Necroscope is a cancelled psychological survival horror that was in development in 2002 / 2003 by Mobius Entertainment for Xbox and Playstation 2. The studio was mostly know for a series of ports and tie-in for GBA and Nescroscope would have been one of their first projects for home consoles. The game would have let players to investigate the world using extra-sensory perception and supernatural powers, as possessing other characters and monsters. It seems that gameplay would have been a mix between a detective adventure (L.A. Noire), horror sections against monsters (Silent Hill), while using special abilities to interact with the environment and resolve puzzles (Second Sight, Psi-Ops). As wrote by Edge Magazine (issue 117) in Necroscope we would have played as a “unique blend of a Jedi Knight and James Bond“.
The story and characters of the game were based on Brian Lumley’s series of sci-fi horror novels, a setting that would have offered a complex plot to unveil and an original way to interact with spirits:
“The term necroscope, as defined in the series, describes someone who can communicate with the dead (coined Deadspeak later in the series). Unlike necromancers, who here extract the knowledge they seek by brutal eviscerations of corpses, a necroscope can communicate with them as equals: peacefully and without any physical interference.”
In 2004 Mobius Entertainment was acquired by Rockstar Games (for which they already developed the GBA conversion of Max Payne in 2003) becoming Rockstar Leeds. After the buyout, home consoles games that were in development by Mobius (Necroscope and Titanium Angels) were canned and the studio focused their resources on creating portable games for PSP. As we can read in an interview by Ross Sillifant with Dan Hunter (former Lead Artist and Game Designer at Mobius):
Ross: Talking of canned games, Necroscope,previewed in Edge for PS2 and Xbox, described as a cocktail of jedi mind tricks and sophisticated espionage, this was to be Mobius Entertainment’s 1st crack at a survival horror title. From the 4 screens shown, the game engine looked superb, very much inspired by Silent Hill, but it didn’t appear gameplay was as far along as the visuals at this point (Dec’2002). Game was set for a Q4 2003 release, so again, any insights as to what became of it, would be fantastic.
Dan: Necroscope suffered similar issues to Titanium Angels. You’re correct, the game was to be a survival horror game, set in late 70’s, early 80’s, London. Think Silent Hill mixed with the TV show ‘The Professionals’. I loved the concept and setting. I spent a huge amount of time “researching”, watching boxsets of The Professionals, The Sweeny, and films like ‘Who Dares Wins’ (‘The Final Option’ in the U.S). I’d say that actually the gameplay was further along than Titanium Angels ever was. Unfortunately the same pattern emerged, the play style changed over time. Where at one point there was to be little to no gun play or violence, with the vibe firmly set on exploration and playing detective, it slowing changing into shooting and snapping necks from behind cover. For me that was a real shame, I think it had the potential to be something different. There weren’t many people doing a spin on the horror genre, especially something set in the 70’s-80’s (this was pre Vice City). I still think about what it could have been, and I’m a little bummed to think it never happened. The other issue was that it was being developed without a publisher, so therefore wasn’t bringing in any money. Other games were, so naturally that was the focus. ‘Sound of Thunder’ was one, but the main one was ‘Max Payne’. Mobius was tasked with doing the Gameboy Advance version. As people may know, after that Rockstar bought Mobius Entertainment and renamed it Rockstar Leeds. I had left during the development of Necroscope and before the Rockstar buy out, so I can’t give the precise reason for its cancellation, but it’s clear to me that a small horror game set in 70’s London based on a series of books isn’t part of Rockstar’s bigger plans.
Thanks to Ross Sillifant for the contribution! Article translated in Russian thanks to Sergey Tyutin!
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