FPS

Metal Savior [PC – Cancelled]

Metal Savior is a cancelled futuristic First-Person Shooter developed from 2010 to 2012 by Mangled Eye Studios, exclusively for the PC.

Using the iD Tech 3, this title made you play the role of XAC-987, a security drone that has been activated to protect a weapons facility from being overrun and destroyed by Nanotech Machines.

After it’s announcement in September 2010, the project went silent for an entire year before coming back in May 2012 on Kickstarter. Here is what we coul read:

“Metal Savior is the latest game being developed by Mangled Eye Studios. It is a very fast paced FPS game (…). It has a more arcadey feel to it where you must hone your reflexes to survive the onslaught of enemies throughout the game.

With Metal Savior, we wanted to do something different that looks and feels like no other FPS game out there: Super fast paced, in your face action in a vector like world.

The experience you will receive with Metal Savior will be like the old days of gaming where you get to enjoy pure gameplay while being fully immersed with no interruptions. We want players to actually play their experience from start to finish.”

Unfortunately, the Kickstarter campaign wasn’t a success, only collecting 460US$ out of a total sum requested of 50 000US$. After the failure of their crowdfunding campaign, Metal Savior was cancelled and Mangled Eye Studios ceased operations in July 2012.

Mangled Eye Studios was founded by Thearrel McKinney Jr. who previously had another cancelled project, Future Killer, to which Metal Savior used some of the same artworks. Their only game was Dark Salvation, formerly Deadly Gates, released in 2009.

Thanks to Monokoma for the video!

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Cry Havoc [PC – Cancelled]

Cry Havoc is a canceled sci-fi multiplayer First-Person Shooter and Real Time Strategy hybrid game developed around 2004-2005 by Artificial Studios for the PC, as well as a potential Xbox 360 version.

The project initially began as Helix Core, another multiplayer title inspired by Tribes whose main feature was the high number of players who could frag together in a single arena: up to 64 players. Somewhere in 2003, this title vanished, and former members of its developer, Bright Light Productions, created a new entity named Artificial Studios.

Using Artificial in-house engine called Reality, Cry Havoc took a different approach that its predecessor and mixed FPS genre with RTS games, somewhat similar to titles like Natural Selection and Savage. The project was revealed in September 2004, for a release planned for 2005:

Cry Havoc is conceived as a multiplayer 4-team First Person Shooter based on modern war tactics, combined with a deep Real Time Strategy layer. Through success in teamwork and combat, FPS players advance up the ranks of their own team, gaining more RTS decision-making capability along the way. The primary objective, like traditional RTS games, is to defeat all the enemy teams by choking their resources and destroying their bases. The methods are unique to Cry Havoc, with fast-paced FPS action, upgradable character abilities, 3D real-time base construction, and advanced vehicle physics on land, sea, and air. Battles take place within seamless environments powered by the Reality Engine, including detailed natural landscapes, moody close-quartered interiors, and large-scale urban warfare.

In December 2004, Dutch website Xboxworld shared screenshots from the game and revealed that this project will be up to 128 players in a single map, although to this day, this information was never confirmed by its developers. An Xbox 360 version was also announced, but it’s also something that never had any confirmation.

But in April 2005, cgonline interviewed staff members from Artificial who revealed that the Cry Havoc prototype was retooled as a development kit for the Reality Engine:

C.G. – Will Artificial Studios also used their technology to create their own in-house game and if so what can you tell us about it?

J.S. – Artificial Studios does indeed have a game in development on Reality, one which is quite different from the “Cry Havoc” prototype that has been previously been mentioned in public (that prototype, in fact, became the Reality _Eval Kit).

A month later, Epic Games purchased every rights from the Reality Engine and included its technology into the Unreal Engine 3:

Epic has purchased the Reality Engine outright, including intellectual property rights, trademarks, and copyrights. Epic does not intend to continue sales, development, or support of the Reality Engine, but will review its technologies for inclusion into Unreal Engine 3.

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X10 (Warthog Games) [Cancelled – Xbox, PS2, GameCube]

X10 is a cancelled first-person shooter for the Playstation 2, Gamecube, and Xbox developed by the defunct Warthog Games. Known mostly for licensed games, Warthog Games was founded in 1997 and worked with such properties as Harry Potter, Looney Toons, Star Trek, and Animaniacs. Like many licensed video games, the British developers’ output was rarely met with critical praise as their work achieved an average of 59 on Metacritic. X10 was to be a deviation to this formula, as it was not based on any previous IPs.

X10 was announced on July 9th, 2002 on the website IGN along with the publisher, Conspiracy Entertainment. This article also gave a brief summary of what the game was intended to be like:

“X10 situates players in the role of a soldier who, following strict orders, must explore a world of the same name. The planet presents gamers with many challenges, including environmental difficulties, political problems, military factions and of course dangerous enemies and predators.”

Conspiracy Entertainment senior vice president Peter Bergstrom also noted the lack of new Intellectual Properties in the video game industry, and their excitement for the project:

“We are very pleased to team up with an outstanding partner like Warthog to develop a new game and a new game IP for today’s increasingly discerning consumers.”

Little was shown off of the game during its reveal, besides concept art, a screenshot, and an Easter 2004 release date. More information about the game was revealed during an interview with Worth Playing.com. The Project leader on X10, Hal Sandbach, discussed many details about the game, including an explanation of the games’ title:

“Without giving too much away, the player and the rest of their squad are sent to investigate why there is a lack of communications from a particular research station. Twelve such research stations exist, although the player only gets to see one. The one the player is sent to is the tenth, hence x10.”

As for gameplay, X10 would have featured open-ended levels set on an alien planet and facing off against space marines, settlers, X10’s indigenous population, and the mysterious Hollow (which despite being important enough to be named dropped in the Worth Playing interview, the Hollow were not mentioned in any other pre-release materials). The game also would’ve mainly been set in varied environments on the planet, with Hal Sandbach specifically stating how  “we want to get away from the corridor-based games as much as we can.”

To traverse these large environments, the game would’ve featured several different vehicles. Sandbach even teased that the games’ opening was to be set inside a vehicle. X10 would have also implemented a complex physics system for each of the in-game vehicles that was being developed using the teams’ previous work with physics-modules. The Worth Playing interview teases that the game planned on using boats, buggies, air vehicles, and even trains.

The game was also to feature light survival mechanics, with players’ carrying capacity would be limited so they would have to choose what items to take with them throughout the levels. This goes in tandem with the weapon selection for X10 and while not much is known about the full loadout, Hal Sandbach did divulge some details. The game was intended to have a mix of traditional FPS weapons like sniper rifles, and more unique weapons, although nothing in particular was revealed.

After the Worth Playing interview, X10 was not discussed much by either Warthog or Conspiracy. A November 2002 interview with website NoFrag.com took place but no substantial new information was revealed, and the game was not heard from again after 2002. In 2004, Warthog was acquired by Tiger Telematics to develop games for the then upcoming Gizmondo handheld. Now under the umbrella of Gizmondo Europe, they were developing several games for the Gizmondo including Momma Can I Mow the Lawn?.

After the failure and bankruptcy of Gizmondo, many staff members from Warthog came together to form Embryonic Studios, which was purchased by TT Games to become TT Fusion. The team still exists and are working on the LEGO Franchise and their handheld counterparts to this day.

Article by Alex Cutler
Thanks to Daniel Nicaise for the contribution!

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Hannibal [PC – Cancelled]

Hannibal was a video game in development for PC by Arxel Tribe from 2001 to 2003 (and possibly 2004). Intended as an adaptation of the film of the same name by Ridley Scott (itself an adaptation of the eponymous book by Thomas Harris), Hannibal would put the player in the shoes of FBI agent Clarice Starling as she tracks down the infamous cannibalistic serial killer Hannibal Lecter after his escape from confinement.

Arxel Tribe, which was part of a merging of development and publishing companies known as The Arxel Guild, had been founded in Slovenia sometime in the early 1990’s by architects Matjaž Požlep and Diego Zanco, starting its life as a multimedia company with one studio in their home country and later joined by another in Paris, France. They initially produced software and computer animated graphics for the architecture industry and larger companies such as L’oreal, but their experiences in this field left them with a desire to expand their artistic expression to video games. After attempting to raise funds for this purpose for over a year without success, they were finally given the opportunity to develop Pilgrim: Faith As A Weapon in 1996, an ambitious graphic adventure project which saw them collaborate with Brazilian author Paulo Coelho and French writer/cartoonist Jean Giraud, better known around the world as Moebius.

Described as an “author game”, Pilgrim would come out in 1997 to a fairly positive but somewhat divided critical response, with reviewers praising it as an artistic achievement that dealt with complex themes, while also pointing out several technical and gameplay issues, such as bugs, outdated design and visuals and occasionally bizarre puzzles and writing. However, Arxel Tribe would go on to become well-known in this genre in the following years, releasing several more point-and-click/adventure titles from that point forward that were considered improvements on Pilgrim by critics, including two more based on Coelho’s work and even one under Alfred Hitchcock’s name.

After this string of releases, Arxel Tribe would announce the development of two new ambitious projects that would differ from their typical formula in 2001: Mistmare, a fully 3D RPG based on an alternate reality medieval Europe (seemingly co-developed with a studio named Sinister Systems), and Hannibal: The Game, an adaptation of the movie by Ridley Scott that had been released earlier that year.

Hannibal was a direct sequel to the 1991 film The Silence Of The Lambs, in which FBI cadet Clarice Starling consults with the incarcerated serial killer Hannibal Lecter, a former forensic psychiatrist who cannibalized his victims, in an attempt to understand and catch another murderer, nicknamed “Buffalo Bill”, who has been killing women and taking large pieces of their skin. During this time, Lecter, who has already figured out the identity of the killer, requests conversations with Clarice about her personal life and traumatic memories in exchange for his cryptic help, something that results in a strange relationship of mutual fascination between the two. In Hannibal, ten years have passed. Lecter is on the loose in Italy and Clarice is dragged into the search by a parallel plot to take revenge on him by a wealthy and deranged third party, the billionaire Mason Verger.

According to Arxel Tribe, the opportunity to develop the adaptation presented itself through a good relationship with Universal Studios and a strong love for Thomas Harris’ works among their team. Hannibal would be played from a first-person perspective and would have predominant elements of horror and adventure. Although a licensed game, it does not seem like it would feature the likenesses or voices of Anthony Hopkins, Julianne Moore or any other actor from the film, but all the environments were based on key scenes and environments seen in it, taking place in either the United States or Italy.

The story would be told through flashbacks, represented by six levels. During a particularly infamous scene towards the end of the film and book, Clarice finds herself under the influence of drugs and in a vulnerable position. It is in this state that she starts exploring her memories in order to find out if her life really is, as Lecter claims, parallel to his own.

The game would follow the source material closely, but Hannibal was to go beyond the confines of this chapter of the Hannibal Lecter saga as there were plans to explore both the protagonist’s and antagonist’s past through plot points and locations from the previous books Red Dragon (which would also be adapted into a movie for the second time in 2002, following 1986’s “Manhunter”) and The Silence Of The Lambs. This meant that characters such as Will Graham, the FBI profiler who first uncovered Lecter’s crimes, and killers Francis Dollarhyde and Buffalo Bill would make an appearance, along with many other recognizable names. The game would also attempt to tell the story of Lecter’s early life and explore the events that triggered his disturbing tendencies, something that would only be done by Harris himself in 2006 with the last book in the series, Hannibal Rising.

Arxel Tribe would explain that this was done to avoid a feeling of déjà vu for people already familiar with the story, and they would further expand on the existing narrative by introducing other sub-plots and characters of their own creation. For example, Clarice never goes to Italy in the film, but would do so in the game. Lecter and Verger would also not be the sole antagonists as Clarice would be able to seek out several other criminals wanted by the FBI during her search. She could bring these in as side objectives, and they would range from simple gang members to white-collar criminals, with promotional texts also mentioning the opportunity to solve “pending criminal enigmas”.

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Structuring the game in this manner meant that Hannibal would offer both scripted action sequences and detailed investigative mechanics. In order to catch these criminals, Clarice would be able to collect DNA evidence, analyze autopsy results, cross-examine suspects and even interrogate them, in a mixture of gameplay styles that would possibly resemble Condemned: Criminal Origins, a game released by Monolith Productions in 2005 that also mixed First Person action with sequences of forensic analysis. The plot surrounding the pursuit of a serial killer was similar as well, as would be the ability to contact the forensics team.

It seems the connection does not end there, as the LithTech Jupiter engine had been licensed from Monolith Productions for use in Hannibal as well. However, the game would feature several improvements to this framework developed by Arxel Tribe themselves, such as advanced graphical tweaks and other mechanics relating to a stress, or “Anxiety”, system. This system might have worked in a way similar to what was later seen in games such as Amnesia: The Dark Descent or Call Of Cthulhu: Dark Corners Of The Earth, as it would introduce limitations to the player’s vision and other forms of perception as Clarice’s stress grew. According to an interview with the developer:

” (…) The player will have to deal with the Clarice (sic) ‘Anxiety’ by closely watching an Anxiety meter. Her anxiety will increase according to several factors: her level of injury, reprimands from her hierarchy in case of police blunders or by some actions which will get her closer to the Hannibal’s (sic) philosophy, to name only these few examples.”

They would go on to offer more details:

“In game, the anxiety provokes alteration regarding the general environment. Concretely, the player will “feel” what Clarice feels under anxiety: distance distortions in real time like vertigo, faces of non player characters will seem more aggressive, the orchestration of the music will turn frightening and few other features will throw the player deeper and deeper into a state of paranoia. Of course, the higher the level of anxiety will be, the stronger the consequences will be and the more the player will be on the verge of blundering and moral dilemma.”

Judging from this and other pieces of information available, it seems that Clarice would, for example, be free to kill any suspect instead of arresting them (and the game would feature quite the arsenal of weapons for this purpose), but this type of action would contribute to her stress level and would drive her closer to Lecter’s mentality. Although the developer mentions “consequences”, whether or not this choice in morality would have any impact on the direction of the story or the ending the player would receive is unknown. Arxel Tribe would mention, however, that in addition to the anxiety penalties, killing suspects would also cause the player to miss out on important clues, as dead suspects would obviously be immune to interrogation. It was for this reason that one of Clarice’s starting tools was a taser, and she would have the ability to call in backup as well.

Clarice’s FBI badge would also be a usable item, and its use was linked to another system the developer would call “Willpower”. In short, Willpower was a variable statistic used by NPCs which would determine their behaviour when confronted by the player and in what manner. This would add an element of unpredictability to every encounter, as NPCs could react in different ways depending on whether Clarice showed them her badge, approached them while undercover or pulled out her gun.

Health would be another mechanic that would differ from what is usually expected from First Person Shooters. Utilizing a system of localized wounding, Hannibal would require the player to procure and use different types of items and medicine, such as bandages and sedatives, in order for Clarice to give herself proper first aid. Once again, a similar system would only be seen years later in Call Of Cthulhu.

Another part of the game that would be mentioned but with virtually no details to accompany it was a multiplayer mode, as Arxel Tribe claimed that they were still working on the concept. Considering that Hannibal seemed significantly more slower paced and mechanically complex than other shooters of its day, this would certainly have been another highly ambitious feature.

Unfortunately, Hannibal would ultimately never see the light of day. Details are scarce and sometimes conflicting, but according to info from french website NoFrag, the game had been finished before Arxel Tribe’s Paris studio, the one behind its development, faced financial difficulties and went through massive layoffs in the summer of 2003. A former Arxel Tribe developer, who offered some clarifications in the YouTube comments under a video he posted showcasing Hannibal’s level design, claimed that Hannibal was “95% done” but that the “investors went bust”. Again in the website NoFrag, it was also claimed that the reason Hannibal did not come out in its original November 2003 date (which had already been changed from Spring of that year) was because Arxel Tribe were forced to admit that the game was not yet ready for release. All that is known for sure is that the game, for whatever reason, had lost its publisher by this point.

Both Strategy First and Mindscape seem to have been attached to the project as publishers at different points in time, but it’s somewhat unclear when these partnerships began and ended. The remains of Arxel Tribe’s Paris studio would announce the reschedule of the release of Hannibal for the first quarter of 2004, no doubt in a last attempt to try and secure some other way to bring the game to store shelves, but nothing else about the game was heard and it soon became another forgotten title, lost to time and the new generation of gaming technology.

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Former CEO Diego Zanco would eventually tell NoFrag in 2005 that the aging game would never be released as they were ultimately unable to find an interested publisher, likely due to the fact that, by that point, it was a movie tie-in that was now three years removed from the release of its source material.

Additionally, Mistmare, Arxel Tribe’s RPG which also used the LithTech engine, would see a release in July 2003 but was met with overwhelmingly negative and mixed reviews due to a large amount of technical and gameplay issues. It was published by Strategy First, which could suggest that they were also going to publish Hannibal, and upon seeing Arxel Tribes’ first foray outside of the graphic adventure genre end in disappointment, decided to cut their losses and not take the same risk with Hannibal. If, instead, Mindscape were the ones in line to publish it, this hesitation could have been the case for them as well. However, this is all speculation.

The Arxel Guild released a couple more games in 2003 and while it appears they still operated in Slovenia as late as 2005, by 2004 their website had disappeared. After the cancellation of Hannibal, it seems that Arxel Tribe either chose or was forced to restructure, leaving the gaming industry entirely and rebranding itself as Art Rebel 9. They returned to their multimedia roots, still led by Matjaž Požlep to this day.

Article by thecursebearer, thanks to Rewak and Daniel Nicaise for the contribution!

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Turok 2 (Propaganda Games) [PC, Xbox 360, PS3 – Cancelled]

Turok 2 is a canceled first-person shooter that was developed by Propaganda Games and published by Disney Interactive from 2007 to 2009, probably for the PC, Playstation 3 and Xbox 360 systems. It was the sequel to the reboot of the Turok game series released in 2008.

Little information exists on Turok 2 since the game was canceled before its official announcement in January 2009. As indicated by Kotaku, it seems that it was the economic crisis of 2008 which was the reason of it’s cancellation when Disney Interactive, owner of Propaganda Games and the Turok’s license, decided to lay off 70 Propaganda employees and cancel the game:

“Sources tell us that Vancouver based Propaganda Games is in the process of laying off approximately 70 employees. That reduction in workforce is likely closely tied to the cancellation of Turok 2, a title never officially announced by Disney, but one of two projects that Propaganda was working on, we’re told.”

Steve Wadsworth, president of the Walt Disney Internet Group, later said:

“As you can imagine, given economic conditions, every industry has been impacted on a global scale. In response to this challenging business environment, we have examined ways in which we might be able to work more efficiently. The elimination of existing positions that we communicated today was a necessary step that we had hoped to avoid.”

We can speculate that the gameplay would have been similar to the 2008 reboot with some never-before-seen additions, like new environments (swamps, desert areas) or new enemies in the series like renegade soldiers named Savage or creatures called Ork, as can be seen from the many concept arts that subsequently leaked onto the net, and hosted by the Turok Wiki Fandom. Another novelty would have been the addition of new firearms like the assault rifle, apparently already planned in the 2008’s game before being cut in the end, and the Jak, a modified version of the well-known cerebral bore, firing this time projectiles allowing to control for a certain period of time the enemy in order to be able to neutralize other threats, as we can see it in action on a raptor on one of the rare in-game screenshots. A multiplayer mode was also planned.

In June 2015, Tim Lewinson, who was senior designer and associate game director at Propaganda until his departure, spoke briefly about the game during an interview for duke64nukem.com:

D64: In percentage how far along was Turok 2 before being canceled?

T.L.: “Without putting too fine a point on it, we were moving out of pre-production and making significant headway on a vertical slice. In development terms, that refers to a small level that provides a polished core gameplay experience. The expectation is that a tiny portion of the game is brought to as near a ship state as possible to properly demonstrate how new features will work, etc.”

The same month, director and animator Jeremy Brown posted on his Vimeo account a short teaser for the game as he himself explained under the video:

“Years ago I worked on a game that was canceled. This is the trailer I had in mind for it while we were working on the game, and nearly a decade later, I made it for fun.”

On the 25th June 2022, Youtuber Matt McMuscles was able to get in touch with former Propaganda’s art director Daryl Mandryk, who shared some new information about the game and what precisely happened during that time:

“The basic idea for Turok 2 was that it took place some time after the events of the first game, on the same planet. But now the human elements had all gone feral and crazy for some reason. It mainly took place in a badlands/desert area environment. I think the team had learned a hard lesson about how difficult it was to pull off a jungle environment on the Xbox 360. So it had a sort of Mad Max meets Jurassic Park feel. The big hook was going to be the return of the cerebral bore, which would allow the players to control dinosaurs and wreak havoc. We had this prototyped and it was awesome! The project was basically put on the back burner when Disney needed a studio to develop the movie tie-in game for the new Tron. I don’t think Turok 2 was officially cancelled, but after Tron: Evolution was shipped the studio was really focused on its other project : Pirates of the Caribbean: Armada of the Damned. And many people were moved over to work on that. I think Disney felt this was a better financial bet than the Turok sequel. Regardless, within a few more months the studio was shut down and that was that.”

Since the cancellation of Turok 2, the series has stalled, although we were able to see remasters of the first two games by Nightdive Studios, released in 2015 and 2017 respectively.

Article updated by Daniel Nicaise

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