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Titan A.E. [PSX / PC – Cancelled]

Titan A.E. is a cancelled action/shoot ’em up game developed by Blitz Games Studios and published by Fox Interactive, from 1999 to 2000, for the PC and the Playstation. It was based off the animated Sci-Fi adventure film of the same name.

In August 2000, Eurogamer got in touch with Philip Oliver, co-founder of Blitz Games Studios, who explained what happened during the development of the game:

“When Fox purchased the Don Bluth studios they started developing Anastasia, and we were asked to put a concept together for a PlayStation game. They were very impressed, but it was decided that Anastasia was not the right game for the PlayStation, and they produced an activity centre for PCs with somebody else instead. However, they promised that next time they had an opportunity, they would consider us first.”

“Then in January 1999 I got a call asking if we would be available to produce an arcade action game for the new film from Don Bluth – Planet Ice. We started work in March 1999, and a few months later the film was renamed Titan A.E.”

The game was based very closely on the movie, in which a young man by the name of Cale finds himself racing across the galaxy to save what is left of the human race, after the planet Earth was destroyed by a powerful but xenophobic alien species called the Drej. “The storyline of the film reads very much like the plot for a video game, and therefore it made perfect sense to follow the same story and let the player control Cale and Akima [the movie’s love interest], and escape from the Drej to find the Titan.”

The game’s settings and visuals were also closely based on the movie, and “Fox Animation (the Don Bluth group) sent us monthly updates of the film, as well as concept artwork and 3D models of things likes space ships. It’s only been in the last few months that we’ve needed audio, and they have been very supportive.”

It was showed at E3 2000, and IGN wrote some more details on the title:

(…) Titan A.E. pits players as either Cale or Akima as they fight Drej aliens and search for the lost ship known as Titan, which holds the secret to salvaging the last of the human race.

Players can take the game on in two ways, through a third-person action/adventure game, or through the cockpit of a ship. Environments and detailed characters will appear from the movie itself, and the story will parallel the movie, but it’s likely that the development team will take some creative license to create an engaging game on its own.

But only a month later, the project was cancelled after the movie bombed in the box-office:

IGN learned today that Fox Interactive has decided to halt the development of Titan A.E. for PlayStation. Previously set for a fall release in North America, the title was based on the animated film by Don Bluth that completely tanked at the U.S. box offices with a total gross of just over $22 million.

While the poor showing of the movie at the box office seems like a good enough reason to cancel the PlayStation game, according to a PR representative from Fox Interactive it was only one of many different factors that resulted in the decision to discontinue the development of the game.

At Eurogamer, Philip Oliver added:

“Producing video games is a risky business. Development costs are high and time scales long. The public naturally buy things that they have heard of, therefore it removes a great deal of risk to produce games based on popular licenses. Unfortunately it means less creative freedom for us producing the game, and ultimately the game’s success is based more on the license than the game itself. Titan A.E. did not do well at the US box office, and that effected everyone involved in spin-off’s from the movie. It’s a great shame that the American public didn’t buy into Titan A.E. ; I believe lack of marketing had a great deal to do with it. It was a good film, and this sets back the whole movie industry in attempting to create SGI animated sci-fi movies, which ultimately could have been great, as well as a good source of material for the games business.”

Some years later, the playable demo of the game leaked on the internet, and a PSX demo CD is also available for purchase on Ebay.

Thanks to Matt for the contribution!

Article updated by Daniel Nicaise

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XCOM (The Bureau: XCOM Declassified) [PC, PS3, 360 – Cancelled]

The Bureau: XCOM Declassified is a science-fiction tactical Third-Person Shooter game released in 2013 on PC, PlayStation 3 and Xbox 360, developed by 2K Marin and 2K Australia, and published by 2K Games. It is based on the turn-based strategy series of the same name.

Before being released in this form, the game was initially planned to be a First-Person Shooter with horror elements. Its development was very chaotic and spanned approximately for 7 years, with various changes of responsabilities and developers, alongside communication issues.

The development story of The Bureau: XCOM Declassified was shared in August 2013 by Polygon. It began in 2005 when 2K Games/Take-Two Interactive acquired the licence from Atari which was in financial trouble. The following year, the publisher bought Irrational Games which operated in 2 studios, the main office in Boston, Massachusetts, and its subsidiary in Canberra, Australia. Both companies were tasked to work on a new X-COM game and started some different pitches:

In 2005, Take-Two purchased the rights to sci-fi strategy franchise X-COM from Atari. In retrospect, its motive was obvious. The publisher was in the midst of acquiring an enormous amount of talent, and wanted an established video game franchise that could be pushed immediately into development. Following their acquisition by Take-Two in 2006, Irrational Games and sister-studio Irrational Games Australia were renamed 2K Boston (we’ll continue to call it Irrational for clarity, since it switched back to its original name later) and 2K Australia.

Both studios quickly began conceptualizing X-COM games. At this point, Irrational was still a year away from releasing BioShock, which would rocket the studio and 2K Games to mainstream relevance. Irrational team members liked the idea of a second project, and Ken Levine was an outspoken fan of the original X-COM games. A small group crafted a handful of pitches. One of the earliest pitches, claims a source, was a loyal sequel to the classic X-COM games. The engine Irrational used to power its tactical superhero game Freedom Force seemed like a perfect fit for X-COM’s tactical strategy design. However, that concept was scrapped early on for an X-COM first-person shooter.

But translating the storied strategy franchise into a new genre proved difficult. Concepts were created in rapid succession, most of which never made it past the storyboard phase. Ownership of the project bounced back and forth between the Boston and Australia offices as both teams struggled to find a way forward. The pitches shared some similar elements, like the theme of resistance. One pitch imagined Earth post-invasion and full of resistance fighters. The intention was to create scenarios in which humans were outclassed, outmatched and outsized. A source describes one storyboard pitch in which a hero — who resembled Foo Fighters lead singer Dave Grohl — placed boom boxes on plinths in a city square, inspiring humans to rise up against their alien overlords.

In another pitch, which developed into a full demo, the player escaped a commandeered an alien vessel by selecting a location on Earth and transitioning from the ship, through the cloud and onto the ground. In a later scene, the player climbed the back of a giant alien, searching for a way to kill it. This demo was, according to a source, “E3 ready.” Most of the single-player pitches came from Irrational. 2K Australia, meanwhile, focused on creating a multiplayer mode. One demonstration involved asymmetrical team-based multiplayer, with one side playing as humans and the other as aliens. The mode, according to one source, was similar to the Aliens vs. Predator series, with the various races having unique abilities and weapons.

In 2007, following the advancement of BioShock’s development, Irrational Games took the decision to fully focus on that project, leaving 2K Australia as the sole developer of the new X-COM game. The multiplayer mode planned by them was dropped in favor of a single-player campaign. However, later in that year, 2K Games decided to put 2K Australia as a support developer for 2K’s other subsidiaries. For more than 2 years, between the release of the first BioShock and the release of its sequel in February 2010, the X-COM project wasn’t a priority:

By 2007, BioShock had taken shape. Seeing BioShock’s potential, Irrational head Ken Levine decided the studio wouldn’t continue development of an X-COM game, and the project transferred fully to 2K Australia. The multiplayer prototype was scrapped, and 2K Australia began work on a single-player campaign. Though, according to a source, team members at 2K Australia chose to build off one of Irrational’s final concepts: a first-person shooter set in the 1950s in which humanity is woefully under-equipped to fight an invading alien menace. The rest of the game — the story, the mechanics, the point — would be revised.

From late 2007 to early 2010, 2K Australia was tasked by the publisher to act as the developer equivalent of the supportive best friend to the publisher’s other studios. First it helped Irrational finish BioShock, then contributed to the game’s PlayStation 3 port. In 2007, a handful of high-level employees left Irrational to found a California-based studio called 2K Marin, which was built initially to create BioShock 2 and become a premier studio within 2K Games, producing a new IP of its own. 2K Marin needed help, though, so 2K Australia supported the development of BioShock 2 until its release in early 2010.

For three years, alongside this work, a small group within 2K Australia continued work on X-COM, but finding time and resources was a chore. Progress slowed. With BioShock 2 finally out the door, the team looked ahead to finishing X-COM and establishing 2K Australia as leading triple-A studio. 2010 should have been a great year for 2K Australia. With BioShock 2 shipped, the studio finally had its chance to lead a game, and escape this unexpected de facto helper role.

Some people at the publisher side of 2K believed 2K Australia had had a good deal of time — three years by their count — to nurture the X-COM pitch. They were pleased with the initial concept — even though, one source claims, the original vertical slice had been built by a skeleton crew. They named their pitch “X-COM: Enemy Unknown.” The creative leads at 2K Australia wanted the game to be mysterious, and hoped to create a first-person shooter that elicited fear and confusion. The subtitle, Enemy Unknown, wasn’t just a play off the original X-COM’s European title, which was also Enemy Unknown. It was more like an explicit mission statement: You could see the enemy; you could fight the enemy; but you could never truly know the enemy.

The elevator pitch was essentially the original X-COM meets The X-Files, set in the 1950s to 1960s. The time period — something close to it, at least — would survive years of revisions. Practically everything else would not. As a government officer, the player had neither the weapons nor the technology to fight the futuristic aliens that were invading Earth. But they did have a handy camera. The core mechanics of the game were researching and running, with a splash of shooting. The player’s most important skill was photography.

The pitch was, in some ways, strikingly similar to those of the original X-COM games, despite being first-person. The player would select missions from a number of locations on a map. While the general construction of a stage would remain the same each playthrough — the streets and homes of a suburb would be static, for example — certain aspects of the missions would be procedurally generated. So the enemies you encountered, the location of valuable information, the entrances to rooms, the time of day and the mission goal would be a different combination each time, allowing the player to freshly experience the same stage multiple times.

The other half of the pitch focused on the X-COM base. After collecting information, the player would return to an appropriately retro 1950s military base. Here, the player would complete research goals and devise strategies for future missions. The art direction was abstract. Aliens would be wisps of air, globs of goo or puffs of clouds. The first enemy was the titan, the large obelisk that would later be the iconic centerpiece of the game’s marketing materials.

Character 3D model named ‘Rebel Girl’, owned by Irrational Games. Might be from the 2006-2007 iteration.

As it was pointed out by Polygon, following the release of BioShock 2, a large part of 2K Marin was brought in to help 2K Australia developing X-COM. While the single-player campaign was still the focus of 2K Australia, 2K Marin began creating a brand new multiplayer mode for the game, this time similar to Left 4 Dead games. However, communication issues started to surface, as both developers were located on different continents:

Following the release of BioShock 2, 2K Marin’s staff was divided into three groups. The first was a small, multi-discipline team assigned to BioShock 2’s downloadable content. The second consisted of five of the studio’s senior employees who would conceptualize and pitch a new IP for Marin to begin following X-COM’s completion. The final group, which consisted of most of the studio, was assigned to X-COM. To alleviate communication issues between two continents, the publisher assigned 2K Marin to multiplayer responsibilities, while 2K Australia continued work on single-player, (…)

The work seemed doable, according to multiple sources, if not ideal. The division of labor resembled something akin to a outsourcing, and Marin was too large and responsible for too much to have minimal creative input. Marin spent the first few months developing multiplayer designs, building a framework and modifying 2K Australia’s single-player engine to run multiplayer settings. The earliest multiplayer prototype was a survival game in which four players worked to reach a certain point on a map. It resembled Left 4 Dead, complete with an artificial intelligence director deciding when and how to spawn enemies.

Meanwhile the relationship between 2K Marin and 2K Australia remained creatively and structurally confusing, further troubled by the difficulty of simply scheduling a daily conference call across an 18-hour time difference. Most communication took place between the mid-level producers at both studios, who would pass along task lists from Australia to Marin. Team members at 2K Marin felt they didn’t have a direct line of communication back to 2K Australia for when they had questions or alternative ideas. Both sides craved the simple ability to sit in a room with co-workers and hash things out.

XCOM was officially revealed in April 2010 by 2K Games. The same day, decision to merge 2K Australia into 2K Marin was made. This wasn’t well received by many members of both studios for different reasons, and, above all, the communication issue between them was still there. Quickly, it was all clear that the single-player mode and the multiplayer mode wouldn’t reach the alpha state milestone scheduled for November 2010, and 2K wanted a public presentation for E3 2010. Again, the multiplayer mode was scrapped, and 2K Marin had to help 2K Australia for the single-player campaign:

On April 14, 2010, the publisher merged 2K Marin and 2K Australia under the single banner of 2K Marin. It’s unclear whether or not this was an intentional play to artificially bond the two studios. Whatever the case, the name change was not well received by many members of both studios. Australia felt it was losing its identity. Marin felt that it was absorbing a team of developers it hardly knew. The press release quaintly referred to the two as “sister studios.” On the very same day, 2K announced XCOM to the public.

In the press release, the game was simply called XCOM. No hyphen. No subtitle. The words “Enemy Unknown” were abandoned, though the press release emphasized the “unknowable” theme of 2K Australia’s original pitch, mentioning the player’s “frailty — against a foe beyond comprehension.” The press released described XCOM as a “Mystery-filled first-person shooter from the creators of BioShock 2,” which wasn’t entirely true. 2K representatives clarified that the game was being led by the the Australian division, referred to by this wordy label: “the Canberra, Australia arm of 2K Marin.”

Renaming the studios didn’t fix their problems. The team in Marin continued to receive instructions via task lists from Australia, and resentment began to build within both studios. Marin wanted more creative input — its name was now on the project. Australian wanted its chance to lead a project — even if it was now the “wing” of another studio. The name didn’t fix the the studios’ biggest problem: a fruitful line of communication wasn’t coalescing.

By May, it was clear that Marin’s multiplayer and Australia’s single-player would not meet the alpha milestone scheduled for November 2010. 2K chose to scrap the multiplayer and assign Marin to help Australia complete the single-player campaign. The two developers, separated by half a world, had barely a month left before XCOM’s scheduled first public presentation at E3 2010.

Subsequently, the tasks were shared with 2K Marin in charge of mission design, and 2K Australia the strategy layer base. But some struggles were still there, especially for 2K Marin’s programming and animation departments, which were unable to properly execute 2K Australia’s vision regarding the enemies. On the other hand, communication improved a lot, but, slowly, 2K Marin started to have more and more influence on the design:

To maintain a degree of compartmentalization and prevent communication issues, 2K Marin was assigned “Field Ops,” the first-person missions, while 2K Australia worked on the strategy layer of the XCOM base. Though designing the base was 2K Australia’s priority, the studio’s leads also directed the design for field ops, being developed by Marin. This, according to many sources, caused a good deal of creative tension.

2K Marin’s various departments struggled to execute on Australia’s direction of mysterious levels and unknowable enemies. Sources say the themes were difficult to express in moment-to-moment gameplay. Animators struggled with telegraphing the attacks of the amorphous goo enemies, and programmers failed to express how the enemy or the player took damage. Despite the game being labeled a first-person shooter, its core mechanic was research, via taking photographing evidence and retrieving information. The goal of a mission was typically to keep an enemy alive, and extract research from it. But because most enemies lacked faces, artist and programmers labored over ways to express the direction a character looked and whether or not the player was in its line of sight. This made the stealth nature of research missions particularly difficult. The very simplest mechanics of most games — like knowing whether the enemy was looking at the player — were made difficult by the too-alien nature of Australia’s enemies.

If the project wanted to progress, problems needed to be worked out face to face, person to person. So the leads at both studios agreed to make it happen. To ease the tension and clear the lines of discussion, the two studios began swapping small groups of employees, sending developers on the nearly 12-hour journey across the Pacific Ocean from one location to the other, for weeks and months at a time. It sort of worked. According to many sources, communication gradually improved, but the building frustrations had taken a toll. An exodus of employees had already begun. With communication improving, 2K Marin slowly influenced the creative direction of the project. Leading up to E3 2010, the studios began to focus on research and upgrading abilities within XCOM, and decreased the emphasis on strange, mysterious encounters. The design was changing.

A vertical slice of the game was ready and showed behind closed doors at E3 2010. Reactions from the media were very mixed, as many had difficulties to understand why this new entry was a First-Person Shooter, instead of a turn-based strategy game. Many previews based on this presentation were written. For its part, Joystiq concluded:

While there are still some unanswered questions — 2K Marin wouldn’t say whether or not you can issue squad commands, for one — I walked away from the demonstration fairly impressed. At the very least, 2K Marin has nailed the feeling of the old X-COM games, especially the feeling of otherworldly fear during missions. If the research progression manages to be as addicting as it was in the originals, XCOM just might surprise some die-hard fans. It certainly surprised me.

But after E3, troubles occured following the departures of two key members of 2K Australia, prompting, again, 2K Marin to gain more influence in the design department. Also, concerns were still present for the enemies design, which was responsible of many gameplay’s problems, and the decision to reboot the project was taken. Several pitches and prototypes for new features were made by 2K Marin:

In late 2010, 2K Australia was rocked by the high-level departures of Art Director Andrew James and Design Director Ed Orman. 2K Marin plunged into the leadership void, quickly taking on additional creative responsibilities. Members of Marin had already been promoted to senior roles, even before the departures, so they were easily slotted into the updated org chart.

There was internal concern amongst leads at both studios and the publishing side of 2K that XCOM would not be completable if it continued down the path of “mysterious” enemies and a research-based mission structure. The project underwent a small reboot. The leads wanted to protect much of the work that had already been done on the game. The hope was to find something that would improve XCOM, and allow it to ship sooner, rather than later. The overall structure would remain the same, but the in-level experience would change.

During the reboot phase, the game’s leads at 2K Marin wanted to establish whether the backbone of the game would be shooting or stealth. Members of the various departments within Marin began rapidly creating pitches and prototypes for supplemental features, pushing again for familiar, readable tropes from other games. Some of these included a Splinter Cell-like mechanic where enemies saw the player’s last known position. Another prototype resembled a traditional third-person shooter. At one point, a suspicion system was in the game, in which the player’s unusual behavior would alert the aliens, a la Invasion of the Body Snatchers.

Around this same time, the designers decided to give the player control of the two squad mates, an option that hadn’t been available in the 2010 builds. Control of squad mates was initially limited, but made the game more strategic, and inspired some team members to pitch the shift from first-person to third-person, allowing the player to see more of the battlefield. The ideas would be grafted onto the current build to, ideally, strengthen what was already there. One source describes this iteration of XCOM as “a victim of its own timeline,” stuck with systems and tools that had been chosen years earlier. Intentionally or not, the groundwork was being laid for a larger reboot.

2011 wasn’t getting better for 2K Marin and the game. First with the cancellation of their new I.P. in order to refocus resources on XCOM, then with new changes for the title: story, level design and enemies. 2K Marin became the lead developer instead of 2K Australia:

The Marin directors who had been working on the new IP were gradually put on XCOM, and the new IP was canceled, further damaging the morale of the team at Marin. One source claims many employees had taken jobs with the studio on under the impression BioShock 2 would be followed by the new IP and the studio would become one of 2K Games’ premier developers. XCOM had been seen, at first, merely as a small, quick support job for 2K Marin. Suddenly, the new IP was gone and the team was stuck in what was beginning to feel like a development quagmire. Some at 2K Marin felt as if they’d inherited another studio’s problems.

Whether or not XCOM would be released seemed, briefly, inconsequential. The purpose of 2K Marin had changed. It wasn’t to be 2K’s new premier studio which would — alongside Irrational and Firaxis — produce high-budget games based on its own IP. Instead 2K Marin had become something else: a clean-up team.

Jordan Thomas, who served as the studio’s creative director, became the narrative lead and overhauled XCOM’s story. The previous version hinted at American civil rights issues in the late ‘50s and ‘60s. Thomas brought these story details into the main storyline, and moved the story to the year 1962 to play off global Cold War paranoia.

To streamline the development, the game was restructured as a linear sequence of levels — casting the randomized level sets to the wind. Furthermore, humanoid enemies were introduced to the cast of villains, with the previous mysterious enemies taking supplemental roles. 2K Marin was becoming the lead studio.

In the spring of 2011, 2K Games approved that 2K Marin was going to do a totally new demo for the next E3, instead of working on the current version, which displeased some senior employees. That demo was made in 10 weeks, but it wasn’t enough for 2K Marin to implement every new features they wanted to make. The pitch initially made by 2K Australia was discarded:

Multiple sources claim senior level employees at 2K Marin weren’t happy with the state of the game leading into E3. One source describes the early 2011 build as a hodgepodge of previous iterations. In the spring of 2011, senior team members asked 2K for permission to put the current version aside and instead spend the 10 weeks leading to E3 constructing a demo for the game the team wanted to make. This was a chance for a fresh start — or something like it.

According to one source, the publishing side of 2K was supportive. With the random levels and detective mode of 2K Australia’s pitch removed, the current version of XCOM lacked a hook that elevated it above a generic first-person shooter. The source claims that 2K executives were and still are vocal about releasing high-scoring games and believed more time might produce a better final product. In theory, the task was comparably straightforward: switch the perspective and add some new powers and alien abilities. The art assets could be salvaged. The game could be saved.

For the demo, the senior team members wanted to add a third-person perspective and expand squad control, but neither fit the current build of the game. There wasn’t enough time to make the entire demo run in third-person, so for a second time 2K presented XCOM at E3 as a first-person shooter — despite the fact that the 2K Marin team knew the game would ultimately use the third-person perspective. In the demo, a first-person character directed squad-mates by shifting to a third-person perspective — the shift to a paused third-person meant they didn’t have to animate the lead character just yet.

The press reacted favorably to the demo, more so than it had the year prior during the behind-closed-doors presentation. Typically, a game’s E3 appearance is followed by a slow-drip of publicity, including screenshots, trailers, developer diaries and interviews, but the XCOM project had been totally silent. Jordan Thomas explained by saying, “We just felt it wasn’t X-COM enough.” 2K announced the game’s release date: March 6, 2012, less than a year away. XCOM had been scheduled to launch against Mass Effect 3, possibly the biggest sci-fi game of the generation.

After E3, the start of what would become The Bureau: XCOM Declassified began within both studios. Cleared once and for all of the communication issues, those two teams decided to definitely pivot on a Third-Person tactical shooter, instead of a horror First-Person Shooter. But this pivot caused additional delays in the development since a large part of the game had to be redesigned:

The E3 2011 demo served as the template for the revision of XCOM as a tactical third-person shooter. Beginning with the creation of the E3 demo, both studios felt there was a clearer sense of creative direction. It was the most collaborative year, according to one source, with many more employees shuttling back and forth between the Marin and Australia offices.

According to one source, Thomas decided XCOM would be a bridge between the Firaxis game and the original series. The gameplay would pivot on the third-person tactical shooter genre, making a clear and definitive cut from the stealthy, horror style of the original pitch. The team even contracted a voice cast, recording the script in 2011. (According to another source, most of those roles would be recast over the next year.) But even with the improved work environment and creative guidance, development was taking longer than expected — particularly because the switch to the tactical genre required many environments to be completely redesigned.

The rest of the story no longer concerns those scrapped versions of XCOM. Sadly, further development of The Bureau: XCOM Declassified didn’t went well as 2K Games was the target of everything that went wrong during 5 years of development from this point on, alongside losing money in this still-not-released title. In order to solve some problems, they decided, in October 2011, to entirely remove 2K Australia from the game, and many higher-ups of 2K Marin changed responsabilities and roles, especially Jordan Thomas, who left the project and joined Ken Levine on BioShock Infinite. After some additional setbacks, The Bureau: XCOM Declassified was released in August 2013 and got mixed reviews by the press.

XCOM wasn’t the first failed attempt at taking risks for the franchise. Years prior, another canceled hybrid First-Person Shooter/strategy game named X-COM: Alliance was on the way and suffered of 7 years of development before being canceled in 2002, not without having to change publishers and developers many times.

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The Chopper Game (DiD) [PC – Cancelled]

“The Chopper Game” was a working title for upcoming 3D flight sim from DiD. They planned it as a next big game after success of TFX and Inferno. For “Chopper” DiD planned using updated version of 3D engine that was used for above mentioned TFX and Inferno. This time the game was planned as more story driven and focused on complex plot that was still in a storyboard phase at that time.

According to article in PC Games 12/1994 game was still in very early development phase, but was looking very good and movement was very smooth. Because of the engine modifications landscape was more complex and fully textured.

Developers promised many missions as a test pilot in environments ranging from valleys, dense tree lines of forests, ice planes. Promises were made about 3D engine that is nearly 3 times better than engine used in TFX.

Also models of aircrafts was planned to be on next level of details especially due to the near future setting of the game.

“Although it’s set in future,it’s still going to have and accurate helicopter model.”

Quote from Ian Boardman, head of 3D graphics department at DiD.

Game missions was planned differently as in TFX, where player for doing missions for UN. In “Chopper” player was going to fly mission and not knowing for long time what is going on or what is the background, because the squad that player will be flying for is known as Black Force.

Another difference was that in times between missions player can climb out of its machine and wander across base and talk to people. Also characters was planned as fully 3d modelled with realistic (for it’s time) face textures. This was essential part of game where player put pieces of story together. Developers wanted also to avoid pre-rendered cutscenes and everything was planned to be in-engine.

DiD in time of preview of “Chopper” game was putting most of its effort and time into “TFX 2” (later known as EF 2000). According to info from mentioned article in PC Games magazine after TFX 2 all resources will go into “Chopper” game. It was scheduled for release in May 1995, but no other mention of this game could be found and it, I think vanished or was later tranformed into Iron Angel

F.R.A.G. (PC – Cancelled)

F.R.A.G. is a canceled online first-person shooter that was in development by Allods Team for PC. The project would be published by My.Games in 2016-2017. 

As we can read in the first preview, it was an experimental shooter. Unlike most shooters of the time, F.R.A.G. had much lower speed and pace and relied on teamplay with unique heroes with abilities (Like machine-gunner with healing shields or soldier with shotgun and jetpack ). The only negative aspect mentioned in the review was that the game hadn’t got its face (Maybe at that time the developers hadn’t made unique models and left placeholders).

The beta was launched on May 19th, 2016, then the project quietly died. The true reason is unknown, but, judging the user reviews, people didn’t really appreciate this approach and even called it a shooter for grannies. 

Trinity: The Shatter Effect (Gray Matter Interactive) [PC/XBOX – Cancelled]

 

Trinity : The Shatter Effect, also simply known as Trinity, is a canceled First-Person Shooter published by Activision and developed by Gray Matter Interactive for the PC, and Vicarious Visions for the Xbox, from January 2002, until, at least, Summer 2003.

Using a heavily modified version of the ID Tech 3, the game was revealed in spring 2003, and Gamespot was one of the first media to get information regarding this title:

“Activision announced today that development has begun on Trinity, a new first-person action game for the PC and Xbox platforms. Gray Matter Studios, the creator of Return to Castle Wolfenstein, is developing the PC version, while Vicarious Visions, which is known for porting Jedi Knight II to the Xbox and GameCube, will be handling the development of the game for the Xbox. The game is set in New Orleans in the year 2013, when a virulent plague is sweeping across the city. New Orleans’ only hope to find the source of the virus and stop it from spreading further is the Nightstalker, a biologically enhanced hero who possesses superhuman powers. At the Nightstalker’s disposal are weapons ranging from pistols and shotguns to grenade launchers and sniper rifles.

Additionally, Trinity includes a feature called “FlashTime” that will allow players to dodge enemies or execute special attacks. “Trinity brings an all new intensity and cinematic quality to the first-person action genre,” said Larry Goldberg, executive vice president, Activision Worldwide Studios. “Run-and-gun gameplay takes on a whole new dimension when players can warp around the map in the blink of an eye, see through walls, and tackle enemies with deadly acrobatic maneuvers.”

Following it’s announcement, information about the background were spread right before E3 2003. For example, Gamespot wrote:

“The game is set in New Orleans in the year 2013, when a virulent plague is sweeping across the city. New Orleans’ only hope to stop the virus from spreading further is the Nightstalker. This biotechnically enhanced vigilante possesses superhuman powers and must single-handedly take action against an evil company known as the Silmara Corporation.

As the Nightstalker, you’ll follow a story of conspiratorial intrigue. You’ll get some help from the Caretaker, who you’ll be able to talk to directly through a brain implant. The Nightstalker has had his abilities enhanced by an array of biotechnical and neurological implants that grant him superhuman strength, special vision powers, and the ability to warp time and space–a power known as Flash. Flashtime will allow you to slow down time to dodge enemies or execute special attacks. Flash can also be used to jump higher, move enormous objects, and survive falls from great heights. Special thermal-vision and night-vision modes will give you the chance to get the drop on enemies.

A potent arsenal is the key to your survival as you face down Silmara. You’ll have a range of small arms to choose from, including machine guns, shotguns, sniper rifles, and grenade launchers, plus the more futuristic laser rifles and liquid nitrogen cannons. As a change of pace, you’ll man turrets, ride gunships, hack into installations, and solve a variety of puzzles.”

IGN managed to get further details about the story, the main character and some concepts and ideas thanks to an interview with Drew Markham, game director at Gray Matter:

“When the game begins, our character has been dubbed the Nightstalker, he’s more of the anti-hero kind of guy with darker qualities. When you begin the game we have a guy waking up with no memory of how he got there. But we immediately establish the facts through this sidekick that’s called the Caretaker. This a guy that you see constantly through the game and he’s even in your heads-up display. Basically, the Nightstalker wakes up thinking the Caretaker character has kidnapped him. But the Caretaker has a video tape that was made before the Nightstalker lost his memory because he knew he was going to lose his memory. The tape pretty much explains that he went into this knowing that it was part of the process and that he’s going to know, as events progress, why things had to be done this way. So even though he has this video of himself explaining why he’s there in some small way, he’ll still have this nagging doubt about the validity of that. So essentially we begin the game with this mystery and we go into training immediately because you have this guy waking up not knowing about himself not to mention that he has all of these incredible physical abilities. All of this has been part of this process and procedure that has happened to him in the intervening months that have gone on since he recorded the tape to himself. That’s where you’re going to go in and learn about these physical abilities that he has called Bio Augmentation.”

“A key part of the game is you being upgraded. You start with lower level abilities but will be able to improve them during the game. So we establish something that allows you to learn a certain play type and then upgrade that for you. You start with abilities in the game that seem to give you quite a big edge, but as the enemies are reacting to that, they’re developing ways to thwart these powers. Your edge will start to get duller and duller till a couple of levels down the line they might have a very effective countermeasure to your ability. But then you’ll get another upgrade that will put you back up in another way.”

“You’ll really feel like your enemies are reacting to you, that they’re developing things around you. It really keeps you on your toes and as we introduce you to new types of enemies, they’ll be vulnerable to certain things you have at your disposal and other things that aren’t. By the time you’re fighting enemies, you’re at that point where you’ve just become more than a nuisance. You have all this wild rumor speculation about what you can do. The beginning of the game as you’re using your powers, enemies will react in awe sometimes where they’ll sit back and say “what the hell?” So they’re physically reacting to what you’re doing. But that’ll change as time goes on and everybody becomes more aware of you.There’s a strong emphasis on the tactical nature of what you’re supposed to use when you go up against the enemies in the game. We wanted players to have to be smart about how they approach certain situations.”

“You have hard-points on the body for one heavy weapon, two pistol slots, and a couple more. But you have to pick up weapons and drop weapons as you move through the game and there’s many more weapons than you could possibly take with you. As you encounter these situations, you’ll have to be aware of how certain enemies react to different weapons and abilities.There are two areas of abilities. One is the pure bio-augmentation abilities, which are physical abilities that allow him to jump higher, run faster, and to jump off of buildings and not take significant damage. But your bio energy used to power the augmentations will be taken off for the damage that you would normally get from a fall like that. So if you decide to jump off of something very high, then you’ll be leaving yourself with less energy should you decide to use another one of your skills. All of these bio moves that he has are individually accompanying defensive postures. For example, there’s a burst back move where you’ll jump back and project out a magnetic deflection in front of you that causes bullets to deviate. The other side of your abilities is called flash power. They’re based on this temporal field generation technology that an ex-Silmara scientist came up with. This is a guy, by the way, that’s been missing for months before the game starts and everybody is trying to find this guy so he obviously has a lot to do with the stuff going on. Anyway, the flash abilities basically allow you to advance your metabolic and perceptual rates in time. The world to you might slow down by 25% while it slows down for the enemies by 75% so you can aim and move better, but still have a significant speed advantage. This allows you to dodge bullets and all that kind of groovy stuff.There are a tremendous amount of moves between the bio augmentation and flash moves. So you have your pure bio and flash moves and then you have those that use both.”

“The bio-mods are always active, but you use a double tap scheme that makes them work or different combinations of keystrokes to invoke them. But you only have a certain amount of energy on tap, so the player won’t be able to just burst around like a super strafe, because you’ll use energy up quickly. Another interesting thing is the inhibitors that have been placed on the augmentations to keep you from damaging them. One of the things I like about this is that at a certain point in the game, you’re going to have the ability to go in to your internal systems and turn the inhibitors off so you can run in the red. But if you go over the threshold completely, you’ll shut down, which can be bad in the middle of a battle. It’s all about giving players the choices to how they want to play but we didn’t want to go the RPG route and we didn’t want this to be a heavily managed character. You’ll head back to your regen pod, which acts as a home base of sorts, where you’ll get new implants. The mods occur at intervals during the game, however there are certain mods and abilities that can be received prior to their pre-ordained time to be given. If you dig hard enough in a certain level to find something that will allow it, you might get an augmentation you would normally at level 10 while you’re still in level 7 or 8.”

The game was showed at E3 2003, where both IGN and Gamespot wrote previews. Thus IGN told:

“The long and detailed single player game takes place in and around New Orleans, a location not often utilized in the video game world. Taking the product into this area meant designing a different type of city than was usually seen in shooters and games in general. Different architecture means different gameplay opportunities. Outside of the city areas in the game, Trinity will also bring players out into swamps and inside high tech labs as we were shown in the demo.

The outside levels are pretty crisp in color and it’s easy to tell that this game was built around the Quake 3 architecture. It’s also pretty easy to see that it has been improved on immensely. AI, physics, rendering, and pretty much everything else has either been upgraded or completely replaced by the programmers at Gray Matter.

As you move through the game you’ll be able to upgrade your character with new parts and increase the power of existing enhancements. This is a good thing as the AI in the game is adaptive to your powers. What will work in the beginning of the game won’t towards the end as develop technology to counter your abilities.

Using the Nightstalker’s abilities is easy enough for the pull off. Some can be triggered by the press of a button, such as the time bending ability, which slows everything down to the point where you can see bullets coming towards you. You can perform physical feats such as flipping around and twisting in the air during a jump. Some of the abilities can be used in concert with one another for different effects.

Your vision augmentations are pretty useful as well. They’re a pretty interesting interface when you use them, with your entire field of vision changing dramatically. Your different modes allow you to see heat through walls and in the dark, night vision makes everything brighter when heat signatures won’t do the trick, and in another mode you’ll be able to detect structural weaknesses that you can use explosives on to open up new paths or solve puzzles.

With around 40 hours of gameplay on an engine that should run well on most low-end systems, this might be a game those of you just looking for a single player experience will want to keep your eyes on.”

For it’s part, Gamespot said:

“The game’s hook is much the same as that of Max Payne, except here it’s called “flashtime.” Sure enough, in flashtime you can dodge bullets and move at unnaturally fast speeds, as the whole world around you seems to slow to a crawl.

You of course have limited access to flashtime and must use it when you wish to take out a number of enemies quickly, make a hasty retreat, or get out of harm’s way. While everything is slowed down, you can jump extra far, perform sideways flips (your whole view rotates as you launch yourself in midair), and even use close-ranged kicks to thrash your opponents.

The action has a pretty good dynamic to it already, even though the game is a ways off. Much like in Max Payne, in Trinity, when the action is slowed down, you can clearly make out individual bullets flying through the air–and you can even see Matrix-style contrails behind them. The game apparently takes place in and around New Orleans, and the level we tried out seemed to be a bayou of some sort–nothing too futuristic about it, except for the high-powered assault rifle at the Nightstalker’s disposal and the weird uniforms of the enemy troops.

The main character’s remarkable powers should allow for some action sequences that are highly challenging. Aside from the flashtime thing, Trinity’s mechanics are pretty standard for a first-person shooter, but just as bullet time did a lot to distinguish Max Payne from other third-person action games, flashtime does much to give Trinity a rather unique style to it. The experience reminded us of using the Force speed ability in Jedi Knight II, only here we could also jump superfar and kick people in the face, and shoot them too.”

While it seemed to be well advanced, the game was unfortunately canceled during the fall of 2003, when Activision lost over 30% of its revenue, during the fiscal year, as we can read on Gamespot again:

“Today, after the financial markets closed in New York, Activision reported its fiscal second-quarter results. The bullet points are as follows: Compared to last year’s second quarter, revenue decreased by 31 percent; the company reported a net loss for the quarter of $10.1 million, compared with last year’s income of $9.1 million; and revenue for the quarter fell to $117.5 million, from $169 million a year ago. Activision attributed the results to the quarter’s “significantly smaller release schedule.”

Activision’s second quarter ended September 30.

The company said it would take a one-time, pretax charge of $23 million in the third quarter–this is due to it’s slashing of 10 products from its current release calendar. The titles affected are Trinity, Shaun Palmer’s Pro Snowboarder 2, and Street Hoops 2.”

On his now defunct blog, former developper Nikolai Mohilchok wrote:

“Trinity was the first game I worked on as an industry professional at Gray Matter Studios. This shooter was ahead of it’s time and could have gone toe-to-toe with Monolith‘s soon to be released “F.E.A.R.” title, but sadly, marketing didn’t quite know how to sell this title, and Activision (who owned Gray Matter by that time) had bigger plans for our little studio. Those plans would change the world of games forever.”

After the cancellation of Trinity, Gray Matter will meet the same fate as many other studios owned by Activision after them, forced to work on the expansions of their brand new golden ticket back then, Call of Duty, with United Offensive, before being merged with Treyarch in 2005.

Article by Daniel Nicaise

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