Oh, What Could Have Been

Hard for me to believe my last post here was back in September of last year. Since that time, I got married, spent time with my kids, celebrated the holidays, and then ran smack dab into a wall as the new year reared its head. 2026 has been challenging on all fronts, my friends, but I am a Pollyanna to my core and I continue to find the light.

Part of finding that light is reflecting on possibilities and finding inspiration on ideas never fully realized—but that are aching to be. Both my own ideas and those from other minds. In this post, I want to talk about some games that were announced but never released. Games whose concepts have stuck with me for decades even if I only ever saw a few screenshots and read a brief description. Come with me, folks, to the Land of What Could Have Been.

The City of Metronome

I want to start this list with a banger. Tarsier StudiosThe City of Metronome was a puzzle-platformer set in an eponymous city kept under the thumb of the Corporation, an entity that dictates every citizen’s every move. You are a young engineer named Tin who gets wrapped up in the plight of a girl named New who has run afoul of the Corporation and is now on the run.

Announced in 2005 by, the game never saw release but the developer went on to create the lauded Little Nightmares series—so they did okay. As can see in the above trailer, Tin stealthes across a clockwork city, avoiding the amazingly-named Metrognomes—the souls of children now trapped in machines—and the Scouts, the city’s camera-headed police force. recording and playing back sound to solve puzzles and get past obstacles.

A key gameplay mechanic revolved around the usage of sound to escape trouble and solve puzzles. The player would capture audio from around the city and play it back, altering the pitch and tone as needed. I don’t fully know what that meant in application but the designer brain in me goes crazy with the possibilities. That being said, some reports claim the game concept was abandoned because they couldn’t find the fun with their sound-based gameplay. I am curious if, with the game advances over the past twenty years, they couldn’t solve whatever issues they were having.

End of the day, we will never know. The quality of Tarsier’s flagship horror series makes me pine all the more for what City of Metronome would have been but I also have to trust its development was cancelled with good reason.

(If the visual aesthetics of Metronome interest you, I encourage you to play Compulsion Games’s underappreciated emotional puzzle-platformer Contrast. It’s not 1:1 but these two definitely share vibes.)

Eight Days

Up there with Agent and This is Vegas, Sony‘s cancelled crime game Eight Days is a name that comes up a lot when folks talk about PS3/360-era cancelled games. I clearly remember seeing that E3 trailer for the first time and being damned excited about it. I was still new in the game industry and had that young kind of fire for what was happening in that field.

Taking inspiration from the sardonic action-crime films that dominated the 90s—namely the works of Robert Rodriguez and Quentin Tarantino*—the trailer promised a high-action, high-octane crime epic saga across America. The way the gameplay seamlessly integrated with cinematic moments is still something modern games are just taking advantage of. The trailer oozed cool and I couldn’t wait to get my hands on it.

It’s a shame that I never will.

Other details eventually released about the game include the player taking on the roles of dual protagonists with competing objectives, a real-time clock that set the time of day to when you were playing, and a story that spanned eight US states. Some outlets report the level of ambition is what ultimately killed the game just a couple years after its announcement. Whatever the cause, its cancellation stung. I love a game with big ideas and Eight Days had some real good ones—especially for its time.

The spirit of the game lived on in titles such as Saints Row, WET, Chili Con Carnage, and numerous others but Eight Days wore its inspo so baldly and so boldly that I still get excited thinking about what a game with those ideals and in that era could have been from a first-party developer. As it is, I will never know. And the time for such a game has passed—though I’m sure the zeitgeist isn’t too far off from bringing it around again.

*And Guy Ritchie and Joe Carnahan and…

Data-Fly

In a world and location unknown, an entity emerges from a capsule in the desert, a nanotech artificial intelligent lifeform called FLY. FLY is given orders through her internal programming and told she is to follow out a directive to release her creator “Azadeh” from confinement, deep within a military facility, located in a canyon side near her location. However, the expected activation time for FLY unit is found to be 2 decades late, and the location of Azadeh has changed. Now FLY must unravel the location of Azadeh, without being captured herself.

Announced in 2004, Data-Fly was a stealth-action game in development by ORiGO Entertainment. You played as an artificial lifeform whose nanite-powered suit could replicate the abilities of creatures and machines she scanned from the environment. That is such a dope concept. And while frustratingly little ever came out for the game, we did some screenshots and a teaser trailer that shows off one single example of that ability.

Building a repertoire of abilities you used to navigate the environment, solve puzzles, take on baddies, and upgrade your suit is pure playground for any game developer. I am sure a game of this generation would have had to limit its arsenal somewhat, you did have Rare’s Kameo: Elements of Power giving the player a whole bunch of fun options—so this could have been something really cool. Sadly, this game exists only in history books.

I don’t know why Data-Fly dug its claws into me as much as it did but I have been thinking about this for a damn long time. Its creator, ORiGO went on to release a handful of games but seems to have stalled since then.

Bonk: Brink of Extinction

I’ve talked about Bonk before and I will talk about my favorite paleolithic platforming protagonist again and again. Bonk’s Adventure is a top game for me and I was so stoked when this game was announced. In Bonk: Brink of Extinction, the prehistoric hero was evolving from 2 to 2.5D and gaining a bunch of new abilities (and hairlines!) but the core concept remained intact. Platforming, head bonking, egg-headed dino foes, and amazing music. The trailer below is light on gameplay but it was enough to get my noggin throbbing.

I recall seeing this trailer around the same time as a new Splatterhouse was announced so, needless to say, 30-something-old me was super excited to see his two favorite TurboGrafx-16 games seeing new light. While Splatterhouse eventually saw release (after a reportedly tumultuous development), Bonk: Brink of Extinction fell off the edge and disappeared forever. A build did slip out some years back so if you want to watch a video playthrough of it click that link you just read.

Bonk, you big bald-headed beauty, you deserve another chance at life. While this game may have gone the way of the dinosaurs, my hope for you could survive a hundred meteor showers.

How About You?

Those are four cancelled games that have stuck with me, kept me longing for their potential, and still inspire something deep within me. How about you? What cancelled games and abandoned projects stayed in your brain even after cancellation? Which ones do you long to still play?

About Jason L Blair

Writer, game designer.
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