Microsoft

Dagoth Tactics (Moor Zoological Gardens) [PC, Xbox 360 – Cancelled]

Dagoth Moor Zoological Gardens was an impressive GeForce tech demo created in 1997 / 1998 by The Whole Experience (WXP), a small development team base in Seattle. In this demo you could move around a fantasy setting, inhabited by strange creatures:

“Creative Labs will ship their ‘3D Blaster Annihilator‘ with WXP’s technology demo “Dagoth Moor Zoological Gardens”. This demo is using the engine of WXP’s upcoming fantasy action title ‘Experience’ and it’s the first independent application that is using GeForce’s T&L-engine. The demo is not a real game, but you can walk around and explore the beautiful scenery that soothes your mind by looking at it. I have to say that I never saw a game-demo as impressive and as beautiful at the same time, but some of you might be very disappointed about the complete lack of blood and violence.”

Another Geforce tech demo in the same Dagoth Moor settings was later released in 1999 under the title “Isle of Morg”:

“Isle of Morg is a technology demo that integrates the features found in GeForce2 GTS with typical gameplay mechanics such as physics and collision detection, as well as special effects including particle systems, dynamic water, environment mapping, per-pixel shaders, and dynamic lighting. It’s a great example of what is possible in today’s games.”

Thanks to the success of their tech demos WXP were able to work on a few commercial games for various publishers, with titles such as Lord of the Rings and Greg Hastings Tournament Paintball. The team wanted to create their own original game “Experience” since 1997, but between contract works and difficulties in finding a publisher for their own IP, they had to keep it as a side-project until many years later.  In 2002 / 2003 they also worked on “The Guardian“, a cancelled adventure game to be published by Capital Entertainment Group for the original Xbox.

In 2007 they developed a pitch demo for a new strategy game based on their Dagoth Moor settings. This game was titled “Dagoth Tactics”, planned to be released on PC and Xbox 360. There are no other details available about Dagoth Tactics: by looking a the few images available we can assume it would have been a classic strategy game with Hex-Grid movements.

In the end Dagoth Tactics was never completed and it was cancelled in favor of a FPS set in the same fantasy settings. Initially titled “Exod Intervention” WXP’s original first person shooter was then released in 2011 as Xotic on Steam and Xbox 360. Unfortunately it seems the game did not sell enough to keep the team alive, and WXP was soon disbanded. We probably will never get another game set in the Dagoth Moor Zoological Gardens.

  

Beowulf: Viking Warrior [Cancelled – PC, PS3, Xbox 360]

Beowulf: Viking Warrior is a cancelled video game based on the Old English epic poem, in development in 2006 for PC (and possibly Playstation 3 and Xbox 360) by German team 4HEAD Studios (now known as Cranberry Production) before the 2007 animated movie directed by Robert Zemeckis and before Ubisoft’s own Beowulf 2007 tie-in game.

As we can read in its original press-release:

“BEOWULF is a third person action adventure with role-playing elements. Explore the northlands, fight enemies both natural and supernatural, and prove your worth among the heroes of old.

BEOWULF is based on a nordic saga that dates back to the 6th century AD. The game captures the adventure spirit of the early Viking Age, creating a unique visual interpretation of the world of norse legends with state-of-the-art 3D graphics.

BEOWULF is very combat-driven, and features a unique and innovative melee fighting system. It is the first game to bring an authentic simulation of medieval sword-fencing to the computer game medium. The advanced physics simulation system provides a high level of realism and dynamic gameplay.

Features that make the game stand out:

* combat system that faithfully emulates medieval sword-fencing

* vivid characters and beautiful 3D environments

* cutting-edge 3D technology with striking visual effects

* integrated realtime physics for action-packed gameplay

* well-known name and scenario (especially among the Tolkien fan community).”

Images shared by 4HEAD Studios show a few concept art and early renders depicting the most iconic characters and places of the original Beowulf legend, such as the protagonist itself, the monster Grendl, his mother, the Dragon, the Mead Hall. However, no actual gameplay is seen so we can assume the team was still in early development.

Gamespot used to have two teaser trailers of the game, but they are currently unavailable. Beowulf’s tie-in game released by Ubisoft in 2007 was a very different product, since it relied on the latest movie version of the Beowulf character, instead the original poem. Gameplay also deviated from 4HEAD’s concept with RPG elements, and Ubisoft’s game was more an hack ‘n slash similar to God of War.

As we can read on IGN, after Ubisoft announced their game based on the movie, 4HEAD was not able to find a publisher interested in their own version, so it had to be cancelled:

“So today 4Head (now part of DTP Entertainment) announced that its Beowulf project is no more. The company sold its trademarks, web domains and other assets related to the game to Paramount.

“With the announcement of Ubisoft’s offical game based on the movie and the conceivable competitive situation, we were seeing publishers unwilling to support our game,” said the game’s Executive Producer, Gustaf Stechmann. “We thus lacked the resources needed to drive the project’s development forward. Luckily, we had the older rights to the use of the name. The buy-out deal with Paramount was therefore the logical exit strategy.”

Thanks to AkitoKuno for the contribution!

Images: 

Serengeti [Xbox, PC – Cancelled]

Serengeti is a cancelled adventure / simulation game originally in development for PC and Xbox in 2001 by Masa Group, a small French company focused on AI-based modeling & simulation software for defense, public safety and games-related markets.

This was an ambitious game that would have been played somehow like Afrika for Playstation 3, but conceived 7 years before Rhino Studios’ own project. You would play as a photographer and wildlife specialist, working in an African natural reserve set in the plains of Serengeti.

Serengeti was about exploring the African savanna, discovering its wildlife and preserving it from dangers (such as illegal poachers). The animal simulation was groundbreaking for its time, using an innovative AI engine that would fully simulate a complete ecosystem, with animals having up to 7 “motivations” (hunger, thirst, territory, mating, etc.). You could sneak on a cheetah and see it start chasing a gazelle, then resting and heading back to the shade. Every time the animals would move and react in a different way, following their “motivations” and creating a living environment to explore.

After a while Masa Group moved its gaming development team into a subsidiary named “Oiko Entertainment”, to expand their video game projects while the main company would continue working on simulation softwares.

More details about Serengeti were found in an old press-release by NatFX, a dynamic 3D plant modeling software that would have been used by the team to generate the game’s savanna with realistic african trees and plants:

“Serengeti’s numerous missions intertwine the player with the life of the park, from capturing sick animals, to recuperating the park’  tourism industry, to tracking rare animals and neutralizing poachers, mercenaries and even kidnappers.

Serengeti’s gameplay is essentially founded on the near-perfect representation of the natural world. The ability to hide behind bushes, tall grass, to take cover in groves and behind tall trees demonstrates the vital importance and direct implication vegetation plays in Serengeti. The vegetation is more than just scenery,  it’s really something that serves a purpose in terms of gameplay.

Set to release in the beginning of 2004 on PC and Xbox, Serengeti will certainly be a first of its kind. Set in Africa, it is an opportunity to use an original universe, different from the usual ultra-realistic war games  which typically occur in similar settings.”

Serengeti’s gameplay and AI-simulated wildlife was way ahead of its time on many aspects, and today it would probably be recognized for its interesting mechanics. Unfortunately in the early ‘00s it was hard to find a publisher for the game.

In the end Serengeti only reached an alpha stage before the team had to stop working on it. It seems Masa Group later closed Oiko Entertainment and Serengeti’s concept could have been sold to Atari / Infogrames, but nothing ever come out of it. The only released game by Masa / Oiko was Conflict Zone, a war-themed RTS published by Ubisoft for Dreamcast, PlayStation 2, and PC.

Images: 

Brooklyn Stories [Cancelled – Xbox 360, PS3, PC]

Brooklyn Stories is a cancelled adventure game that was in development in 2008 / 2009 by French team Lexis Numérique, planned to be released on Playstation 3, Xbox 360 and PC. The project was quite ambitious and original for its time, mixing interactive storytelling, several playable characters, multiple narrative paths and some kind of “time travel” mechanic in which you could go forth and back in time to modify the fate of its protagonists.

Brooklyn Stories would have been played somehow like a mix between The Sims, Disgaea Infinite, Shadow of Memories and games by Quantic Dream (Omikron, Heavy Rain, Detroit: Become Human) and Telltale (The Walking Dead, Batman: The Telltale Series). Players would have been able to play as many different characters living in Brooklyn in the same townhouse building, following an intricate storyline spanning from the 1930s to the ‘00s.

Each character had their own life and problems to resolve. You would have been able to observe them living in their apartment and listen to their thoughts or dialogues with other characters, to help them or interfere with their actions by choosing how they would react or which item to use in different situations. Each choice would then change the course of the following events and each event would affect other characters and their related events, until reaching one of the many different endings. You could always go back in time to make different choices and see different reactions to each different action.

The game was divided into chapters set in several years, but always following the lives of the inhabitants of the same townhouse building. Each chapter had many endings which would then affect what would happen in the following ones. It was quite the intricate and epic storyline, touching the daily lives of normal people but also political, social and criminal intrigues. You could interact with the characters living in Brooklyn Stories to trigger funny and comical skits but also to save their life from violent murders.

Unfortunately after 2 years of development Brooklyn Stories was canned by its publisher, leaving Lexis Numérique with an incomplete project and without funds to continue working on it. In the following years the team developed less ambitious games such as Tales of Elastic Boy (2010, WiiWare) and  Amy (2011, Xbox 360, PlayStation 3, PC), but with low sales and without publishers backing up other major projects they had to close down in 2014.

Only a few images and a short trailer are preserved below to remember the existence of this promising, lost game.

Video:

Images: 

Alone in the Dark 5 [PS2, Xbox – Cancelled]

Alone in the Dark 5 is the cancelled, fifth chapter in the cult-classic Alone in the Dark series that was in development by Atari / Infogrames Lyon House Studio in 2002, planned to be released on Playstation 2 and Xbox. One year after Alone in the Dark: The New Nightmare (developed by Darkworks) and six years before the Alone in the Dark 2008 reboot (developed by Eden Games), AitD 5 was in development directly by Infogrames Lyon as one of their major internal projects.

In early ‘00s Infogrames had already a few economic problems: in 2002 they had a loss of $67 million and things would only get worse during the following years. While Alone in the Dark 5 was never officially announced by Infogrames it could have been a successful game for them, bringing in some good sales. Unfortunately this never happened.

Alone in the Dark 5 was soon cancelled, possible because of quality issues or because the series and the classic survival horror genre were not as popular as before among gamers. The project could have been seen as a risk to complete in such an unstable market.

In 2003 Infogrames renamed all of its brands into Atari (after they bought out the name from Hasbro) and heavily re-organized the company and their projects. During the early ‘00s Infogrames canned many more interesting games, such as La Femme Nikita, Urban X-Tribe, Ghostbusters Academy, Riders and NetLife.

Only a few images from Alone in the Dark 5 are saved in the gallery below, to preserve its existence.

Images: