apparently they were making a severance bod 2 but the project was abandon. I think the reason was too bloody or too much gore, something stupid like that.
Nope, I never heard of something like that (blood and gore WAS related to low sales though). The game was made by a spanish developer (I'm spanish, that's why I mention it
) and was very sounded in the media, because it was the first game of such nature made here (Commandos came first, but was more modest. It did took a lot of attention too and it was superb though). They wanted to make a second or even a third game (I think they had a trilogy in mind), probably was even under planification, but AFAIK development of the second game never began. Times have changed a lot and now publishers and distributors look a lot in "small" EU countries (small markets, small gaming industry) for valuable developer teams and don't seem to fear one bit to invest a fair ammount of money on them. Sadly that was not the case back then, and much much less in Spain (even UK and Germany were almost nonexistent) and when the game didn't sell well for various reasons* they cut off the money. Reasons were primarily bad marketing and distribution, the publishers didn't have faith and didn't want to put too much money. In fact the worldwide distributors and publishers (Infogrames, Codemasters) didn't put a single cent, everything was paid by a local newly created publisher Friendware. It happened what had to happen. Low risk = low profits.
In the end due to no funding and some internal differences as to how continue the series, the project dried up and developers moved to greener pastures (I think part of the team participated in the development of Scrapland, but apparently most of them make cellphone games). Friendware could take the risk for one game in the red, but not more and Codemasters aparently neither wanted to take the risk. It's a shame because right now, publishers take the risk, because it's profitable for them to fund 5 games in the red if 1 out of 10 games they fund ends up being a success.
*Steep requirements was another reason. Yet another one it would have not mattered too much nowadays. It's hardware requirements were not as steep as those of games like Doom3, Farcry or Oblivion (at the time) and definately Crysis.
EDIT: OOOOOOK... Now I'm embarrased.
Not only a big part of the team created (or moved to) the developer behind Scrapland, called Mercury Steam, but that same company is the one that made Clive Barker's Jericho. I was blind for not understanding they had to be related...