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

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

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

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

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

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

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

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

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

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

HF: What is the story premise behind Dreadnoughts?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Article by Daniel Nicaise

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Demonik (Terminal Reality) [X360 – Cancelled]

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

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

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

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

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

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

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

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

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

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

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

While IGN told us:

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

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

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

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

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

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

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

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

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

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

Article updated by Daniel Nicaise

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Shadow Of The Sun [XBOX/PS2 – Cancelled]

Announced in February 2003 via press release, Shadow of the Sun was meant to be the first title released by HotHead Studios (to not be confused with HotHead Games), a UK based studio formed after the demise of DarkBlack. The team re-utilized the technology created for Asylum (a cancelled first-person horror game that was being developed at DarkBlack) to work on a new original IP.

Shadow of the Sun was set in an alternate universe where players would take control of a Vampire Lord, who was sent to prison after an act of betrayal of a governing body known as the Council of Vampires. After hundreds of years pass by, the Vampire Lord would receive a vision of a beautiful human woman, encouraging him to escape and help her out. After escaping the prison, the Vampire Lord finds a helpless infant girl and takes her to a nearby human village, where she would presumably be safe.

shadowofthesunbeta01.jpg

Twenty years pass: the Vampire Lord receives another vision of vampires attacking a human village – which proves to be true soon after. After finding out the now-grown up girl has been kidnapped by the Council of Vampires, he swears revenge on them and goes on a rescue mission.

Shadow of the Sun was described in the press release as a first-person adventure game, where players would take control of a vampire and utilize a combination of weapons and special abilities (such as being able to mind control NPCs). You would fight a variety of enemies, such as human villagers, orcs, vampire soldiers and lords. Additional game content would be available through Xbox Live with downloadable campaigns and online multiplayer.

Shadow of the Sun took inspiration from Lord of the Rings for its visual artstyle. One of the members of HotHead Studios (Tony Charlton) said in an interview with gaming website HomeLan Fed that Shadow of the Sun had a “middle earth look and feel with a gothic undertone”. Locations the player would be able to visit include vampire prisons, peasant villages and terrifying castles.

shadowofthesunbeta03.jpg

The reason the game never came out was not revealed. The development team tried to negotiate with Octagon Entertainment but according to the team Octagon never made a serious effort. The title was never actively advertised on HotHead’s website, which instead focused on another product called Hyper Streetracing. The company would effectively disappear by the end of the year.

Founder Richard Beston would later join another UK studio, Pocketeers. He would work on art for the Nintendo DS versions of Need for Speed games between 2003 and 2006, before quitting the gaming industry altogether and becoming a tattoo artist.

Article by Thane Langdon, thanks to Daniel Nicaise for the contribution!

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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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Voodoo Nights (Mindware Studios) [Xbox 360, PC – Cancelled]

Voodoo Nights was a Third Person Shooter in development at Mindware Studios in 2005 and possibly early 2006, planned to be released on PC and Xbox 360. Announced as a buddy cop movie experience in video game form, Voodoo Nights would have featured two controllable characters that would use coordinated teamwork and black magic to take down their opponents in a fast, dynamic gameplay experience. It would have been Mindware’s second game after their 2005 offering, Cold War.

The story would have been simple enough. Protagonists Jack and Samuel are two loose-cannon cops in an unnamed metropolis, hell-bent on taking down a occult-obsessed gang that has added voodoo magic to their arsenal of weapons. The look and attitude of these two characters seemed like it would have been highly inspired by 1970’s cop and blaxploitation films.

Gameplay would have featured simple orders for the AI-controller character (such as movement and asking for covering fire), the ability to switch between characters at any time and a picture-in-picture view, allowing players to see what our partner was up to at all times, making the use of tactics easier. Another feature, called DeadTime, was a basic bullet time mechanic that would slow down time during the action. With a fully destructible environment and plenty of cinematic effects thrown into the mix, GameSpy would describe the gunfights in a demo of Voodoo Nights they played as “like the opening ten minutes of any given John Woo flick”.

The cops would eventually learn how to use the black arts against their enemies by using a voodoo doll and this would take form as a selection of different powers available to the player, such as telekinesis and physical possession, which could, for example, be used to have one cop either levitate an enemy while the other eliminates him or take control of someone and turn him against his allies, respectively.

Occasionally, Voodoo Nights would offer some variety by introducing a puzzle element. For example, the enemies were not the only ones that could be targeted by telekinesis. The player could use it to get his partner across large gaps as well and, while it’s not certain if this would have been included, Voodoo Nights was to feature an advanced physics engine so we could speculate that object manipulation would have been used for this purpose too.

What ended up happening with the game is unknown. Voodoo Nights was announced in 2005 but had no release date nor a publisher at that point in time. Unfortunately, it seems that it was quietly cancelled soon afterwards, most likely due to a lack of money and interest from publishers. Mindware Studios went on to release two more games: Painkiller: Overdose, a stand-alone expansion for the First Person Shooter Painkiller, in 2007, and Dreamkiller, another FPS, in 2009. Dreamkiller was a critical failure and the czech studio went silent soon after that, finally closing their doors in 2011.

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

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