlash'' game made by [=BottleRocket=] and Brash Entertainment. The game was, sadly, cancelled in 2008 when Brash went belly up. With a story written by Marv Wolfman, it would have starred the Barry Allen Flash and had him deal with his famed Rogue's Gallery. In-game footage from the alpha had ''very'' obvious nods to Sonic (beyond the running part, there were dash pads and grinding) and the Spider-Man games. It was also highly possible to play as other speedsters from the Flash Family.
%% ** [[https://www.youtube.com/watch?list=PLE51D8DC24EBCBFA5&v=-fGs1QcUWsg According to this video]], the game initially started out with the idea of having the Flash help out other legendary DC city locations, like Metropolis and Gotham City, but curtailed it back to just Central and Keystone City. Instead, it would focus on the Wally West Flash during the first twelve months of his superheroic carrer, justifying the need for tutorials and such as Wally would be getting the hang of being the Flash. The Flash would deal with his Rogues Gallery before facing down the ultimate villains of the game, Gorilla Grodd and Professor Zoom. There would also be an online multiplayer mode that would allow players to race against other speedsters with the possibility of even bringing in Superman.



%% * ''Frag Ops'', an ''VideoGame/UnrealTournament2004'' mod, had a standalone version being developed that was cancelled when the developer was bought out by Epic.
%% * ''VideoGame/FreedomFighters''. Despite a clear ending with a sequel clearly brought up, and even an announcement of a sequel, developer Io never really gained any ground.
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%% * ''VideoGame/TheBardsTaleIV'': Before being developed by Creator/InXileEntertainment, original designer Rebecca Heineman worked on three versions of ''The Bard's Tale IV'', which were not released due to cancellation by Creator/ElectronicArts. In 1989, a game planned to be ''The Bard's Tale IV'' was released as ''Dragon Wars''. A 1992 ''The Bard's Tale IV'' was going to be released in two parts, but was cancelled. Contraband Entertainment developed a 3D ''The Bard's Tale IV'' in 1998, which was cancelled around 2000. A 2003 ''The Bard's Tale IV'' project became the fan game ''Bard’s Legacy: Devil Whiskey''.

to:

%% * ''VideoGame/TheBardsTaleIV'': Before being developed by Creator/InXileEntertainment, original designer Rebecca Heineman worked on three versions of ''The Bard's Tale IV'', which were not released due to cancellation by Creator/ElectronicArts. In 1989, a game planned to be ''The Bard's Tale IV'' was released as ''Dragon Wars''.''VideoGame/DragonWars''. A 1992 ''The Bard's Tale IV'' was going to be released in two parts, but was cancelled. Contraband Entertainment developed a 3D ''The Bard's Tale IV'' in 1998, which was cancelled around 2000. A 2003 ''The Bard's Tale IV'' project became the fan game ''Bard’s Legacy: Devil Whiskey''.

Changed: 474

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All of the examples I've commented out are either vaporware or Screwed By The Lawyers, not this trope


** Phoenix had bright green hair and Franziska's sense of fashion
** Edgeworth looked like a young Manfred von Karma ''and'' had a pointy BeardOfEvil
** Mia was a big, hulking ''man'', whose design was retooled for the Judge
** Maya had blue hair and a more urban fashion sense
** Gumshoe would have been an aloof female detective

to:

** Phoenix had bright green hair and Franziska's sense of fashion
fashion.
** Edgeworth looked like a young Manfred von Karma ''and'' had a pointy BeardOfEvil
BeardOfEvil.
** Mia was a big, hulking ''man'', whose design was retooled for the Judge
Judge.
** Maya had blue hair and a more urban fashion sense
sense.
** Gumshoe would have been an aloof female detectivedetective.



** In May 1996, [[Creator/BandaiNamcoEntertainment Namco]] announced PC ports of three of their arcade titles, including ''Air Combat 22''. Save for the concurrent ''[[VideoGame/RidgeRacer Rave Racer]]'' port making the rounds at some industry trade shows and getting a preview in ''Magazine/{{EDGE}}''[='=]s July issue of that year, nothing came of this.
** Project Aces was working around 2003 on using the ''VideoGame/{{Ace Combat 04|ShatteredSkies}}'' engine for a remake of ''VideoGame/{{Xevious}}'' for that game's 20th anniversary, though little progress was made beyond a tech demo of, basically, putting the Solvalou into ''Ace Combat 04'' before the project was quickly shelved in favor of the team working on ''VideoGame/{{Ace Combat 5|TheUnsungWar}}''.
** A 2007 issue of Famitsu had an article centered on a trio of cancelled games, developed jointly by Project Aces and Cellius (a company owned by both Namco and Sony), which would have been set in the ''Ace Combat'' universe: ''[[http://acecombat.wikia.com/wiki/Brave_Arms Brave Arms]]'', ''Second Season 01'', and ''Chain Limit''. Little is known about any of them, other than that ''Brave Arms'' was to be a 3D beat-em-up set in the Kingdom of Sapin in 2025.

to:

%% ** In May 1996, [[Creator/BandaiNamcoEntertainment Namco]] announced PC ports of three of their arcade titles, including ''Air Combat 22''. Save for the concurrent ''[[VideoGame/RidgeRacer Rave Racer]]'' port making the rounds at some industry trade shows and getting a preview in ''Magazine/{{EDGE}}''[='=]s July issue of that year, nothing came of this.
%% ** Project Aces was working around 2003 on using the ''VideoGame/{{Ace Combat 04|ShatteredSkies}}'' engine for a remake of ''VideoGame/{{Xevious}}'' for that game's 20th anniversary, though little progress was made beyond a tech demo of, basically, putting the Solvalou into ''Ace Combat 04'' before the project was quickly shelved in favor of the team working on ''VideoGame/{{Ace Combat 5|TheUnsungWar}}''.
%% ** A 2007 issue of Famitsu had an article centered on a trio of cancelled games, developed jointly by Project Aces and Cellius (a company owned by both Namco and Sony), which would have been set in the ''Ace Combat'' universe: ''[[http://acecombat.wikia.com/wiki/Brave_Arms Brave Arms]]'', ''Second Season 01'', and ''Chain Limit''. Little is known about any of them, other than that ''Brave Arms'' was to be a 3D beat-em-up set in the Kingdom of Sapin in 2025.



* ''Film/{{Alien}}''
** ''Aliens Interactive'' was going to be an interactive comic book game for the [[UsefulNotes/PhilipsCDi CD-i]] featuring a story by Creator/DarkHorseComics, developed around 1991-1993, with a ''Film/{{Predator}}'' followup planned.
** The ''[[VideoGame/AlienVsPredatorCapcom Alien vs. Predator]]'' arcade game was planned to have a 1995 port for the Sega 32X.
** ''Alien vs Predator'' was going to be a 1994 FPS for the Atari Lynx, and was canceled in favor of publishing an ''Alien vs Predator'' game on the Jaguar.
** ''Aliens Online'' was a 1998 multiplayer FPS that never left beta when the servers were shut down by [[Creator/ElectronicArts EA]].
** ''Aliens vs. Predator'' was going to be a 2004 UsefulNotes/GameBoyAdvance game published by Creator/{{Ubisoft}}, based on the [[Film/AlienVsPredator 2004 movie]].
** ''Aliens: Colonial Marines'' was going to be a 2002 game for the UsefulNotes/PlayStation2, unrelated to [[VideoGame/AliensColonialMarines the game released in 2013.]]
** ''Aliens: Crucible'' was an ''Franchise/{{Alien}}'' RPG developed by Creator/ObsidianEntertainment. The game was cancelled in 2010 when the publisher, Sega, preferred the release of ''VideoGame/AliensColonialMarines''.
* ''VideoGame/AloneInTheDark'': Capcom was supposed to release [=AITD=] 3 for the Japanese market, but decided not to go with it.
* ''VideoGame/AlterEgo'': A planned sequel, focusing on child raising, was eventually cancelled.

to:

%% * ''Film/{{Alien}}''
%% ** ''Aliens Interactive'' was going to be an interactive comic book game for the [[UsefulNotes/PhilipsCDi CD-i]] featuring a story by Creator/DarkHorseComics, developed around 1991-1993, with a ''Film/{{Predator}}'' followup planned.
%% ** The ''[[VideoGame/AlienVsPredatorCapcom Alien vs. Predator]]'' arcade game was planned to have a 1995 port for the Sega 32X.
%% ** ''Alien vs Predator'' was going to be a 1994 FPS for the Atari Lynx, and was canceled in favor of publishing an ''Alien vs Predator'' game on the Jaguar.
%% ** ''Aliens Online'' was a 1998 multiplayer FPS that never left beta when the servers were shut down by [[Creator/ElectronicArts EA]].
%% ** ''Aliens vs. Predator'' was going to be a 2004 UsefulNotes/GameBoyAdvance game published by Creator/{{Ubisoft}}, based on the [[Film/AlienVsPredator 2004 movie]].
%% ** ''Aliens: Colonial Marines'' was going to be a 2002 game for the UsefulNotes/PlayStation2, unrelated to [[VideoGame/AliensColonialMarines the game released in 2013.]]
%% ** ''Aliens: Crucible'' was an ''Franchise/{{Alien}}'' RPG developed by Creator/ObsidianEntertainment. The game was cancelled in 2010 when the publisher, Sega, preferred the release of ''VideoGame/AliensColonialMarines''.
%% * ''VideoGame/AloneInTheDark'': Capcom was supposed to release [=AITD=] 3 for the Japanese market, but decided not to go with it.
%% * ''VideoGame/AlterEgo'': A planned sequel, focusing on child raising, was eventually cancelled.



* Over the years, there have been a major number of Anime-related games that attempted to cross over to the US, but failed.
** There were plans to release games based on ''Manga/{{Akira}}'' and it was advertised in the 1990s release of the anime. It would have been for all systems and each one would have gone a different route (Genesis would have been multi-genre, the Super NES would have just been sidescrolling, Game Boy would have been just a DolledUpInstallment), but THQ bought the company making it, Black Pearl, and killed it.
** There were two attempts to make a ''Anime/KimbaTheWhiteLion'' game, one for the NES and another for the Nintendo 64. Both were oddly cancelled.
** ''Macross VF-X2'': The cancelled UsefulNotes/PlayStation North American localization was to include English voice acting and an exclusive mecha.
** There was supposed to have been a game based on ''Anime/{{Trigun}}'' for the UsefulNotes/PlayStation2 by Sega. Not much was said about it beyond a simple ad.
** Tecmo created an MMORPG based on ''Manga/{{Bastard}}''. It got as far as the beta stage before it got cancelled.
** Toho planned to release the fighting game ''Ranma ½ II: Anything Goes Martial Arts'' for the SNES, the cancelled localization of ''Ranma ½: Chougi Rambuhen''.
** In 2005, Bandai planned to release ''Anime/CowboyBebop: Serenade of Remembrance'' to the States after releasing it in Japan. In 2006, everything was dropped about it and a Bandai rep admitted it thought it would be a waste of time. Fun fact: the image on the CowboyBebopAtHisComputer trope page came from that game.
* ''Ant Simulator'' was an ant simulation game in development that ended up being cancelled. The lead programmer resigned after claiming the game's Kickstarter funds were being mismanaged.

to:

%% * Over the years, there have been a major number of Anime-related games that attempted to cross over to the US, but failed.
%% ** There were plans to release games based on ''Manga/{{Akira}}'' and it was advertised in the 1990s release of the anime. It would have been for all systems and each one would have gone a different route (Genesis would have been multi-genre, the Super NES would have just been sidescrolling, Game Boy would have been just a DolledUpInstallment), but THQ bought the company making it, Black Pearl, and killed it.
%% ** There were two attempts to make a ''Anime/KimbaTheWhiteLion'' game, one for the NES and another for the Nintendo 64. Both were oddly cancelled.
%% ** ''Macross VF-X2'': The cancelled UsefulNotes/PlayStation North American localization was to include English voice acting and an exclusive mecha.
%% ** There was supposed to have been a game based on ''Anime/{{Trigun}}'' for the UsefulNotes/PlayStation2 by Sega. Not much was said about it beyond a simple ad.
%% ** Tecmo created an MMORPG based on ''Manga/{{Bastard}}''. It got as far as the beta stage before it got cancelled.
%% ** Toho planned to release the fighting game ''Ranma ½ II: Anything Goes Martial Arts'' for the SNES, the cancelled localization of ''Ranma ½: Chougi Rambuhen''.
%% ** In 2005, Bandai planned to release ''Anime/CowboyBebop: Serenade of Remembrance'' to the States after releasing it in Japan. In 2006, everything was dropped about it and a Bandai rep admitted it thought it would be a waste of time. Fun fact: the image on the CowboyBebopAtHisComputer trope page came from that game.
%% * ''Ant Simulator'' was an ant simulation game in development that ended up being cancelled. The lead programmer resigned after claiming the game's Kickstarter funds were being mismanaged.



* ''Animal Wars'' was a game developed by Factor 5, created for ''Creator/{{Sony}}''. It was part of a deal where Factor 5 would develop games for the publisher that started with ''VideoGame/{{Lair}}''. The game was VideoGame/StarFox [[JustForFun/XMeetsY meets]] VideoGame/ValkyriaChronicles, featuring a version of World War I with anthropomorphic animals. Sam, a dog in an aviator suit, would have been the central character, with a stage where the player controls a mouse through a field with enemies large in perspective. Vehicles would have features resembling the animal associated with them. However, Sony decided to cancel Animal Wars to ensure Lair would be finished in time. Because of Lair's disappointing sales and reviews, the deal with Sony was dissolved and Animal Wars was never worked on again.

to:

%% * ''Animal Wars'' was a game developed by Factor 5, created for ''Creator/{{Sony}}''. It was part of a deal where Factor 5 would develop games for the publisher that started with ''VideoGame/{{Lair}}''. The game was VideoGame/StarFox [[JustForFun/XMeetsY meets]] VideoGame/ValkyriaChronicles, featuring a version of World War I with anthropomorphic animals. Sam, a dog in an aviator suit, would have been the central character, with a stage where the player controls a mouse through a field with enemies large in perspective. Vehicles would have features resembling the animal associated with them. However, Sony decided to cancel Animal Wars to ensure Lair would be finished in time. Because of Lair's disappointing sales and reviews, the deal with Sony was dissolved and Animal Wars was never worked on again.



* ''Comicbook/TheAvengers'' by THQ Studio Australia ended up cancelled when the studio was closed down and the rights went over to Creator/{{Ubisoft}}. A first-person brawler in the style of ''VideoGame/Left4Dead'', players would take control of Comicbook/IronMan, [[Comicbook/TheMightyThor Thor]], Comicbook/CaptainAmerica and Comicbook/TheIncredibleHulk (with Comicbook/BlackWidow, Comicbook/{{Hawkeye}}, Comicbook/WarMachine and [[Comicbook/CarolDanvers Ms. Marvel]] planned as unlockable characters) to fight off hordes of superpowered aliens, including Super-Skrulls. There were also tentative plans for an independent side plot that would have featured Comicbook/AntMan, ComicBook/TheVision, and Comicbook/{{Ultron}}, but it is unknown if it would have made it into the final game. The game was going to have an original storyline written by Creator/BrianBendis, which would have been a loose adaptation of ''Comicbook/SecretInvasion'' mixed with the visual style of the ''[[Film/TheAvengers2012 Avengers]]'' live-action movie. Though the game was cancelled, one of the Skrulls designed for it was featured in the movie's toyline.

to:

%% * ''Comicbook/TheAvengers'' by THQ Studio Australia ended up cancelled when the studio was closed down and the rights went over to Creator/{{Ubisoft}}. A first-person brawler in the style of ''VideoGame/Left4Dead'', players would take control of Comicbook/IronMan, [[Comicbook/TheMightyThor Thor]], Comicbook/CaptainAmerica and Comicbook/TheIncredibleHulk (with Comicbook/BlackWidow, Comicbook/{{Hawkeye}}, Comicbook/WarMachine and [[Comicbook/CarolDanvers Ms. Marvel]] planned as unlockable characters) to fight off hordes of superpowered aliens, including Super-Skrulls. There were also tentative plans for an independent side plot that would have featured Comicbook/AntMan, ComicBook/TheVision, and Comicbook/{{Ultron}}, but it is unknown if it would have made it into the final game. The game was going to have an original storyline written by Creator/BrianBendis, which would have been a loose adaptation of ''Comicbook/SecretInvasion'' mixed with the visual style of the ''[[Film/TheAvengers2012 Avengers]]'' live-action movie. Though the game was cancelled, one of the Skrulls designed for it was featured in the movie's toyline.



* ''VideoGame/TheBardsTaleIV'': Before being developed by Creator/InXileEntertainment, original designer Rebecca Heineman worked on three versions of ''The Bard's Tale IV'', which were not released due to cancellation by Creator/ElectronicArts. In 1989, a game planned to be ''The Bard's Tale IV'' was released as ''Dragon Wars''. A 1992 ''The Bard's Tale IV'' was going to be released in two parts, but was cancelled. Contraband Entertainment developed a 3D ''The Bard's Tale IV'' in 1998, which was cancelled around 2000. A 2003 ''The Bard's Tale IV'' project became the fan game ''Bard’s Legacy: Devil Whiskey''.
* ''Battlecruiser 3000AD'':
** ''Battlecruiser Commander'' was an intended sequel that was planned to have two add-on packs: ''Battlecruiser 3000AD: Skirmish Pak'', which would have had multiplayer, and ''Battlecruiser 3000AD: Strike Pak'', which would feature a first person ship perspective, boarding ships, and player targeted ships.
** ''Battlecruiser 3020AD'' was another eventually-{{vaporware}} sequel that would have had a first person ship perspective and persistent online multiplayer.
** ''Universal Combat'' started as the ''Battlecruiser 3000AD'' first person ship perspective add-on, ''Battlecruiser Tactical Engagement'', replaced by "Project ABC" or "After Battlecruiser", intended for a 2001 Xbox and PC release, developed in 2001 as ''Battlecruiser Generations'' before becoming ''Universal Combat''.
** ''Battlecruiser Generations''/''Universal Combat'' was intended to have a persistent world MMO version, ''Battlecruiser Online''.
** ''Galactic Command'' was initially a series of action games based on the ''Universal Combat'' engine, ''Universal Combat: Hostile Intent''/''Hostile Intent: Planetfall'', ''Universal Combat: Hold the Line'', and ''Universal Combat: Edge to Edge''.

to:

%% * ''VideoGame/TheBardsTaleIV'': Before being developed by Creator/InXileEntertainment, original designer Rebecca Heineman worked on three versions of ''The Bard's Tale IV'', which were not released due to cancellation by Creator/ElectronicArts. In 1989, a game planned to be ''The Bard's Tale IV'' was released as ''Dragon Wars''. A 1992 ''The Bard's Tale IV'' was going to be released in two parts, but was cancelled. Contraband Entertainment developed a 3D ''The Bard's Tale IV'' in 1998, which was cancelled around 2000. A 2003 ''The Bard's Tale IV'' project became the fan game ''Bard’s Legacy: Devil Whiskey''.
%% * ''Battlecruiser 3000AD'':
%% ** ''Battlecruiser Commander'' was an intended sequel that was planned to have two add-on packs: ''Battlecruiser 3000AD: Skirmish Pak'', which would have had multiplayer, and ''Battlecruiser 3000AD: Strike Pak'', which would feature a first person ship perspective, boarding ships, and player targeted ships.
%% ** ''Battlecruiser 3020AD'' was another eventually-{{vaporware}} sequel that would have had a first person ship perspective and persistent online multiplayer.
%% ** ''Universal Combat'' started as the ''Battlecruiser 3000AD'' first person ship perspective add-on, ''Battlecruiser Tactical Engagement'', replaced by "Project ABC" or "After Battlecruiser", intended for a 2001 Xbox and PC release, developed in 2001 as ''Battlecruiser Generations'' before becoming ''Universal Combat''.
%% ** ''Battlecruiser Generations''/''Universal Combat'' was intended to have a persistent world MMO version, ''Battlecruiser Online''.
%% ** ''Galactic Command'' was initially a series of action games based on the ''Universal Combat'' engine, ''Universal Combat: Hostile Intent''/''Hostile Intent: Planetfall'', ''Universal Combat: Hold the Line'', and ''Universal Combat: Edge to Edge''.



** ''VideoGame/{{Bayonetta 2}}'' began as an UsefulNotes/XBox360 and UsefulNotes/PlayStation3 game just like its predecessor, but Sega did not have enough budget to fund the game, so it was quietly cancelled. Platinum pitched the sequel to many companies, but the only one interested was Nintendo, who agreed to publish it when agreeing to publish ''VideoGame/TheWonderful101'' as well, thus the game ended up being on the UsefulNotes/WiiU instead. The fans' reactions when they heard that it would be exclusive to a "baby console" is truly a spectacle to behold. Of course, so was Platinum Games and Nintendo's when the Wii U was still such a massive bomb that Nintendo had to do a first for the entire game industry since the console cycle was invented and release an entire new console in the same generation to win back those previously alienated fans after they discovered the casual market wouldn't buy another console.
* ''B.C.'' by Peter Molyneux would have been a game about running a cave man settlement. The game was cancelled in 2004.
* ''Beast's Fury'' was a [[UsefulNotes/FurryFandom furry-themed]] fighting game by Ryhan Stevens and Evil Dog Productions that was being crowdfunded in 2014 but ended up being cancelled in 2016.

to:

%% ** ''VideoGame/{{Bayonetta 2}}'' began as an UsefulNotes/XBox360 and UsefulNotes/PlayStation3 game just like its predecessor, but Sega did not have enough budget to fund the game, so it was quietly cancelled. Platinum pitched the sequel to many companies, but the only one interested was Nintendo, who agreed to publish it when agreeing to publish ''VideoGame/TheWonderful101'' as well, thus the game ended up being on the UsefulNotes/WiiU instead. The fans' reactions when they heard that it would be exclusive to a "baby console" is truly a spectacle to behold. Of course, so was Platinum Games and Nintendo's when the Wii U was still such a massive bomb that Nintendo had to do a first for the entire game industry since the console cycle was invented and release an entire new console in the same generation to win back those previously alienated fans after they discovered the casual market wouldn't buy another console.
%% * ''B.C.'' by Peter Molyneux would have been a game about running a cave man settlement. The game was cancelled in 2004.
%% * ''Beast's Fury'' was a [[UsefulNotes/FurryFandom furry-themed]] fighting game by Ryhan Stevens and Evil Dog Productions that was being crowdfunded in 2014 but ended up being cancelled in 2016.



* ''VideoGame/{{Bioforge}}'' was going to have a sequel, ''[=BioForge II=]''. It was eventually cancelled to be reworked as an add-on to the first game, but the add-on was also cancelled.
* ''VideoGame/{{Bionicle}}: Legend Of Mata Nui'' would have been a 3rd person exploration/platform game for PC, based on the popular Franchise/{{LEGO}} brand. Players would have had the opportunity to play as each of the six original Toa characters, meet the islanders personally, and fight their way to confront [[BigBad Makuta]] himself. And the entire thing would have been canon, standing as the most complete and most official telling of the 2001 storyline. Nearing completion, with loads of promo material having been released, the game was scrapped, and is now seen as a Holy Grail for ''BIONICLE''. Beta copies do exist, which reveal several flaws that might have caused its cancellation. The motion controls are clunky -- there is no transition between standing still and jutting forward with great speed. The fights are either boring (you can defeat bigger foes without having to near them) or annoying (as it's hard to aim at smaller enemies). The environments, while vast and pretty, barely have any challenges or minigames to offer, as the developers were notoriously inexperienced at making these. At the very end of the first level, there is an impassable glitch. And the story presentation was so cheesy, the Story Team would have de-canonized great chunks of it. These factors and the tight deadline are what probably lead to the game never getting finished. LEGO simply states it wasn't up to their standard of quality, but it's also said that the game could only run on a particular type of graphics card. Thankfully, fans got to play a truly great on-line game for compensation, which was originally intended to be a mere side-note to the PC game.
** Their second attempt at a ''BIONICLE'' console game was more successful, if only in the sense that it was released -- but still not exactly finished. There were plans to release it onto UsefulNotes/PlayStation, and the game would have had levels featuring the six Toa in both their original Mata and updated Nuva forms, adding up to a total of 13 levels. A lot of these had to be scrapped due to the rushed development, even though the canceled levels were still heavily advertised in promotions. The released game only had 8 levels, and Tahu's the only one playable in both of his forms.
** ''[[https://www.youtube.com/watch?v=v6R_mc2oreU BIONICLE 2: City of Legends]]'', the never-finished 2004 sequel to the aforementioned game. Before the release of the linked video in late 2012, no one even ''knew'' it had been in development.

to:

%% * ''VideoGame/{{Bioforge}}'' was going to have a sequel, ''[=BioForge II=]''. It was eventually cancelled to be reworked as an add-on to the first game, but the add-on was also cancelled.
%% * ''VideoGame/{{Bionicle}}: Legend Of Mata Nui'' would have been a 3rd person exploration/platform game for PC, based on the popular Franchise/{{LEGO}} brand. Players would have had the opportunity to play as each of the six original Toa characters, meet the islanders personally, and fight their way to confront [[BigBad Makuta]] himself. And the entire thing would have been canon, standing as the most complete and most official telling of the 2001 storyline. Nearing completion, with loads of promo material having been released, the game was scrapped, and is now seen as a Holy Grail for ''BIONICLE''. Beta copies do exist, which reveal several flaws that might have caused its cancellation. The motion controls are clunky -- there is no transition between standing still and jutting forward with great speed. The fights are either boring (you can defeat bigger foes without having to near them) or annoying (as it's hard to aim at smaller enemies). The environments, while vast and pretty, barely have any challenges or minigames to offer, as the developers were notoriously inexperienced at making these. At the very end of the first level, there is an impassable glitch. And the story presentation was so cheesy, the Story Team would have de-canonized great chunks of it. These factors and the tight deadline are what probably lead to the game never getting finished. LEGO simply states it wasn't up to their standard of quality, but it's also said that the game could only run on a particular type of graphics card. Thankfully, fans got to play a truly great on-line game for compensation, which was originally intended to be a mere side-note to the PC game.
** Their second attempt at a ''BIONICLE'' console game was more successful, if only in the sense that it was released -- but still not exactly finished. * ''VideoGame/{{Bionicle}}'': There were plans to release it the game onto UsefulNotes/PlayStation, and the game would have had levels featuring the six Toa in both their original Mata and updated Nuva forms, adding up to a total of 13 levels. A lot of these had to be scrapped due to the rushed development, even though the canceled levels were still heavily advertised in promotions. The released game only had has 8 levels, and Tahu's the only one playable in both of his forms.
%% ** ''[[https://www.youtube.com/watch?v=v6R_mc2oreU BIONICLE 2: City of Legends]]'', the never-finished 2004 sequel to the aforementioned game. Before the release of the linked video in late 2012, no one even ''knew'' it had been in development.



** ''Blood II: Revelations'' was a planned second expansion for the game to be developed by Tequila Software, which included several new weapons (a [[HandCannon much more powerful pistol]], [[ThrowingYourSwordAlwaysWorks throwing knives]], a tranquilizer gun, etc.), changes to some existing weapons (such as letting secondary fire be used with akimbo MAC-10s or giving a melee attack to The Orb), and a story involving Caleb taking control of the Cabal only to be caught up in a struggle between them and a RenegadeSplinterFaction called the "Krest", which would have (appropriate to its name) ended on the revelation that [[spoiler:the player was actually controlling Tchernobog controlling Caleb in ''Blood II'', rather than controlling Caleb directly - the final boss fight would have involved the Krest's leader stealing the essence of Tchernobog, whereupon you controlled ''him'' in a fight against Caleb.]]
* ''VideoGame/{{Bonk}}: Brink of Extinction'' was meant to be a new game in a long-abandoned franchise, with a plot involving Bonk attempting to save his world from the threat of an incoming meteor. [[TooSoon Then the Fukushima disaster happened]], and the game was almost immediately cancelled, with its developer (still reeling from being let go by their previous publisher after working on the MisbegottenMultiplayerMode of the 2009 ''VideoGame/{{Wolfenstein|2009}}'') [[CreatorKiller closing shop]] before the month was out.

to:

%% ** ''Blood II: Revelations'' was a planned second expansion for the game to be developed by Tequila Software, which included several new weapons (a [[HandCannon much more powerful pistol]], [[ThrowingYourSwordAlwaysWorks throwing knives]], a tranquilizer gun, etc.), changes to some existing weapons (such as letting secondary fire be used with akimbo MAC-10s or giving a melee attack to The Orb), and a story involving Caleb taking control of the Cabal only to be caught up in a struggle between them and a RenegadeSplinterFaction called the "Krest", which would have (appropriate to its name) ended on the revelation that [[spoiler:the player was actually controlling Tchernobog controlling Caleb in ''Blood II'', rather than controlling Caleb directly - the final boss fight would have involved the Krest's leader stealing the essence of Tchernobog, whereupon you controlled ''him'' in a fight against Caleb.]]
%% * ''VideoGame/{{Bonk}}: Brink of Extinction'' was meant to be a new game in a long-abandoned franchise, with a plot involving Bonk attempting to save his world from the threat of an incoming meteor. [[TooSoon Then the Fukushima disaster happened]], and the game was almost immediately cancelled, with its developer (still reeling from being let go by their previous publisher after working on the MisbegottenMultiplayerMode of the 2009 ''VideoGame/{{Wolfenstein|2009}}'') [[CreatorKiller closing shop]] before the month was out.



* ''The Broken Hourglass'' was going to be an isometric party-based RPG in a Byzantine-like setting, inspired by ''Baldur's Gate II''. The game was in development from 2005 and was cancelled in 2011.

to:

%% * ''The Broken Hourglass'' was going to be an isometric party-based RPG in a Byzantine-like setting, inspired by ''Baldur's Gate II''. The game was in development from 2005 and was cancelled in 2011.



* Developer "Dejawolfs" was working on a fan remake of ''VideoGame/CastlevaniaI'' in Unreal Engine. Development stopped due to a cease and desist, though the developer is attempting to acquire a license from Creator/{{Konami}}.
* ''WesternAnimation/CatDog'' was going to get a LicensedGame for the UsefulNotes/PlayStation called ''[=CatDog=]: Saving Mean Bob'', but the game was never released.

to:

%% * Developer "Dejawolfs" was working on a fan remake of ''VideoGame/CastlevaniaI'' in Unreal Engine. Development stopped due to a cease and desist, though the developer is attempting to acquire a license from Creator/{{Konami}}.
%% * ''WesternAnimation/CatDog'' was going to get a LicensedGame for the UsefulNotes/PlayStation called ''[=CatDog=]: Saving Mean Bob'', but the game was never released.



* ''VideoGame/CelDamage'' was going to have a sequel. The sequel would offer new character designs (such as Violet and Dominique having new hairstyles and more cleavage, Sinder being made ''cute'', and Fowl Mouth becoming colorized), on-foot combat in addition to vehicle combat, many of the changes and improvements from ''Cel Damage Overdrive'', and new level themes, such as islands and underwater levels. Sadly, EA pulled the plug on the game before it could even progress past the early prototype stage, just so they could make room for more sports games and ''Franchise/HarryPotter'' movie tie-ins. Years after its cancellation, former Psuedo Interactive employees posted the concept art and a 15-second montage of clips from the early prototype to the Internet.
* ''TabletopGame/{{Champions}}'', by Hero Games, was going to be a 1992 computer RPG adaptation of the ''TabletopGame/{{Champions}}'' RPG.
* ''Chaos Chronicles'', by Coreplay, was going to be a [[TabletopGame/DungeonsAndDragons D&D 3.5E]] isometric, party-based, tactical turn-based RPG on a hex grid.
* ''VideoGame/ChronoTrigger'': An unofficial installment, ''Chrono Trigger: VideoGame/CrimsonEchoes'', would have had 35 hours of gameplay and eleven endings. A 3D remake of ''Chrono Trigger'', initially developed on the N64 as ''[=CT64=]'', ended up being on Windows as ''Chrono Resurrection'', with ports planned for Xbox and [=GameCube=]. [[ScrewedByTheLawyers Both fan projects ended up being abandoned due to a cease and desist]].

to:

%% * ''VideoGame/CelDamage'' was going to have a sequel. The sequel would offer new character designs (such as Violet and Dominique having new hairstyles and more cleavage, Sinder being made ''cute'', and Fowl Mouth becoming colorized), on-foot combat in addition to vehicle combat, many of the changes and improvements from ''Cel Damage Overdrive'', and new level themes, such as islands and underwater levels. Sadly, EA pulled the plug on the game before it could even progress past the early prototype stage, just so they could make room for more sports games and ''Franchise/HarryPotter'' movie tie-ins. Years after its cancellation, former Psuedo Interactive employees posted the concept art and a 15-second montage of clips from the early prototype to the Internet.
%% * ''TabletopGame/{{Champions}}'', by Hero Games, was going to be a 1992 computer RPG adaptation of the ''TabletopGame/{{Champions}}'' RPG.
%% * ''Chaos Chronicles'', by Coreplay, was going to be a [[TabletopGame/DungeonsAndDragons D&D 3.5E]] isometric, party-based, tactical turn-based RPG on a hex grid.
%% * ''VideoGame/ChronoTrigger'': An unofficial installment, ''Chrono Trigger: VideoGame/CrimsonEchoes'', would have had 35 hours of gameplay and eleven endings. A 3D remake of ''Chrono Trigger'', initially developed on the N64 as ''[=CT64=]'', ended up being on Windows as ''Chrono Resurrection'', with ports planned for Xbox and [=GameCube=]. [[ScrewedByTheLawyers Both fan projects ended up being abandoned due to a cease and desist]].



* ''VideoGame/{{Clayfighter}} 63 1/3'' was planned to be ported to the UsefulNotes/PlayStation under the title of Clayfighter [[XtremeKoolLetterz X-treme]] with all of the characters from Sculptor's Cut, the gameplay from the original ''63 1/3'' and one of the characters that was removed from the N64 games, a homeless parody of Robocop called, of course, Hobocop. The N64 Clayfighters themselves were a reworking of a canceled ''Clayfighter 3'' for the SNES and M2 console. An installment for the Nintendo DS and Wii, titled ''Clayfighter: Call of Putty'', may have been planned as an UpdatedRerelease of ''63 1/3''.

to:

%% * ''VideoGame/{{Clayfighter}} 63 1/3'' was planned to be ported to the UsefulNotes/PlayStation under the title of Clayfighter [[XtremeKoolLetterz X-treme]] with all of the characters from Sculptor's Cut, the gameplay from the original ''63 1/3'' and one of the characters that was removed from the N64 games, a homeless parody of Robocop called, of course, Hobocop. The N64 Clayfighters themselves were a reworking of a canceled ''Clayfighter 3'' for the SNES and M2 console. An installment for the Nintendo DS and Wii, titled ''Clayfighter: Call of Putty'', may have been planned as an UpdatedRerelease of ''63 1/3''.



** ''Command & Conquer: Renegade 2''. One version was going to tie in to ''VideoGame/CommandAndConquerRedAlert2'', another version was to be set after ''Yuri's Revenge''.
** ''Tiberium'' was going to be a tactical FPS using Unreal Engine 3.
** ''Command & Conquer: Continuum'' was to be a ''Command & Conquer'' MMORPG.
** The 2013 ''[[VideoGame/CommandAndConquer2013 Command & Conquer]]'', a free to play game by Victory Games that was cancelled in 2013, which was at least at some point meant to be a sequel to ''VideoGame/CommandAndConquerGenerals''.

to:

%% ** ''Command & Conquer: Renegade 2''. One version was going to tie in to ''VideoGame/CommandAndConquerRedAlert2'', another version was to be set after ''Yuri's Revenge''.
%% ** ''Tiberium'' was going to be a tactical FPS using Unreal Engine 3.
%% ** ''Command & Conquer: Continuum'' was to be a ''Command & Conquer'' MMORPG.
%% ** The 2013 ''[[VideoGame/CommandAndConquer2013 Command & Conquer]]'', a free to play game by Victory Games that was cancelled in 2013, which was at least at some point meant to be a sequel to ''VideoGame/CommandAndConquerGenerals''.



** In the sequel, ''Conker's Other Bad Day'' or ''Conker: Gettin' Medieval'', it was planned that Conker did so horribly as king (he squandered the treasury's worth of moolah for parties, beer and hookers to a point of bankruptcy) that he was thrown in the dungeon and had to escape, ball and chain in tow, back to his throne. The sequel was cancelled by Microsoft in favor of ''Kinect Sports''. Also, another draft of the sequel was going to have Conker killed as early as the first scene in friendly fire.
* ''Literature/{{Contact}}'' was Carl Sagan's idea for a non-violent video game that would teach astronomy by starting on the Earth and finding a location in the Milky Way galaxy, or finding the Earth from another point in the galaxy. It was envisioned either as one game with two modes, or two separate games, ''Contact 1'' and ''Contact 2''.
* ''Coolsville'' was being developed by Music Pen for the fall of 1994 release, but it was later cancelled after the publisher closed down. It was going to be a jazz-themed PC adventure game aimed at a children audience.

to:

%% ** In the sequel, ''Conker's Other Bad Day'' or ''Conker: Gettin' Medieval'', it was planned that Conker did so horribly as king (he squandered the treasury's worth of moolah for parties, beer and hookers to a point of bankruptcy) that he was thrown in the dungeon and had to escape, ball and chain in tow, back to his throne. The sequel was cancelled by Microsoft in favor of ''Kinect Sports''. Also, another draft of the sequel was going to have Conker killed as early as the first scene in friendly fire.
%% * ''Literature/{{Contact}}'' was Carl Sagan's idea for a non-violent video game that would teach astronomy by starting on the Earth and finding a location in the Milky Way galaxy, or finding the Earth from another point in the galaxy. It was envisioned either as one game with two modes, or two separate games, ''Contact 1'' and ''Contact 2''.
%% * ''Coolsville'' was being developed by Music Pen for the fall of 1994 release, but it was later cancelled after the publisher closed down. It was going to be a jazz-themed PC adventure game aimed at a children audience.



** There's a good handful of ''Crash'' games that were either never released or became something else:
*** There was a game developed by Tom Ruegger, best known as the creator of ''WesternAnimation/TinyToonAdventures'' and ''WesternAnimation/{{Animaniacs}}'', but it was ultimately canceled.
*** ''VideoGame/CrashBandicoot3Warped'' was going to have a follow-up game on the [=PS2=] by Mark Cerny, featuring free-roaming gameplay and interplanetary travel, to be published by Konami. Some game elements were worked into ''VideoGame/CrashBandicootTheWrathOfCortex''.
*** ''Crash Bandicoot: Evolution'' was going to be a game on the [=GameCube=], featuring the character Foofie, a planet known as Gaudi, a floating city, and a fish world. Some elements of the game were worked into ''VideoGame/CrashTwinsanity'' on the [=PS2=] and Xbox, and some game mechanics and ideas ended up in ''VideoGame/SonicBoom'', made by former Creator/NaughtyDog developers.
*** ''VideoGame/CrashTwinsanity'' was going to have a sequel, ''Crash Twinsanity 2'', taking place in a TrappedInTVLand setting with over 25 levels.
*** ''Cortex Chaos'' was planned to be a followup to ''VideoGame/CrashTwinsanity'', on the [=GameCube=], [=PS2=] and Xbox.
*** ''Crush Bandicoot'', by Magenta Software, was going to be a VillainProtagonist game starring Crash's evil twin Crush, on the [=GameCube=], [=PS2=] and Xbox in 2004.
*** ''Crash Clash Racing'' was going to be a racing game on the [=GameCube=], [=PS2=] and Xbox. The game was reworked into ''VideoGame/CrashTagTeamRacing''.
*** ''VideoGame/CrashTagTeamRacing'' was going to have a port on the Nintendo DS in 2005.
*** ''Bandicoot Brats'' was going to be a ''Crash Bandicoot'' game by Creator/KromeStudios, but was cancelled to focus on ''VideoGame/TheLegendOfSpyro''.
*** ''Crash Online'' was mentioned on a Creator/{{Sierra}} website from 2006-2007. No details are known, but it may have ended up as the interactive ''Crash Village'' on the Creator/{{Activision}} website.
*** ''Crash Landed'', by Creator/RadicalEntertainment, was going to be a ''Crash Bandicoot'' reboot on Nintendo DS, [=PlayStation 3=], Wii, and Xbox 360, developed around 2010-2013 before development shifted to [[CreatorKiller the ill-fated]] ''VideoGame/Prototype2''.
*** ''Crash Team Racing'', by Creator/HighImpactGames, was going to be a racing game and spinoff to ''Crash Landed'', being developed around 2010. The game was cancelled, and elements were worked into the game ''VideoGame/DreamWorksSuperStarKartz''.
*** A UsefulNotes/PlayStation4 ''Crash Bandicoot'' game was being developed by Cerny Games. After being cancelled, elements of the game were reworked into the game ''VideoGame/{{Knack}}''.
* ''VideoGame/{{Crusader}}'': ''Crusader: No Survivors'' was to be the multiplayer add-on for ''Crusader: No Regret''. The third game would have been ''Crusader II'', ''Crusader: No Mercy'', or ''Crusader 3: No Escape''.

to:

%% ** There's a good handful of ''Crash'' games that were either never released or became something else:
%% *** There was a game developed by Tom Ruegger, best known as the creator of ''WesternAnimation/TinyToonAdventures'' and ''WesternAnimation/{{Animaniacs}}'', but it was ultimately canceled.
%% *** ''VideoGame/CrashBandicoot3Warped'' was going to have a follow-up game on the [=PS2=] by Mark Cerny, featuring free-roaming gameplay and interplanetary travel, to be published by Konami. Some game elements were worked into ''VideoGame/CrashBandicootTheWrathOfCortex''.
%% *** ''Crash Bandicoot: Evolution'' was going to be a game on the [=GameCube=], featuring the character Foofie, a planet known as Gaudi, a floating city, and a fish world. Some elements of the game were worked into ''VideoGame/CrashTwinsanity'' on the [=PS2=] and Xbox, and some game mechanics and ideas ended up in ''VideoGame/SonicBoom'', made by former Creator/NaughtyDog developers.
%% *** ''VideoGame/CrashTwinsanity'' was going to have a sequel, ''Crash Twinsanity 2'', taking place in a TrappedInTVLand setting with over 25 levels.
%% *** ''Cortex Chaos'' was planned to be a followup to ''VideoGame/CrashTwinsanity'', on the [=GameCube=], [=PS2=] and Xbox.
%% *** ''Crush Bandicoot'', by Magenta Software, was going to be a VillainProtagonist game starring Crash's evil twin Crush, on the [=GameCube=], [=PS2=] and Xbox in 2004.
%% *** ''Crash Clash Racing'' was going to be a racing game on the [=GameCube=], [=PS2=] and Xbox. The game was reworked into ''VideoGame/CrashTagTeamRacing''.
%% *** ''VideoGame/CrashTagTeamRacing'' was going to have a port on the Nintendo DS in 2005.
%% *** ''Bandicoot Brats'' was going to be a ''Crash Bandicoot'' game by Creator/KromeStudios, but was cancelled to focus on ''VideoGame/TheLegendOfSpyro''.
%% *** ''Crash Online'' was mentioned on a Creator/{{Sierra}} website from 2006-2007. No details are known, but it may have ended up as the interactive ''Crash Village'' on the Creator/{{Activision}} website.
%% *** ''Crash Landed'', by Creator/RadicalEntertainment, was going to be a ''Crash Bandicoot'' reboot on Nintendo DS, [=PlayStation 3=], Wii, and Xbox 360, developed around 2010-2013 before development shifted to [[CreatorKiller the ill-fated]] ''VideoGame/Prototype2''.
%% *** ''Crash Team Racing'', by Creator/HighImpactGames, was going to be a racing game and spinoff to ''Crash Landed'', being developed around 2010. The game was cancelled, and elements were worked into the game ''VideoGame/DreamWorksSuperStarKartz''.
%% *** A UsefulNotes/PlayStation4 ''Crash Bandicoot'' game was being developed by Cerny Games. After being cancelled, elements of the game were reworked into the game ''VideoGame/{{Knack}}''.
%% * ''VideoGame/{{Crusader}}'': ''Crusader: No Survivors'' was to be the multiplayer add-on for ''Crusader: No Regret''. The third game would have been ''Crusader II'', ''Crusader: No Mercy'', or ''Crusader 3: No Escape''.



* ''VideoGame/{{Cytus}}'' was going to get an arcade version named ''Cytus Omega'', which was announced in 2015. However, it was cancelled in 2018 due to the expiration of the contract between Capcom and Rayark, with Rayark feeling that the game was still not at the level that they wanted it to be at.
* ''VideoGame/{{Daikatana}}''
** A UsefulNotes/PlayStation version was cancelled during development.
** A ''Daikatana'' sequel was being developed by Human Head Studios on the Unreal Engine. When the project was cancelled, the developers began working on ''VideoGame/{{Rune}}''.
* In 1995, a first-person sandbox PC game called ''Damocles'' was supposed to come out. Its goal would have been to explore a solar system in order to save a planet from a collision with a comet. The solar system would have been ''completely'' explorable; the players would have had the freedom to fly in space, land and move freely on any planet, enter any building, explore any room, pick up any object, blow up any building and even destroy any planet they wanted. Psygnosis canceled the game when it was practically complete.
* ''ComicBook/{{Daredevil}}'' was set to have a game made in early 2002, set to be released in 2003. The game would have had the Man Without Fear battle a number of familiar foes such as ComicBook/TheKingpin, Silvermane, Hammerhead and the Rose, have appearances by ComicBook/{{Elektra}} and Echo and have unlockable costumes such as his original red and yellow suit. Daredevil would have traversed through Hell's Kitchen either by swinging on his billyclub or by grinding (something Sony requested and Marvel was very wary of adding because Daredevil doesn't grind). There was also a precursor of the Detective Mode from ''VideoGame/BatmanArkhamAsylum'' based on Daredevil's Radar Sense. The game would have been based on Creator/FrankMiller's ''Elektra Lives Again'' and had Daredevil trying to stop a crime war when it seems the Kingpin was murdered. However, the game was shelved when Marvel, very unhappy with the fact that the studio making it, 5000 Ft., opted to side with Sony a little too much, refused to let it be approved. This wasn't counting the fact that there was an internal war between the old members of the team and new ones hired.

to:

%% * ''VideoGame/{{Cytus}}'' was going to get an arcade version named ''Cytus Omega'', which was announced in 2015. However, it was cancelled in 2018 due to the expiration of the contract between Capcom and Rayark, with Rayark feeling that the game was still not at the level that they wanted it to be at.
%% * ''VideoGame/{{Daikatana}}''
%% ** A UsefulNotes/PlayStation version was cancelled during development.
%% ** A ''Daikatana'' sequel was being developed by Human Head Studios on the Unreal Engine. When the project was cancelled, the developers began working on ''VideoGame/{{Rune}}''.
%% * In 1995, a first-person sandbox PC game called ''Damocles'' was supposed to come out. Its goal would have been to explore a solar system in order to save a planet from a collision with a comet. The solar system would have been ''completely'' explorable; the players would have had the freedom to fly in space, land and move freely on any planet, enter any building, explore any room, pick up any object, blow up any building and even destroy any planet they wanted. Psygnosis canceled the game when it was practically complete.
%% * ''ComicBook/{{Daredevil}}'' was set to have a game made in early 2002, set to be released in 2003. The game would have had the Man Without Fear battle a number of familiar foes such as ComicBook/TheKingpin, Silvermane, Hammerhead and the Rose, have appearances by ComicBook/{{Elektra}} and Echo and have unlockable costumes such as his original red and yellow suit. Daredevil would have traversed through Hell's Kitchen either by swinging on his billyclub or by grinding (something Sony requested and Marvel was very wary of adding because Daredevil doesn't grind). There was also a precursor of the Detective Mode from ''VideoGame/BatmanArkhamAsylum'' based on Daredevil's Radar Sense. The game would have been based on Creator/FrankMiller's ''Elektra Lives Again'' and had Daredevil trying to stop a crime war when it seems the Kingpin was murdered. However, the game was shelved when Marvel, very unhappy with the fact that the studio making it, 5000 Ft., opted to side with Sony a little too much, refused to let it be approved. This wasn't counting the fact that there was an internal war between the old members of the team and new ones hired.



* ''VideoGame/{{Dawngate}}'' was a cancelled [[MultiplayerOnlineBattleArena MOBA]] by Waystone Games.

to:

%% * ''VideoGame/{{Dawngate}}'' was a cancelled [[MultiplayerOnlineBattleArena MOBA]] by Waystone Games.



* ''Demonik'', the game featured in ''[[Film/GrandmasBoy2006 Grandma's Boy]]'', was going to be a game by Majesco Entertainment for the [[UsefulNotes/{{Xbox360}} Xbox 360]].

to:

%% * ''Demonik'', the game featured in ''[[Film/GrandmasBoy2006 Grandma's Boy]]'', was going to be a game by Majesco Entertainment for the [[UsefulNotes/{{Xbox360}} Xbox 360]].



* ''VideoGame/DivineDivinity'' developer Creator/LarianStudios planned to make an RPG, ''Ragnarok Unless'', later titled ''The Lady, the Mage & the Knight'' or ''LMK''. The game was planned to have 8-bit graphics, was remade with 16-bit graphics as a game in the ''TabletopGame/TheDarkEye'' universe, and had gameplay similar to ''VideoGame/DiabloII'' and ''VideoGame/UltimaVII''. The game was cancelled and the engine and game assets were used to make ''Divine Divinity''.

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%% * ''VideoGame/DivineDivinity'' developer Creator/LarianStudios planned to make an RPG, ''Ragnarok Unless'', later titled ''The Lady, the Mage & the Knight'' or ''LMK''. The game was planned to have 8-bit graphics, was remade with 16-bit graphics as a game in the ''TabletopGame/TheDarkEye'' universe, and had gameplay similar to ''VideoGame/DiabloII'' and ''VideoGame/UltimaVII''. The game was cancelled and the engine and game assets were used to make ''Divine Divinity''.



* There was going to be a [=GameCube=] sequel to ''VideoGame/DiddyKongRacing'' entitled ''Donkey Kong Racing''. It was going to include the entire Kong family instead of only Diddy, and instead of racing in karts, planes, and hovercrafts, players would race on elephants, birds, and other jungle animals. The project was canned once Rareware left Nintendo for Microsoft.
** It's worth noting that the game wasn't immediately canned after that; Rare still had the source code, and they attempted to [[DolledUpInstallment retool it into a]] ''VideoGame/SabreWulf'' game called ''Sabreman Stampede''. Even in this form, however, the game suffered some development troubles, and after the commercial failure of ''VideoGame/BanjoKazooie: Nuts & Bolts'', the game got axed for good.

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%% * There was going to be a [=GameCube=] sequel to ''VideoGame/DiddyKongRacing'' entitled ''Donkey Kong Racing''. It was going to include the entire Kong family instead of only Diddy, and instead of racing in karts, planes, and hovercrafts, players would race on elephants, birds, and other jungle animals. The project was canned once Rareware left Nintendo for Microsoft.
%% ** It's worth noting that the game wasn't immediately canned after that; Rare still had the source code, and they attempted to [[DolledUpInstallment retool it into a]] ''VideoGame/SabreWulf'' game called ''Sabreman Stampede''. Even in this form, however, the game suffered some development troubles, and after the commercial failure of ''VideoGame/BanjoKazooie: Nuts & Bolts'', the game got axed for good.



** Around the release of the game ''VideoGame/{{Rage}}'', a game known as ''Doom 4'' was in development, [[FanNickname nicknamed by fans]] as ''Call of Doom'' for its resemblance to the ''VideoGame/CallOfDuty'' franchise. The game went unreleased, and ended up being replaced by a more properly ''Doom''- like game that came out [[Videogame/Doom2016 in 2016]].

to:

%% ** Around the release of the game ''VideoGame/{{Rage}}'', a game known as ''Doom 4'' was in development, [[FanNickname nicknamed by fans]] as ''Call of Doom'' for its resemblance to the ''VideoGame/CallOfDuty'' franchise. The game went unreleased, and ended up being replaced by a more properly ''Doom''- like game that came out [[Videogame/Doom2016 in 2016]].



** The game was also going to include Human Commoner and Human Barbarian origins, in addition the Human Noble that made it into the final game. The Commoner origin was written out but cut due to being too boring (you basically had to repel an army of Darkspawn encroaching on your family farm), while the Barbarian origin was abandoned because it required a whole new set of level assets for the Avvar (local "barbarian" tribe) culture, which couldn't be produced on time. Avvar culture would no be featured in a game until ''Inquisition''.

to:

** The game was also going to include Human Commoner and Human Barbarian origins, in addition the Human Noble that made it into the final game. The Commoner origin was written out but cut due to being too boring (you basically had to repel an army of Darkspawn encroaching on your family farm), while the Barbarian origin was abandoned because it required a whole new set of level assets for the Avvar (local "barbarian" tribe) culture, which couldn't be produced on time. Avvar culture would no not be featured in a game until ''Inquisition''.



* ''Dragon's Heaven'', developed by Face, was a 2D fighter for Neo Geo that ended up not being released.
* Before Creator/SquareEnix decided to localize ''VideoGame/DragonQuestVII'' on the UsefulNotes/Nintendo3DS, a fan translation was underway that was canceled due to a cease and desist.

to:

%% * ''Dragon's Heaven'', developed by Face, was a 2D fighter for Neo Geo that ended up not being released.
%% * Before Creator/SquareEnix decided to localize ''VideoGame/DragonQuestVII'' on the UsefulNotes/Nintendo3DS, a fan translation was underway that was canceled due to a cease and desist.



* ''Dune Generations'' was going to be an online persistent multiplayer game based on ''Literature/{{Dune}}''.

to:

%% * ''Dune Generations'' was going to be an online persistent multiplayer game based on ''Literature/{{Dune}}''.



* ''Dungeon Keeper 3: War for the Overworld'', cancelled in 2000, would have featured an improved economy, a new playable race, new playable heroes, and multiplayer.
* In the mid-2000s, Creator/{{Disney}} was looking to create a spinoff franchise based around the dwarfs of ''WesternAnimation/SnowWhiteAndTheSevenDwarfs'' (simply titled "Dwarfs'') taking a darker fantasy-epic tone (with a goal of drafting out thousands of years of Dwarf history). As a companion to a movie about how the dwarfs met and the origins of the Evil Queen and Magic Mirror, Disney hired Creator/ObsidianEntertainment to create a DarkerAndEdgier distant prequel set generations beforehand focusing around a young prince traveling with the ancestors of the Seven Dwarfs. Said game opened with the prince fighting a monster only to be revealed that [[spoiler:he was put under some hallucination spell and that he actually killed his mother the queen, setting into motion a journey to redeem himself]].
* ''Eight Days'' by SCE London Studio was a UsefulNotes/PlayStation3 action game that was indefinitely put on hold in 2009.

to:

%% * ''Dungeon Keeper 3: War for the Overworld'', cancelled in 2000, would have featured an improved economy, a new playable race, new playable heroes, and multiplayer.
%% * In the mid-2000s, Creator/{{Disney}} was looking to create a spinoff franchise based around the dwarfs of ''WesternAnimation/SnowWhiteAndTheSevenDwarfs'' (simply titled "Dwarfs'') taking a darker fantasy-epic tone (with a goal of drafting out thousands of years of Dwarf history). As a companion to a movie about how the dwarfs met and the origins of the Evil Queen and Magic Mirror, Disney hired Creator/ObsidianEntertainment to create a DarkerAndEdgier distant prequel set generations beforehand focusing around a young prince traveling with the ancestors of the Seven Dwarfs. Said game opened with the prince fighting a monster only to be revealed that [[spoiler:he was put under some hallucination spell and that he actually killed his mother the queen, setting into motion a journey to redeem himself]].
%% * ''Eight Days'' by SCE London Studio was a UsefulNotes/PlayStation3 action game that was indefinitely put on hold in 2009.



* The main characters of ''VideoGame/EliteBeatAgents'' were originally going to be based off the Village people and were originally called the Disco Rangers. Derek also wasn't the same person until much later. There's also some WhatCouldHaveBeen in ''VideoGame/OsuTatakaeOuendan'', its Japanese predecessor. There was originally one level planned in [[https://www.youtube.com/watch?v=REq2Mf7xzXk this prototype]] where you have to save a puppy from an incoming train, but it was scrapped when they didn't think about how the scenario would end [[DownerEnding if you]] ''[[ShootTheDog failed]]''. The song was later recycled into Sachiko's level.
* ''Elveon'', a third person fantasy game by 10Tacle Studios, was to be released on PC, [=PS3=] and Xbox 360 on Unreal Engine 3. Development may have moved to Unreal Engine 4, or the project may be cancelled.

to:

* The main characters of ''VideoGame/EliteBeatAgents'' were originally going to be based off the Village people People and were originally called the Disco Rangers. Derek also wasn't the same person until much later. There's also some WhatCouldHaveBeen in ''VideoGame/OsuTatakaeOuendan'', its Japanese predecessor. There was originally one level planned in [[https://www.youtube.com/watch?v=REq2Mf7xzXk this prototype]] where you have to save a puppy from an incoming train, but it was scrapped when they didn't think about how the scenario would end [[DownerEnding if you]] ''[[ShootTheDog failed]]''. The song was later recycled into Sachiko's level.
%% * ''Elveon'', a third person fantasy game by 10Tacle Studios, was to be released on PC, [=PS3=] and Xbox 360 on Unreal Engine 3. Development may have moved to Unreal Engine 4, or the project may be cancelled.



** A spin-off title called ''Disney Epic Racers'' was planned. Serving as Disney's equivalent of ''VideoGame/MarioKart'', racers featured included Mickey and Oswald sharing a car, [[WesternAnimation/OneHundredAndOneDalmatians Cruella De Vil]] in her own car and [[WesternAnimation/Ducktales1987 Scrooge McDuck and his nephews]] in motorcycle with sidecar. Like the below Donald Duck game, it met its end with Junction Point.
* Junction Point's demise after the failure of Epic Mickey 2 lead to the cancellation of a companion game called "[[http://gonintendo.com/stories/263536-disney-illustrator-shares-artwork-from-cancelled-epic-donald-a Epic Donald]]", focused on the works of Creator/CarlBarks that would have also dived into ''WesternAnimation/DonaldInMathmagicLand'', ''WesternAnimation/DuckTales'', ''WesternAnimation/TheThreeCaballeros'', and ''ComicBook/TheLifeAndTimesOfScroogeMcDuck''.

to:

%% ** A spin-off title called ''Disney Epic Racers'' was planned. Serving as Disney's equivalent of ''VideoGame/MarioKart'', racers featured included Mickey and Oswald sharing a car, [[WesternAnimation/OneHundredAndOneDalmatians Cruella De Vil]] in her own car and [[WesternAnimation/Ducktales1987 Scrooge McDuck and his nephews]] in motorcycle with sidecar. Like the below Donald Duck game, it met its end with Junction Point.
%% * Junction Point's demise after the failure of Epic Mickey 2 lead to the cancellation of a companion game called "[[http://gonintendo.com/stories/263536-disney-illustrator-shares-artwork-from-cancelled-epic-donald-a Epic Donald]]", focused on the works of Creator/CarlBarks that would have also dived into ''WesternAnimation/DonaldInMathmagicLand'', ''WesternAnimation/DuckTales'', ''WesternAnimation/TheThreeCaballeros'', and ''ComicBook/TheLifeAndTimesOfScroogeMcDuck''.



* The [=EyeToy=] games ''[=EyeToy: Fight=]'' and ''[=EyeToy: Tales=]'' ultimately went unreleased.
* ''Faith and a .45'' was going to be an Xbox 360 and [=PS3=] action game set during the Great Depression, with the player able to switch between two characters who were in love. The game was cancelled in 2012.

to:

%% * The [=EyeToy=] games ''[=EyeToy: Fight=]'' and ''[=EyeToy: Tales=]'' ultimately went unreleased.
%% * ''Faith and a .45'' was going to be an Xbox 360 and [=PS3=] action game set during the Great Depression, with the player able to switch between two characters who were in love. The game was cancelled in 2012.



** A ''Fallout'' top-down shooter was being developed for the UsefulNotes/PlayStation by [[Creator/InterplayEntertainment Interplay]], along with a [=PlayStation=] port of ''VideoGame/BaldursGate''.

to:

%% ** A ''Fallout'' top-down shooter was being developed for the UsefulNotes/PlayStation by [[Creator/InterplayEntertainment Interplay]], along with a [=PlayStation=] port of ''VideoGame/BaldursGate''.



** ''Fallout Extreme'' was going to be a squad based first-person and third-person tactical shooter on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}} using the ''VideoGame/{{Unreal}}'' engine.
** ''Fallout Online'' was to be developed by Interplay. The rights were transferred to Creator/{{Bethesda}}, and it was eventually cancelled in 2012.
** Prior to the iOS/Android ''VideoGame/FalloutShelter'', John Carmack proposed a ''Fallout'' game for the iPhone.

to:

%% ** ''Fallout Extreme'' was going to be a squad based first-person and third-person tactical shooter on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}} using the ''VideoGame/{{Unreal}}'' engine.
%% ** ''Fallout Online'' was to be developed by Interplay. The rights were transferred to Creator/{{Bethesda}}, and it was eventually cancelled in 2012.
%% ** Prior to the iOS/Android ''VideoGame/FalloutShelter'', John Carmack proposed a ''Fallout'' game for the iPhone.



* A game based on ''Film/TheFastAndTheFurious'' was announced in 2003 around the release of ''2 Fast 2 Furious''. It would have been developed by Genki (developers of the ''VideoGame/TokyoXtremeRacer'' series) and published by Vivendi Games. It was due for release in November of 2003, but was cancelled. Three years later, another ''Fast and the Furious'' game was released in connection with ''Tokyo Drift''. (Developed by Eutechnyx and published by Namco.) But it would have been interesting to see the first one. [[http://www.gamespot.com/articles/the-fast-and-the-furious-hands-on-impressions/1100-6072784/?utm_campaign=gamespace_b&utm_content=footer&utm_medium=partner&utm_source=gamefaqs Some information.]]
* ''[[VideoGame/FearEffect Fear Effect Inferno]]'' by Kronos Digital Entertainment, was going to be a UsefulNotes/PlayStation2 sequel based on the first game's [[CuttingOffTheBranches best ending]].
* ''Videogame/{{Fez}}'' was going to have a sequel, though it was infamously canceled after developer Phil Fish's public breakdown.

to:

%% * A game based on ''Film/TheFastAndTheFurious'' was announced in 2003 around the release of ''2 Fast 2 Furious''. It would have been developed by Genki (developers of the ''VideoGame/TokyoXtremeRacer'' series) and published by Vivendi Games. It was due for release in November of 2003, but was cancelled. Three years later, another ''Fast and the Furious'' game was released in connection with ''Tokyo Drift''. (Developed by Eutechnyx and published by Namco.) But it would have been interesting to see the first one. [[http://www.gamespot.com/articles/the-fast-and-the-furious-hands-on-impressions/1100-6072784/?utm_campaign=gamespace_b&utm_content=footer&utm_medium=partner&utm_source=gamefaqs Some information.]]
%% * ''[[VideoGame/FearEffect Fear Effect Inferno]]'' by Kronos Digital Entertainment, was going to be a UsefulNotes/PlayStation2 sequel based on the first game's [[CuttingOffTheBranches best ending]].
%% * ''Videogame/{{Fez}}'' was going to have a sequel, though it was infamously canceled after developer Phil Fish's public breakdown.



*** Freddy was originally never able to move around the pizzaria with the rest of the animatronics, and would only kill the player if they ran out of power. Late in development, though, Freddy was made just as dangerous as (if not moreso) the others.

to:

*** Freddy was originally never able to move around the pizzaria pizzeria with the rest of the animatronics, and would only kill the player if they ran out of power. Late in development, though, Freddy was made just as dangerous as (if not moreso) the others.



* [[http://www.bleedingcool.com/2014/01/12/late-night-fun-the-flash-video-game-that-might-have-been/ There were plans]] for a ''Franchise/TheFlash'' game made by [=BottleRocket=] and Brash Entertainment. The game was, sadly, cancelled in 2008 when Brash went belly up. With a story written by Marv Wolfman, it would have starred the Barry Allen Flash and had him deal with his famed Rogue's Gallery. In-game footage from the alpha had ''very'' obvious nods to Sonic (beyond the running part, there were dash pads and grinding) and the Spider-Man games. It was also highly possible to play as other speedsters from the Flash Family.
** [[https://www.youtube.com/watch?list=PLE51D8DC24EBCBFA5&v=-fGs1QcUWsg According to this video]], the game initially started out with the idea of having the Flash help out other legendary DC city locations, like Metropolis and Gotham City, but curtailed it back to just Central and Keystone City. Instead, it would focus on the Wally West Flash during the first twelve months of his superheroic carrer, justifying the need for tutorials and such as Wally would be getting the hang of being the Flash. The Flash would deal with his Rogues Gallery before facing down the ultimate villains of the game, Gorilla Grodd and Professor Zoom. There would also be an online multiplayer mode that would allow players to race against other speedsters with the possibility of even bringing in Superman.

to:

%% * [[http://www.bleedingcool.com/2014/01/12/late-night-fun-the-flash-video-game-that-might-have-been/ There were plans]] for a ''Franchise/TheFlash'' game made by [=BottleRocket=] and Brash Entertainment. The game was, sadly, cancelled in 2008 when Brash went belly up. With a story written by Marv Wolfman, it would have starred the Barry Allen Flash and had him deal with his famed Rogue's Gallery. In-game footage from the alpha had ''very'' obvious nods to Sonic (beyond the running part, there were dash pads and grinding) and the Spider-Man games. It was also highly possible to play as other speedsters from the Flash Family.
%% ** [[https://www.youtube.com/watch?list=PLE51D8DC24EBCBFA5&v=-fGs1QcUWsg According to this video]], the game initially started out with the idea of having the Flash help out other legendary DC city locations, like Metropolis and Gotham City, but curtailed it back to just Central and Keystone City. Instead, it would focus on the Wally West Flash during the first twelve months of his superheroic carrer, justifying the need for tutorials and such as Wally would be getting the hang of being the Flash. The Flash would deal with his Rogues Gallery before facing down the ultimate villains of the game, Gorilla Grodd and Professor Zoom. There would also be an online multiplayer mode that would allow players to race against other speedsters with the possibility of even bringing in Superman.



* ''Frag Ops'', an ''VideoGame/UnrealTournament2004'' mod, had a standalone version being developed that was cancelled when the developer was bought out by Epic.
* ''VideoGame/FreedomFighters''. Despite a clear ending with a sequel clearly brought up, and even an announcement of a sequel, developer Io never really gained any ground.

to:

%% * ''Frag Ops'', an ''VideoGame/UnrealTournament2004'' mod, had a standalone version being developed that was cancelled when the developer was bought out by Epic.
%% * ''VideoGame/FreedomFighters''. Despite a clear ending with a sequel clearly brought up, and even an announcement of a sequel, developer Io never really gained any ground.
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** ''beatmania IIDX 18 Resort Anthem'' had a copyright screen for North and South America in the data. This may have been a hint towards a localization, [[NoExportForYou but unfortunately...]]

to:

** ''beatmania IIDX 18 Resort Anthem'' had a copyright screen for North and South America in the data. This may have been a hint towards a localization, [[NoExportForYou but unfortunately...]]NoExportForYou prevailed for it and the series as a whole for ''nine more years'' after that, with ''IIDX '''27''''' being the first to ever see the light of day outside East Asia.
Is there an issue? Send a MessageReason:
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** ''VideoGame/{{Bayonetta 2}}'' began as an UsefulNotes/XBox360 and UsefulNotes/PlayStation3 game just like its predecessor, but Sega did not have enough budget to fund the game, so it was quietly cancelled. Platinum pitched the sequel to many companies, but the only one interested was Nintendo, who agreed to publish it when agreeing to publish ''VideoGame/TheWonderful101'' as well, thus the game ended up being on the UsefulNotes/WiiU instead. The fans' reactions when they heard that it would be exclusive to a "baby console" is truly a spectacle to behold. Of course, so was Platinum Games and Nintendo's when the Wii U was still such a massive bomb that Nintendo had to do a first for the entire game industry since the console cycle was invented and release an entire new console in the same generation.

to:

** ''VideoGame/{{Bayonetta 2}}'' began as an UsefulNotes/XBox360 and UsefulNotes/PlayStation3 game just like its predecessor, but Sega did not have enough budget to fund the game, so it was quietly cancelled. Platinum pitched the sequel to many companies, but the only one interested was Nintendo, who agreed to publish it when agreeing to publish ''VideoGame/TheWonderful101'' as well, thus the game ended up being on the UsefulNotes/WiiU instead. The fans' reactions when they heard that it would be exclusive to a "baby console" is truly a spectacle to behold. Of course, so was Platinum Games and Nintendo's when the Wii U was still such a massive bomb that Nintendo had to do a first for the entire game industry since the console cycle was invented and release an entire new console in the same generation.generation to win back those previously alienated fans after they discovered the casual market wouldn't buy another console.

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