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Cascade [Xbox 360 - Cancelled]

Cascade [Xbox 360 - Cancelled]

Cascade was an unreleased fantasy Massive Multiplater Online game in production at British software house Rare Ltd. The project started after Perfect Dark Zero by Mark Edmonds and Chris Tilston, it built upon early work from a post-Perfect Dark 64 prototype titled Quest. In 2007, Cascade was cancelled and the team started to work on an unreleased HD port of their N64 classic GoldenEye foy XBLA.

Jeton Grajqevci from Pure Rarity was able to talk to Mark Edmonds about this project:

He [Mark Edmonds] said Quest was a side project as MMOs are a big interest of his. It supposedly went through several variations and names over the years. No finished game ever came from it but it did lead to the networking code that was used in Conker: Live & Reloaded and Perfect Dark Zero. He also gave me a detailed timeline of the MMO:

Quest started around 2000 after Perfect Dark N64 as a mixed fantasy MMO. One name it had for a while was Elements of 3 Powers but it wasn’t related to Kameo (the other team probably took over the name when it was abandoned). Around 2001 Quest was a space shooter for the Gamecube and in 2002 it was converted to the Xbox and shortly thereafter put on hold. After Perfect Dark Zero a fantasy MMO version came back, this time titled Cascade. It was however cancelled in 2007 when the team did GoldenEye 007 for the XBLA instead. As you all know, the latter was finished but never released.

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Character Animation Video:


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From 2001 Unseen 64 tries to archive beta and cancelled videogames, till the 7th generation of consoles. There are too many unseen games to archive, but many people help us with their contributions, screens, videos and descriptions. Do you want to help too?

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3 thoughts on “Cascade [Xbox 360 - Cancelled]

  1. Wookie

    I’m no prude, but I’m kind of wondering why the texture map rendering of uh, normally unseen ‘features’, was necessary. I mean, certainly those parts would never have been seen if the game had been released.

    Ah well, perhaps I’m being too difficult on them. I guess in the end even game designers need their ‘fun’ just like any other profession. :-)

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