At the beginning of 2008, Brash Entertainment, who owned the license to DC Comics games, hired Bottlerocket Entertainment to create a video game adaption of the DC Comics character, The Flash. Sadly, Brash Entertainment would go out of business in November of 2008, and the game was cancelled. By that time, Bottlerocket Entertainment had already already put in 10 months of work, 3 to 4 months of pre-production and 6 months of actual production. Still another year's worth of work was needed to get it ready for store shelves. The videos that you see above were gameplay animatics that were put created by Bottlerocket "to demonstrate and develop the player experience for a video game."
The basics were planned to go something like this: the game was broken down into chapters with each chapter culminating in a boss fight against one of the Rogues Gallery. During the chapter the player would have been going on missions that he received either by intercepting police broadcasts or accepting them from various NPCs around the two cities (the player was confined to Central and Keystone cities; no world exploration allowed for the first game). At the time we had three core principles for the missions: racing (going from one point to another as quickly as possible), moving combat (fighting against other speedsters or moving vehicles ALA Road Rash), and arena combat (fighting against criminals at a location). All the missions in the game would stem from these principles, mixed and matched as needed. We had enough scenarios planned out that no two missions would ever had the same story wrapper. Oh yeah and it is important to note that we were working with famed DC writer Marv Wolfman. He was writing the overall storyline, the mission flavor, and the dialog. - anonymous source told leakybattery.wordpress.com
Earlier today, I posted some of Roger Robinson's
fantastic concept art from The Flash
cancelled video game, which you can view by click here
, and if you'd like to see even more concept art click here
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