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Moscow Rhapsody (Illusion Softworks) [X360/PS3 – Cancelled]

Moscow Rhapsody is a canceled First-Person Shooter published by D3 Publisher and developed by Illusion Softworks, between 2006 and 2008, for Playstation 3 and Xbox 360 consoles.

For several years, little information was available regarding Moscow Rhapsody, until August 2019, when the Czech website Visiongame.cz interviewed Marek Rabas, who was lead programmer on the game, in order to learn more about its concept and the origin of its cancellation:

VG: So you mentioned that you left after the unannounced Illusion Softworks project was canceled. We have it in the archive, it’s Moscow Rhapsody. Could you tell us more about this game? Apart from a few pictures, not much can be found about it. So was it’s cancellation a reason for you to leave?

Marek Rabas: “Moscow Rhapsody was a First-Person Shooter that had some interesting inspirations. The first was Rainbow Six : Vegas, which combined 1st person and 3rd person cameras. So it was the FPS where you used the covers, and when you were in the cover, the camera just switched to 3rd person. The story took place in Russia and was inspired by the book Icon, which dealt with the coup. When some people go crazy and shoot the president, creating total chaos in the country. The player then had to move in this situation and try to solve it. It had a very interesting concept. I think that the game had hope of success and we worked on it for two years, helping to make the engine on which Mafia runs. Unfortunately Moscow Rhapsody was made for publisher D3 and not for 2K Games. So when 2K bought us, they canceled the project and moved people out of it to complete Mafia II. So it was an impulse for us to leave. They took our project and the relationship between the Mafia II team and the Moscow Rhapsody team was not entirely good.”

After the release of Mafia II, Illusion Softworks (then renamed 2K Czech) was merged with another internal studio at 2K Games, Hangar 13, to continue developing other games based on the Mafia license.

Article updated by Daniel Nicaise

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Toon Army (Brat Designs) [PC/XBOX/PS2 – Unreleased]

Toon Army is a canceled World War II first-person shooter developed by Brat Designs in 2004 for the PC, Xbox and Playstation 2 systems.

Information on Toon Army are pretty scarce as the game quickly vanished after it’s announcement, following the shutdown of Brat Designs. As we could read on the official website back then, now saved by Gamespy, Toon Army was going to be:

“A gritty, foul-mouthed, wise-cracking, cartoon World War 2 FPS battlefield game allowing both single player and multiplayer modes over a multitude of terrains, with up to 32 players in a game. Following the misadventures of GI John Doe the player takes on the dreaded Axis powers across Africa and Europe. At the players disposal are a wide range of weapons, devices and vehicles, including tanks, field artillery, aircraft, gun posts and much more.”

Using their proprietary engine named Mercury, Brat Designs promised a game similar to Battlefield for it’s gameplay alongside Cannon Fodder and Worms for it’s humorous art direction, featuring vast detailed terrains and interiors, interactive environments with fully destructible buildings, weather conditions including fog, rain and snow, micro vegitation, advanced shader technology and advanced lighting and shadowing. Two campaigns and various multiplayer and cooperative modes were also planned.

Toon Army wasn’t the only victim of Brat Designs shutdown. The company also had another similar game named Solar which was canceled in the process, alongside expansion packs and apparently a sequel for their only released game, Breed.

Article by Daniel Nicaise

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Four Horsemen of the Apocalypse [PC/XBOX/PS2/GC – Cancelled]

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The Four Horsemen of the Apocalypse is a canceled beat them up/action game developed and published by The 3DO Company from 2000 to 2003, for PC, Playstation 2, Xbox and Gamecube.

As we can read on Gamespot, the game was a single-player action game centered on Abaddon, an archangel who must face off against the apocalyptic horsemen of the title, alongside Satan, and prevent the end of the world. Before players can take on the horsemen, they would have to find the three mortals known as “the chosen”, who were born with the power to fight the horsemen, to even the odds. However, while the three chosen are unaware of their abilities, the horsemen do know of them and the threat they pose. Players would be charged with finding and protecting the three chosen until they can be reunited and combine their powers to save the world. The chosen were Jesse Horner, a scantily clad 18-year-old prostitute; Jimmy Ray Flynt, a tattooed preacher turned serial killer; and Anderson Scott, a corrupt politician who actually unleashes the horsemen in the first place and only later realized he is one of the chosen. Players would take direct control of Abaddon, with the three chosen providing support based on their unique abilities. Jesse would be the party’s healer, Jimmy Ray’s mystic sight would reveal demons, and Senator Scott’s power of persuasion would take control of his enemies and force them to do his bidding.

It would appear that 3DO had broad ambitions for The Four Horsemen of the Apocalypse, surrounding himself with multiple big names, such as Stan Winston as producer and comic artist Simon Bisley and illustrator David de Vries as game designers, in addition to many vocal talents like Tim Curry as Satan, Lance Henriksen as Abaddon and Traci Lords as Pestilence, one of the four horsemen of the apocalypse.

The game would have more than 18 levels, ranging from the postapocalyptic world created by World War III to the depths of hell, featuring hand-to-hand fighting, swords, and projectile weapons, in addition to special abilities like a Matrix-like slow-motion effect and lots of gory effects, including dismemberment, dynamic exit wounds, and motion-captured finishing moves provided by Hollywood’s Smashcut Action Team to ensure that the game’s combat sequences appeared intricate and realistic. The gameplay would center on exploration and combat alternating between standard melee and ranged fights.

It was showed at E3 2003 where Gamespot wrote a preview:

“Four Horsemen of the Apocalypse is similar in look and feel to Devil May Cry during its action elements. Abaddon’s starting weapons include a pair of powerful pistols and two large swords that can be used to hack off the limbs and heads of your opponents. In the E3 build, only basic combat moves were available, but 3DO representatives noted that acrobatic, wire-fighting moves will be included as advanced combos. Abaddon also has the ability to execute superhuman maneuvers, such as using his swords to deflect bullets back at the enemies who shot them. You’ll also collect the souls of the enemies you kill, adding to your power in a meter called “the wrath of God.” Borrowing a page from Mortal Kombat, you’ll even be able to perform some gory finishing moves on higher-level enemies such as bosses.

The game will include some slower-paced exploration elements that will allow you to interact with non-player characters to gain more background story and hints on the dangers lying ahead. You’ll also be able to pick up bonus items to help you in your quest. There will also be some horror elements mixed in during the exploration portions, like the shadowy creatures we glimpsed running along a hallway behind us. We even found a room with a particularly gruesome murder–a Catholic priest crucified against a wall decorated with a bloody pentagram.

Currently, the game appears to be in a somewhat rough state, with many of the combat maneuvers and finishing moves not yet complete and the graphics looking a bit rough around the edges. 3DO is still aiming for Four Horsemen of the Apocalypse to be released at the end of this year for the PC, PlayStation 2, Xbox, and GameCube, but the release could slip into 2004 if the game isn’t ready.”

Sadly, only a few days after it’s first and only official presentation, 3DO went bankrupt. As we can read on IGN, Four Horsemen of the Apocalypse’s rights were purchased by former creator and development director Michael Mendheim, helped by numerous investors who founded a company called Four Horsemen Entertainment L.L.C. We learned that, unlike others franchises bought by differents publishers after 3DO’s demise, The Four Horsemen of the Apocalypse was neglected because it was in its then-early stages it may not have been large enough. Publishers may have also been unwilling to provide the time necessary to complete the title properly.

“Now that Four Horsemen is officially in new hands, what was initially intended as a title for current generation consoles has become an entire entertainment franchise. The new company will begin by releasing comic books and a graphic novel based on the property, and eventually release a completely revamped version of the video game for next-generation systems.

Mendheim has confirmed that the key players are back on board: Simon Bisley is creating the artwork, and Hollywood effects legend Stan Winston is handling toy and movie rights. The star voice talent slated for the first iteration of the game, including Tim Curry and Traci Lords, are also apparently still committed to the project.

While few details about the new version of the game are available yet, Mendheim did hint at horseback-based combat and an ambitious multiplayer mode involving epic battles of angels versus demons in which the player takes the role of one of the four horsemen.”

However, as far as we know, only comic books would be released, instead of the movie and the various iterations offered for video game concepts.

Article by Daniel Nicaise

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Dreadnoughts (Xenopi Studios) [PC/XBOX – Cancelled]

Dreadnoughts is a canceled cooperative multiplayer First-Person Shooter developed by Xenopi Studios from 2000 to 2002, for the PC and potentially Xbox platforms.

The game was revealed in February 2001 on the official website of Xenopi as a game mainly designed for cooperation of players in multiplayer mode:

“Dreadnoughts is an exciting new first-person action game set in the distant future which pits different competitive factions against each other in a battle to determine dominance over whole planets. Designed from the start to focus on cooperative multiplayer gaming, Dreadnoughts is the first game to seamlessly combine the adrenaline and excitement of first-person shooters with the strategy and tactical finesse of capital ship combat.

Instead of trying to duke it out single-handedly with every other player, the player is a crew member of a gigantic fighting ship known as a Dreadnought. Crew members must work together to survive battles with competing Dreadnoughts. These battles can have simple objectives such as “Destroy the enemy Dreadnought” or complex and detailed missions with multi-task objectives such as “Gauntlet Run”, “Domination”, and “Capture & Escape”.

Because Dreadnoughts gives the player a choice of character roles, players can play the way they want. Take to the fields as a skilled combat warrior, or build up defenses and repair damage as an engineer. Wreak havoc on the opposing team as an assassin or lay waste to enemy fortifications with the incredible firepower of the Siege Warrior. Play as a scout and use your speed and agility to recon the enemy while the sniper picks off guards from afar.

If you’re more the strategist, then take your place at the Command Bridge and enjoy the awesome firepower of a fully armed Dreadnought at your command! These “Flying Fortresses” are armed with heavy cannons, anti-grav drives, ion shields, and the ability to take enormous punishment. All of this action takes place both indoors and outdoors in a world with unending terrain and huge complex interiors.”

On july of the same year, Homelan Fed managed to get an interview with three Xenopi’s developers:

HF: What games influenced the development of the game design and why?

D. S.  – “Obviously, the major first person shooters out there like Quake and Unreal Tournament influence us, along with the team based games like Tribes, Team Fortress, and Counter Strike. Along with those influences, the ship concept part is based somewhat on that old Genesis game Herzog Zwei. In that game, you had powerful ships that functioned as your main base of operations while your units tried to take over smaller bases to gain more power. We thought that dynamic could be adapted well to a team based first person shooter. I also liked the idea of two ships getting in firefights with people manning turrets against an enemy ship and trying to board it, and I’m sure I got inspiration for that from Skies of Arcadia.”

HF: What is the story premise behind Dreadnoughts?

J.B. – “It’s very sci-fi…it takes place in a galaxy that had previously been unexplored by our three warring species (the human “Terrans”, the insectoid aliens called “V’reen” and the self-replicating machines known simply as “The Droids”).

The backstory is this…numerous unknown signals were being picked up as the war grew closer to this uncharted galaxy. It turns out that the signals eminated from numerous planets within this galaxy. Further exploration uncovered the remains of an ancient alien civilization that had found a way to draw energy from the surrounding planets through a large number of, what are now referred to as, “outposts” that seem to be this alien civilization’s equivalent of oil drilling platforms or solar farms. So now, a few years after the discovery of this civilization and the power contained within these outposts, the different species have begun to tap into this new power and have derived technologies and weaponry that use this seemingly inexhaustable resource. These numerous outposts and the power they represent are the key to victory for the different species. Whoever can establish control over this galaxy will hold a power without equal and will be able to ensure their victory.

The plan now is to take control of the galaxy planet by planet with your team and Dreadnought at your disposal. Although the looming question is…what happened to this alien civilization? How could a species that held what appears to be unequaled power disappear? What caused their demise? Or Who?”

HF: How does the class-based design for the game work?

J.B. – “As mentioned, the different classes of characters provide roles for the team. All have completely unique abilities and will have class-specific weapons available to them. However, our goal is to make each class unique beyond just the weapons they can carry. Currently, we have 7 classes which include a Commander, Combat Warrior, Siege Warrior, Sniper, Assassin, Ranger, and Technician. The Commander’s main role is leading the team and piloting the Dreadnought. This role is vastly different than the others. The Commander is much less combat oriented and will be directing the assault from the Dreadnought, managing the systems, directing energy to the 3 major systems (engine speed, shields, and ship weapons). Essentially, you are “Kirk” on the bridge directing the action when you play as the Commander.

The Technician is also very unique. He’s basically designed as a defensive player who will be assisting the Commander in defending the Dreadnought, repairing and building turrets, repairing generators, and assisting the Commander in managing the systems. But the Tech can also mix it up on the battlefield with his weaponry and ability to construct anti-infantry turrets.

The other classes are more similar in that they are combat oriented, but their abilites and strengths still differ greatly. For instance, the Assassin can cloak to “near-invisible’ (a la Predator) and has a melee attack that is an instant kill…and the Siege Warrior is the heaviest armed and armored class, but will be slower and have less of a vertical range with his jetpack.”

HF: How do the dreadnoughts themselves figure into the game?

D. S. – “Your Dreadnought is not only your base, but it’s the most potent weapon in your arsenal. On one hand, you have to protect it and keep the enemy from boarding it and trashing the place, but on the other hand it’s very useful for taking over outposts or for attacking weakened enemy Dreadnoughts. It’s all about figuring out the right time to switch from defending your Dreadnought to attacking with it. Anyway, the whole score of the game is based on how many times you’ve destroyed the enemy team’s Dreadnought before time runs out. So if they destroy your Dreadnought, they get a point, and vice versa.”

In the following months, a FAQ page was also published on the website in order to learn more about the game:

“In the standard game, the players of the game are split into two or more teams. Each team has a large capital ship, or Dreadnought, as their base. Unlike other team FPS games, the bases in this game can be piloted and moved. The goal of each team is to destroy the other Dreadnoughts while protecting their own Dreadnought from destruction. Each time a team destroys a Dreadnought, the team earns a victory point. After a preset time limit, the team with the most victory points wins. Scattered across the game world are several outposts. Each outpost can be captured or recaptured to produce energy for a player’s team. Captured outposts can also be outfitted to attack opposing players or Dreadnoughts that pass by. While the Dreadnought ship is a team’s base and has to be protected, it also possesses great offensive strength. When it is used effectively to help attack enemy outposts or even weakened opposing Dreadnoughts, it can often turn the tide of the game. Players have several classes to choose from and can switch between classes inside Dreadnoughts and outposts during the course of the game. Each class has specific strengths and weaknesses.

The characters will all have jetpacks that allow them to fly for a period of time, similar to Tribes. Using the jetpack will drain energy. Not using it will allow the jetpack to “recharge”. We are currently planning on allowing the lighter classes a broader range than the slower, heavier units.

There is a large holographic map of the game world on the bridge of the ship. The captain uses this map as an interface to define the path he or she wants the ship take. So the piloting interface of the ship is handled more like a Real Time Strategy game. This method is easy and quick, and it will allow the captain to spend his or her time directing the team and not just piloting the ship.

As indicated by their name, Dreadnoughts are heavily armed and protected battleships. There are several different strategies a team can use to destroy another team’s Dreadnought. The simplest way is a direct “Dreadnought-vs.-Dreadnought” battle. While this is the easiest to initiate, it’s also probably the least advantageous. Since Dreadnoughts are pretty much equally armed/armored (at least, at the start of a game), the chances of winning a simple “head-to-head” battle are about 50-50. Another way to destroy the opposing team’s Dreadnought is to send Raiding (boarding) parties over to the other Dreadnought in order to destroy critical systems and THEN bring in your Dreadnought to finish off the crippled enemy Dreadnought. Yet another strategy is to increase your Dreadnought’s energy reserves (by taking over energy-producing ground outposts) thereby increasing your Dreadnought’s firepower and making your Dreadnought “stronger” than the enemy Dreadnought. Players should note that the Engineering station allows the team to adjust energy apportioning for the Dreadnought – you can direct more power to shields for greater protection, or more power to weapons for greater firepower, or more power to engines for greater speed. It’s a system which really is designed to reward strategists as well as tacticians.

Each ship has a baseline energy output that keeps all systems functioning normally. Captured outposts generate energy and beam it directly to your Dreadnought. Acquiring extra energy can increase each system’s output. The team that has captured more energy outposts earlier in the game will have an obvious advantage, but these possessions may change many times during the course of a battle.

Teams can also use captured outposts as a place to repair and reload. They can add automated turrets to fortify the outpost. These turrets can be used to attack passersby and wear down the shields of Dreadnoughts if they fly too close.

There is a standard base soldier class, along with more specialized classes like the sniper, the technician, the ranger, the assassin, and the Siege Warrior (a heavily armed and armored fighter). There is the important Commander class as well. This player is responsible for coordinating attacks and defenses as well as piloting the ship. Of course, the Commander can still personally mix it up with the enemy in hand-to-hand combat if he or she feels the need to.”

Unfortunately, Xenopi became more and more silent afterwards, and it was not until July 2003 that they announced the cancellation of Dreadnoughts, apparently already stopped for a while. We can assume that the project had not interested any potential publisher and that Xenopi was forced to fall back on more economically viable projects, before disappearing completely. Their only game was Pandamonium, a web game released in 2003.

Article by Daniel Nicaise

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Demonik (Terminal Reality) [X360 – Cancelled]

Demonik is a canceled action game published by Majesco Entertainment, in partnership with John Woo’s company Tiger Hill Entertainment, and developed by Terminal Reality around 2005-2006, only for the Xbox 360.

In Demonik, the player assume the role of Volwrath, a demon who is summoned to Earth by humans seeking revenge against those who’ve done them wrong in some way. To do so, Volwrath has multiple supernatural powers such as telekinesis or even the possession of spirit’s human being.

The game was first announced as a brand new IP in May 2005, when an agreement between Tiger Hill and Majesco was reached. Horror master Clive Barker was attached to the project as writer and director of the game:

“Demonik is set to launch in 2006 on next generation consoles and is being developed simultaneously as a feature film by acclaimed filmmaker and writer Clive Barker. Barker is set to oversee the story, character designs, cinematics and voice talent for the game.”

“Clive Barker adds “Demonik will be an intense gaming experience. I’m having a lot of fun enriching the game’s mythology and polishing the characters till they shine. And, of course, adding a little bit of Barker darkness.”

“Demonik is the latest game from award-winning developer Terminal Reality, creators of Majesco’s hit BloodRayne series. Demonik is a detailed third-person action game that allows players to control the ultimate bad guy — wreaking havoc with a variety of innovative and spectacular powers and abilities.”

The game was shown at E3 2005 where IGN and Gamespy were able to unveil further details. Gamespy was writing a short preview:

“In Demonik, players take on the role of a powerful vengeance demon named Volwrath, who is summoned to Earth by humans seeking revenge against those who’ve done them wrong in some way. Although bound by his human masters, Volwrath gets stronger and stronger with each summoning, ultimately becoming powerful enough to break the chains that bind him and take over the world of those he once served.

Volwrath faces off against a variety of opponents, both human and supernatural. Luckily, Volwrath has more than a few otherworldly tricks up his sleeve. Volwrath has the ability to jump from body to body at will, corrupting those he controls in the process. Volwrath also has access to a total of twenty five different demonic powers, allowing him to do everything from spreading a lethal plague to flash frying anyone in sight.

I had the chance to check out a hands-on alpha preview of Demonik during a behind closed doors session at Majesco’s E3 booth. I was thoroughly impressed by what I saw. The game uses a dynamic multipass lighting system and a realistic physics engine that work well together to bring the world of Demonik to life.

Other key points highlighted during the presentation included details on the game’s single-player and multiplayer capabilities. The game will include 10-12 single-player summoning missions, as well as a few missions in Volwrath’s Underworld home. For the multiplayer side of things, gamers will be able to compete against each other in one-on-one demon combat, or in five-on-one human versus demon battles. It was also pointed out that the game is still in the early stages of development, and that more multiplayer options could be added prior to the game’s release.”

While IGN told us:

“Volwrath has immense power, which you’ll need to grow and harness throughout the adventure. While lighting strikes and plague-infection powers come later in the game, the two key abilities are Volwrath’s Devil Hand and possession ability. The Devil Hand looks a lot like Psi-Ops, where Volwrath can lift objects and enemies and toss them around like dolls. The 360 difference is that everything in the environment can be interacted with. Everything. At a chemical facility, Volwrath can pick up humans and toss them into acid vats and watch them bubble and vaporize. Throw crates, toss barrels. Consider it your innate gravity gun.

Possession allows Volwrath to enter human hosts and assume their identity. The longer Volwrath stays in a host, the more powerful he becomes as he slowly feeds on the host’s lifeforce, but this also slowly turns the human form more and more demonic. Stay long enough and Volwrath will fully emerge from the host. You can leave a host at any time, which instantly places you in a first person “Redeemer” cam. As a spiritual entity, you can’t go through solid objects and the further you get from your previous host, the weaker you become.

The applications of possession are pretty awesome. You can possess a security guard and start shooting your buddies then leap out and head into another area of the room to take over a scientist. As the scientist scurries away, the other guards start attacking their brother in arms, who has no idea why everyone is suddenly taking shots at him. Let chaos reign. Run into an enemy who can see your demonic form emerging from a host and you can leap right into the enemy as he sprays the first bullets at your former host.

Demonik features eight different powers (plus the devil hand). Each power can be upgraded three full levels and you can choose which powers to upgrade first. Powers can also be chained, so if you curse an enemy with the Plague, you can then use the Devil Hand to throw them into another group, infecting the whole lot.

You can affect every human in the game, except for the Demonic Hunters. This special group of humanoids hunt your peeps and are immune to all of your powers. Fortunately, they aren’t immune to bullets. And Volwrath has no problems bustin’ a cap in people or opening up with a few powerful fist blows. And don’t forget that you can chuck objects at enemies and cause mass destruction to the environment.

Though the framerate’s a little shaky at this early stage, Demonik shows the power of the 360. Everything is normal-mapped, has dynamic lighting and looks fantastic.”

However, after it’s presentation at E3, the game was canceled in the beginning of 2006, alongside Martin Scorsese’s movie tie-in video game Taxi Driver, after Majesco ran into big financial trouble as we can read on Engadget:

“Majesco is “shifting its product strategy away from the premium console game market” to focus primarily on value and handheld games. As a result, expected high-profile titles such as Taxi Driver and Demonik have been cancelled. This follows the sale of the rights to The Darkness and Ghost Rider back in December.

Losing $70 million in a year can be tough on any publisher, but it can be crushing for a struggling one like Majesco. The commercial failures of the trumpeted sci-fi epic Advent Rising and the Schafer-produced gem Psychonauts did nothing to help things as the company only made $4.6 million in revenue (not profit) in the 4th quarter of 2005.”

Demonik was featured during a scene in the 2006’s movie Grandma’s Boy.

Article updated by Daniel Nicaise

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