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City of the Dead (Kuju Entertainment) [PC, Xbox, PS2 – Cancelled]

City of the Dead, also known as The Living Dead : City of the Dead and George A. Romero’s City of the Dead, is a canceled horror first-person shooter developed by Kuju Entertainment and published by Hip Interactive for PC, Xbox and Playsation 2 platforms in 2005.

Presented as “the goriest game ever made”, City of the Dead was first revealed in August 2004 by none other than American McGee as his next game, wanting to sign a deal with Living Dead Productions, the company of the father of the Zombie film, George A. Romero:

“Recently, my company TMIEC partnered with Asylum Entertainment to bring to life a new Romero concept called “City of the Dead”. We’re now in the process of shopping the interactive rights to games publishers. The tagline for the product is “the goriest game ever made”.

Only a few days after that, American McGee announced that it could finally be MercurySteam Entertainment instead of Asylum developing City of the Dead:

“The guys at MercurySteam sent over a couple of cool zombie concept images. Based on what an amazing job they’ve done on Scrapland we’re really excited to have them attached to develop the Romero “City of the Dead” game.”

In December of the same year, Hip Interactive revealed to have signed a deal with Living Dead Productions about a game named City of the Dead, without saying if it was the same concept initially pitched by American McGee, or a brand new one as some media would later said that it was a different game:

“Horror fans have been searching for the ultimate experience in gaming, and we intend to deliver it to them with the tremendous creative input of legendary director, George A. Romero, and Living Dead Productions,” said Arindra Singh, President and CEO of Hip Interactive.

“This is a fantastic opportunity to share George’s work and ideas with the game buying public,” said Simon Bailey, Managing Director of Living Dead Productions. “We are very impressed with the quality of work that Hip will bring to the games. George’s fans and gamers alike will not be disappointed!”

Shortly after this announcement, media revealed that it was ultimately Kuju Entertainment that would develop it, replacing MercurySteam, which was slated for release in March 2006:

“Back in December, Hip Interactive announced it will produce games based on the work of horror director George A. Romero, creator of classic zombie-fests like Night of the Living Dead and Dawn of the Dead.

Hip Interactive has recruited developer Kuju Entertainment to produce the first of the Romero games, which is expected to appear by March of 2006.”

The game was officially announced shortly before E3 2005 in a statement from Hip Interactive:

“City of the Dead” begins as four desperate survivors escape a ravaged zombie infested city by helicopter. After making it to the remote island of Isla Mortal (N.B. : some media wrote that the name of the setting was Island of Ningun Futuro instead), an accident destroys their only means of escape. Unbeknown to them the island is home to a top secret military installation, overrun by the walking dead. Armed with an arsenal of traditional and futuristic weaponry, players must battle the living dead from dusk ’till dawn in series of abandoned locales. With split-screen co-op missions, party mode, and four-player online feature, “City of the Dead” also promises a range of multiplayer features that allow gamers to play as human or zombie.”

We also learned that Tom Savini lent his voice to one of the main characters:

“The company also revealed today that Tom Savini, star of From Dusk till Dawn and known  horror makeup artist, will lend his voice and likeness to City of the Dead. Savini will play William “Red” McLean, a battle-worn ex-cop who initially lends support to the player, but will eventually be a playable character himself.”

Presented at E3 2005, the game received various previews from IGN, Gamespy and Gamespot. Thus, IGN wrote:

“Hip Games’ City of the Dead is a first-person shooter that’s “Trying to become Burnout for the shooting genre.” That’s at least according to company representatives, anyway. Judging by the short presentation we saw, it seems that City of the Dead can more accurately be described as, “a totally vicious FPS that features buckets of blood interspersed with the occasional cubic ton of tenderized brain matter.” City of the Dead does still feature some cool Burnout-like gameplay elements, though.

One of the modes within City of the Dead mimics Burnout 3’s infamous Crash Mode and tasks players with killing as many zombies as possible with a single shot from a specific weapon. To do this, players will want to wait for the most opportune moment to fire their weapon at one of a number of preset environmental hazards, be they massive crates suspended from cranes or conveniently placed combustible barrels. Once you shoot, the widely used Havok physics systems will take care of the rest. This way the results of the action are always different.

In terms of an actual story mode, City of the Dead features one city, some animated dead people who are terribly reluctant to stop moving, and a few dudes who’d really like to not become one of them.

In a way, City of the Dead sort of resembles a cross between Resident Evil and Soldier of Fortune. That is, the game features an excessive amount of dismemberment and gore, which it is not at all afraid to highlight with a number of cinematic, slow-mo camera swoops, zooms and pans. But unlike Soldier of Fortune, the enemies just keep on coming.

Before we go, check out this cool thing we noticed that most people might overlook… When you shoot an enemy, he is entirely governed by physics, meaning he’ll flop around like any good rag doll should. But, totally unlike just about every other game under the sun, enemies in City of the Dead can actually get up and begin animating after the physics routine has initiated and played out. This is, as far as we know, a technical problem no other developer has yet been able to resolve well (at least we haven’t seen it implemented in any other game).”

Gamespot, for its part, told us:

“City of the Dead isn’t based on any specific Romero films, but it is based within the larger Dead universe. In it, you play as one of five different characters, all of which are just trying to survive in a city that has been overrun with the walking dead.

The game itself is a first-person shooter, and it really doesn’t aspire to be anything more than a fast-paced arcade shooter. You’ll find a number of different weapon types, including pistols, machine guns, grenades, and shotguns. There were a couple of unique aspects of the weapons we saw. For instance, the shotgun is fully pump-action, meaning each time you fire, you’ll have to manually reload it using the left trigger button. While that might seem a little cumbersome at first, it actually wasn’t, and it seemed to add to the intensity of the action. Another cool thing is the way you can kind of jury-rig other things onto your weapons to make them more effective in melee combat. For example, you can tie a shovel to the butt of the shotgun, making it much easier to explode a zombie’s head. The same can be done to your pistols, by taping brass knuckles to them.

Zombies tend to travel in groups, and they come in different varieties. Obviously, there’s the usual lumbering, biting, angry zombie, but we also saw a cop zombie, who continually fired a shotgun at us at random intervals and a leaper zombie, a creepy little guy who crawls around on the ground and then jumps at you. Zombies cannot be killed unless you destroy the brain, but you can knock them backward or even blow off body parts if you hit them elsewhere.

There will be 14 to 16 story missions in the game, though the story here is barely the focus. The developers used Burnout as an example of how they are really looking to make a super-arcadey, over-the-top kind of game. So a lot of the mission objectives will be appropriately focused on killing as many zombies as you can, without much worry about anything else. Once you complete the story mode, you’ll also have arcade and multiplayer modes to check out. The arcade mode works similarly to Soul Calibur’s weapon master mode. You’ll be given a series of available challenges, each with semi-arbitrary rules, like you can only use melee combat, or you have to kill a certain number of a specific type of zombie. The multiplayer will be online for up to four players and features competitive and cooperative play. The cooperative mode sounds especially cool, as during the mode, your friends can be infected. Here, you can opt to just kill your partner immediately, sparing him the change of death, or you can keep him alive long enough to help you kill some more zombies. You’ll have to be careful, however, because once they turn, they’ll come after you.”

Finally, the Gamespy preview said:

“The game’s big visual attraction is the physics engine which flings zombies realistically around based on point of impact. Naturally, this means that there will be a variety of classic weapons such as pistols, shotguns and rocket launchers to turn the zombies into so much zombie goulash. Since it takes a headshot to kill these things, the game also rewards good shots with a beautiful images of exploding heads using a slow motion “bullet-time” effect. Given how tough the zombies are, though, it’ll take more than just a steady hand to take them out, though. That’s why the environment is full of exploding things such as gas canisters, fuel drums and crates of explosives that can set off awesome chain reactions. Judicious use of these items will be vital in clearing out levels in story mode.

As much fun as story mode looks, though, it doesn’t really hold a candle to the “One-shot” levels. These are bonus levels that are unlocked as the player goes through story mode. Undoubtedly inspired by Burnout 3’s crash challenges, the “One-shot” levels puts you in an enclosed space with a bunch of zombies wandering around and a gun with only one bullet. The challenge is to pick out the correct exploding device to shoot to set off a chain reaction that will kill as many zombies as possible in as entertaining a manner as possible.

City of the Dead will sport a multiplayer mode, but rather than just offer up a vanilla deathmatch capability, the game will instead sport a four-player co-op mode that works off the strengths of the setting. If a player gets bitten once during the game (as opposed to shot or hit), that’s it, a countdown timer starts, the player dies, and turns into a zombie. That means that even though four players start the game together, eventually someone’s going to end up a zombie — and that’s where the real fun starts. Players who become zombies will respawn as new zombies when they die and start hunting those who are still alive. They get all the strengths and weakness of the undead (slow speed and incredible resilience), so the game for the zombies becomes using their brains to set up ambushes for the human players.”

Unfortunately, only 2 months after City of the Dead was revealed, Hip Interactive filed for bankruptcy:

“After failing to strike a last-minute deal to bolster its shaky finances, Hip Interactive said it has ceased operations and would close its doors completely in short order. The company said this morning that “discussions with a third party to provide interim relief in respect of the Company’s immediate financing needs were not successful.”

“The publisher had a number of high-profile games on its upcoming slate including Call of Cthulhu: Destiny’s End, George Romero’s City of the Dead, and Jackie Chan Adventures. There has been no word on which publishers are in line to pick up those and other games due from Hip.”

Only a month after the publisher’s demise, Kuju Entertainment was trying to find a new one for the game, but alas, no deal will materialize and City of the Dead vanished after this news. It was once suggested that Freeze Interactive, a Franco-Swiss publisher founded by former staffs of the European branch of Hip Interactive, had taken over the game, now titled World of the Dead, but nothing was officially confirmed, and World of the Dead disappeared very quickly without any information, just like Freeze Interactive. This rumor followed the fact that Ghost Wars, another game initially canceled with the closure of Hip Interactive, was taken over by Freeze shortly after.

Article by Daniel Nicaise

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Cipher Complex [X360/PS3 – Cancelled]

Cipher Complex is a canceled stealth/action game for Xbox 360 and Playstation 3, alongside a potential PC version, developed by Edge of Reality and published by Sega, from 2005 to 2009. The game was officially revealed in June 2006 by it’s developer where the plot emerged:

“Cipher Complex is an intense, cinematic military combat game that will deliver a brutal shot of adrenaline straight to the hearts of next-generation gamers.

U.S. surveillance satellites detect activity onboard the decommissioned Soviet Bargration Missile Defense Station 4 off the east coast of Siberia. When the Russians deny the U.S. access to the facility, Department of Defense strategists suggest that a small, plausibly deniable reconnaissance mission be sent in to investigate. The Defense Threat Reduction Agency is given the go-ahead for operation BLACKOUT, the insertion of a single expert Operator on Russian WMDs and launch facilities. Lt. Col. John Sullivan, callsign: Cipher is air dropped in, and what was supposed to be primarily a reconnaisance mission becomes a race against a terrorist threat; one with implications that will shake the foundations of American democracy and freedoms.”

After it’s revelation, however, little was shown in the press except that in 2008, a deal was signed with an important publisher. Unfortunately, in January 2009, as Gamespot pointed out, it appeared that the publisher was Sega, but that they also took the decision to cancel the game without statements:

“As spotted by the increasingly prolific Superannuation, the LinkedIn profile of a former Edge of Reality producer indicates that Sega pulled the plug on the Xbox 360 and PlayStation 3 game earlier this year. “Producer for Cipher Complex that was canceled by Sega,” reads the job description of Rob Brown, who served on the project from July 2008 to January 2009.

Oddly, if Cipher Complex has been canceled, Sega and Edge of Reality have made no outward signs of saying so. The game’s Web site remains wholly intact, if devoid of content, and the developer’s Web site continues to promote the project.”

It is still unclear what caused it’s cancellation, even if some people speculated that the 2008 economic crisis was the main reason.

In June 2010, a 10 minutes gameplay video was leaked onto the internet, showing the main character carries out various actions with speed, precision, strength and cunning stealth to neutralize enemies. Under that same video, in the commentaries section, Voice-Over talent Anthony Mendez answered back in 2016 to someone:

“I did the voiceover for the main character. This was simply a vertical slice to demonstrate the approach and some of the characters, etc. (…) With that said, the approach to stealth was ahead of its time – Arkham Knight uses this (albeit much more developed) but I’m sure if they had the opportunity, they would have finished a nice game.”

After it’s cancellation, Edge of Reality managed to make their own self-published new IP in 2014 with Free-To-Play multiplayer third-person shooter Loadout, which was sadly discarded around 2017, before definitely shutting down in 2018, the same year during Edge of Reality closed down their offices. Still in 2018, a prototype from March 2009 leaked onto the internet before being made publicly available for download in May 2020.

Article updated by Daniel Nicaise

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Sam Suede: Undercover Exposure (iBase Entertainment) [PC, XBOX 360?, PS3? – Cancelled]

Sam Suede: Undercover Exposure is an another project from Al Lowe, the author of Leisure Suit Larry series. It has been in development in his own studio, iBase Entertainment for PC and, probably, for consoles (XBOX 360 and PS3). The genre was “Action Comedy“.

By this definition, Lowe meant that now the characters would have to be incapacitated not with the help of weapons, but in a much more original way – in other words, to make them laugh to death. Not without branded puzzles and several mini-games. The role of the protagonist was played by Sam Suede, a charming loser who unexpectedly witnessed a crime and decided to independently take up the investigation (he had long dreamed of becoming a detective).

From gamesradar.com:

Sam starts off as something of a wannabe, uncertain of himself and short on skills. Suspects will be interviewed, clues pieced together and jokes pitched left and right – five minutes into the demo, he was wearing lipstick and a French maid’s costume and getting hit on by a security guard whose glasses were clearly waaay too dark.

Over the course of the game, Sam will score “encounters” with a variety of beautiful women, each time rising the following morning with a new bounce in his step, and more effective methods in his repertoire. Details on this score are scarce at the moment, but the stated emphasis on character interaction and dialogue over static cutscenes when interviewing suspects gives some idea of the machinations that’ll be at your disposal.

The style of the game was reminiscent of “Larry”, except that the trademark humor became more correct. However, the reason for the game’s cancellation was a lack of funding, due to the high cost of developing games for consoles – “Sam” was to be released on next-gen consoles as well (because, according to the game’s publisher, a PC-only release would not have paid for itself). According to Lowe’s, they had another year of work left to complete Suede Sam. The company’s website reports that as of January 2007, the game has been delayed until additional funding can be found. Unable to locate a publisher to promote and distribute Sam Suede, iBase Entertainment shut down in December 2006. Following this setback, Lowe expressed serious doubts whether he’d ever reenter the gaming industry again.

Some information is taken from «Игромания» magazine, 03 (114) 2007 

Parabellum (Acony Games) [PC, PS3, Xbox 360 – Cancelled]

Parabellum is a cancelled Free to Play multiplayer First-Person Shooter developed from 2005 to 2010 by Acony Games and published by K2 Network, for the PC alongside, for a while, potential Xbox 360 and Playstation 3 versions. Set in 2018, the game was about two factions, terrorist organization named “The Syndicate” and the counterterrorist forces (The CTF), fighting on maps based on districts from New York City. The project was first showed at the Games Convention 2006, where Gamespot was able to see it in action:

For starters, the city that the Delta Force is attempting to save in Parabellum comprises 12 distinct maps arranged on a grid with industrial, commercial, and residential themes. At the start of each timed campaign game, the terrorist players will get to choose which map they want to plant the bomb in, and then it’s up to the Delta Force to find it. The time limit that you choose for the game should determine how many of the city’s maps are in play, though this won’t necessarily happen automatically. After a campaign gets underway, the Delta Force players will need to defeat the terrorists on the current map before getting to choose which adjacent map to fight them on next, as they continue their search for the bomb. If the terrorists win a map, the same one will be played again–eating away at the Delta Force’s time limit.

When the Delta Force team chooses a new map, they’ll find that each one can be played from four different starting points (or in four different directions, if you prefer), so although there will only ever be 12 maps that need to be searched, there are 48 different gameplay experiences available. If the terrorist players correctly guess which map the Delta Force will choose to move into after winning a game, they’ll have an opportunity to spawn early and set up an ambush for the good guys.

The first map that we got to see the Delta Force scouring was from the city’s industrial zone and incorporated a building site and what appeared to be a factory of some description. When bullets started flying around the rain-soaked level, we noticed that practically every object in the nicely detailed environment appeared to be destructible to some degree, including a water tower high above the ground that leaked out of bullet holes when it was shot.

The destructibility of the maps will have a noticeable impact on gameplay in Parabellum, not only because you’ll be able to destroy items that could provide cover, but also because one of the three different ammo types available to you is capable of shooting clean through up to 20 meters of wall. To show us how this might be useful, the Acony representative who was demoing the game fired off a few rounds at a wall that he suspected an enemy might be hiding behind. It might also have been possible to take out the enemy by shooting from around a corner, since Parabellum supports ricocheting bullets, but it seemed like most of the projectiles ended up splashing harmlessly into puddles when this feature was demonstrated.

After watching a couple of fast-paced battles on the industrial map, we had an opportunity to check out a very different one set inside a large subway station–complete with deadly moving trains. After exploring the map for a while and showing off its impressive level of detail, the Acony player found the nuclear bomb and disarmed it.

Parabellum currently supports up to 32 players simultaneously, but the maps have apparently all been designed with six-on-six battles in mind at this point. Based on the two maps that we saw, we’d say that slightly larger groups of players shouldn’t pose any problems, but a full roster of 32 would almost certainly make the game feel a bit overcrowded.

One of Parabellum’s features that we didn’t get to see in action is the weapon-selection screen, which we understand you’ll use to customize your arsenal before each round. In addition to ammo, range, and rate-of-fire considerations, you’ll need to bear in mind the weight of the weapons you choose, since heavier options will purportedly slow down your movement quite noticeably.

However, after this presentation, the title went silent for nearly two whole years, with the exception to a couple of screenshots published by Acony from time to time. Parabellum was eventually showed again in September 2008 to Gamesradar:

(…) Powered by the Unreal Engine 3, coats of physics, lighting, and animation tech color its two main modes: a non-linear campaign and team deathmatch. We’re trying out the former, a scenario that sees us (and our four counter-terrorist teammates), with just 10 minutes to stop a nuke in New York. But before we can cut wires dramatically, we have to complete our immediate objective: disarming/planting/rescuing stuff of lesser value. So far, still so Counter-Strike. A first map takes us just a few minutes.

Quickly, we’re progressing through different maps, attacking additional objectives. The aim is to keep campaigns, like the rounds, brief. At the moment, they’re somewhere between 10 and 40 minutes, with the map list differing depending on which campaign you select. It’s not long before we’re running the final map, disarming the big, bad nuke that wants to blow the Big Apple’s house down.

Just before its launch into closed beta, Acony signed a deal with K2 Network in March 2009, planning to host the game on their Gamersfirst portal:

GamersFirst, a service of K2 Network and one of today’s most popular free2play online game destinations, announces Parabellum, a brand new Free2Play massive multiplayer online First persons Shooter.

“Parabellum will set the standard of what to expect from Free2Play games,” said David Demers, Associate Producer of Parabellum. “Bringing quality Triple-A titles to the Free-to-Play market raises the bar for all and sets GamersFirst apart from the rest.”

Set in a world in a not too distant future, the privatization of global military forces has created highly profitable opportunities for ex-soldiers, mercenaries and adventurers. Gamers must choose their alignments carefully to survive. You must join forces with one of the two foremost covert reconnaissance organizations in the world. The CTF; an organization avowed to keeping anarchy at bay, or the Syndicate; a legion of bloodthirsty rebels bent on destruction and chaos. Each of them are solicited by the C.I.N. a Global Mercenary Network that provides contract missions to each of these factions who vie against one another with the fate of the World as the ultimate prize.

Unfortunately, after going into closed beta, then into public beta during the course of 2009, the development of the game seems to have slowed down before being stopped in October 2010, when K2 Network announced that they were withdrawing from the game:

The Unreal Engine 3-based free-to-play first person shooter Parabellum is now without a US-based publisher. GamersFirst, who announced plans to publish the game back in 2009, have now posted up a note on the company’s message board that, “{developer) Acony and GamersFirst have mutually agreed to stop operating Parabellum on gamersfirst.com. Further information will be made available at a later date.”

The modern day-themed first person shooter also appears to be AWOL on the game’s own web site. The site currently seems to be in a design holding pattern. The game’s official message boards also don’t offer much in terms of development updates.

Parabellum was canceled soon after this announcement.

After Parabellum’s cancellation, Acony will go on Bullet Run, another Free to Play multiplayer First-Person Shooter, which used assets and design ideas initially made for Parabellum. The game was met with negative reception by the press and Acony was soon forced to shutdown their operations, alongside the servers of Bullet Run.

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Rogue Warrior: Black Razor (Zombie Studios) [PC, Xbox 360, PS3 – Cancelled]

Rogue Warrior is a First-Person Shooter published by Bethesda Softworks and developed by Core Design (also known as Rebellion UK Derby, a subsidiary of Rebellion Developments), released on PC, Xbox 360 and Playstation 3 in 2009. The game take place in 1986 during the Cold War, in which Richard Marcinko, a Navy SEAL, is sent on a mission into North Korea to disrupt ballistic missile launchers.

But before being released as such, the game was known as Rogue Warrior: Black Razor and was totally different from the final product following a rather disastrous development. Initially made by Zombie Studios, from 2005 until, at least, the first quarter of 2008, this title, planned by the time for a release around 2007-2008, already on PC, Xbox 360 and Playstation 3, took the form of a squad-based tactical First-Person Shooter/Third-Person Shooter, somewhat similar to the Tom Clancy’s Ghost Recon franchise, set in present day North Korea, in which we played a team of four Navy SEALs, led by Richard Marcinko, attempting to infiltrate a submarine facility to get intelligence data on the country’s nuclear capabilities. Then, as a war between north and south is about to occur, escaping and navigating through enemy territory.

Using the Unreal Engine 3 (instead, in the end, Rebellion’s proprietary engine Asura), the team insisted a lot on the various possibilities of gameplay, whether it was the non-linearity of the level design, allowing to be able to play stealth or more run and gun, or to accomplish the different objectives in any order, as well as an emphasis on the online mode, whether doing the campaign in coop or the multiplayer mode allowing you to create different combinations of maps. Following its announcement in the end of the 2006 year, numerous media had the opportunity to see the game run. Thus, Gamespot wrote:

(…) The design team at Zombie felt that the “rails” approach favored in those games (so called because you’re basically restricted to a single path) doesn’t really capture the essence of SEAL combat. SEALs are the Navy’s elite commando units, and they’re usually dispatched in small teams to operate behind enemy lines and to capture this element of SEAL warfare Rogue Warrior will have fairly large levels for a first-person shooter. The idea is that you’ll be able to approach tactical situations in the manner that you determine.

For instance, in the example that we were shown, Marcinko’s SEAL team approached a North Korean ship-breaking yard. In this situation, there were three paths that the team could follow, each with its own advantages and disadvantages. One path might be more direct, but it also increases the odds of detection, while a safer option might offer a more roundabout path that takes longer to navigate. The idea is that you can tailor your tactics to fit your situation. The levels are big, but not gigantic, designed for tactical flexibility.

During your adventures behind enemy lines, you’ll encounter a wide variety of environments and foes. In the beginning, you’ll battle North Korean conscripts, but as you progress closer and closer to the front lines of the battlefield, you’ll encounter elite North Korean Special Forces, basically the equivalent of the SEAL team. These enemies promise to be intelligent. For instance, the bad guys will actually talk to each other on the radio, and that means if you neutralize a guard and his buddies start asking for him over the radio, you’re in trouble because they’re going to investigate why he disappeared.

The game is also going to be fairly flexible in how you play it. You can switch between first- or third-person views, depending on your preference. And you can also play the game as a team tactics game, where you give simple, context-sensitive commands to your teammates (for example, you can tell one to sneak up on a guard and knife him), or you can play it as more of a run-and-gun-style action game, where your teammates just follow you wherever you go. The really cool thing about the team mechanics is that the campaign supports cooperative gameplay, whereby other players can jump in and take over any of the other three slots in your team. And if anyone drops out, the AI will take over, so you don’t miss a beat.

As cool as this new cooperative mode sounds, the new tiling system for the competitive multiplayer is even more interesting. The developers explained that one of the problems with online action games is that the levels never change. Rogue Warrior addresses this by separating the map into three sections that can be mixed and matched to create hundreds of different maps. Up to 24 players, each side can select a map tile that it wants for its side of the map, while the middle tile is determined by the server. So if one side likes to snipe, it can choose a tile with long fields of fire for its section, but the other side can counter this by choosing a built-up tile for its section, thus negating the sniper’s fields of fire. The middle section is a bit of the wild card, as the server can randomly select it. Put it together, and you never know quite how each map will play out.

And CVG, for its part, told us:

“We wanted to do some different things in the tactical shooter space than what’s already being done. We wanted to do something more openended and less constrained,” explains Pete Hines as a vivid level swells onto the monitor, revealing a North Korean ship-breaker’s yard teeming with detail and enemy patrols.

It’s one of the campaign’s earliest levels, a recreation of the start of Richard and his team’s marathon undercover journey to get back across the border to safety after they’ve been stranded in North Korea at the start of the North/South conflict.

“We wanted to base the game on a licence that would give the game a sense of authenticity, so the things that you see are as realistic as possible,” explains Hines as Zombie producer Mark Long pans around the level. On the screen, Marcinko’s digital twin and three Spec Ops sidekicks stand knee-deep in water that looks so convincing, I’m already stripped off to my pants and inflating my arm bands: an urge quickly suppressed when Long lets off a burst from his silenced MP4 into the water. The bullets kick up spray and steam rises from the superheated silencer. “We’re also working with Richard to make sure that the weapons and equipment look and feel authentic,” continues Hines as Long leads his team out of the water towards a North Korean truck parked nearby.

In a further attempt to make Rogue Warrior look and feel as authentic as possible, Zombie are not only carefully recreating Marcinko’s exploits, but are also taking pains to ensure that the freeform battlefield you inhabit reacts as realistically as possible.

Whereas many shooters still utilise a simple vehicle damage model, Rogue Warrior’s regional approach to inflicting damage is set to infuse the game with a genuine sense of believability.

“We’ve created a destructible system that’s really interactive,” enthuses Long. “If you shoot a truck’s gas tank, it’s going to explode. If you shoot the bumper it won’t really do any damage. But if you shoot the engine enough, it’ll set alight and the fire will spread, eventually reaching the gas tank.”

Eager to prove his point, he lets off a flurry of bullets, which hammer into the truck’s front bumper causing it to shake until it falls to the ground with a clang. Moving his sights to the engine, Long lets rip again, this time igniting a small flame that licks hungrily at the truck, slowly devouring it until it reaches the petrol tank. Seconds later, the truck is blown into a thousand molten shards.

Visuals aside, perhaps Rogue Warrior’s most impressive attribute is its attempt to meld run-and-gun gameplay with open-ended squad-based combat, theoretically allowing you to approach each level as aggressively or as stealthily (or indeed, as tactically) as your cold heart desires.

“We wanted to go with something that was a departure from the genre’s current nondescript, over-stylised direction,” explains Long as he moves his team towards a cluster of nearby North Korean patrolmen with a single mouse click.

With the option to command each individual team member (each of which has the same set of abilities that you have), or to issue orders to your entire team, Rogue Warrior’s gameplay is looking flexible, clearly leaning towards the more open-ended approach adopted by the likes of Splinter Cell: Double Agent than more conventional, linear shooters.

But there’s little time for contemplation right now as Long’s eager to showcase both of these playing styles. First, he chooses a tactical, stealthy approach to the conundrum of taking out the guards. Leaving the rest of his squad behind cover, he slowly flanks a lone guard before slashing his throat.

Next he cycles through his collection of booby traps – remote, time and pressure bombs -and plants one on his victim’s uniformed corpse. The dead man’s radio crackles briefly as one of his fellow guards checks in on his status, but the enquiry is met by silence.

Alerted by their comrade’s lack of response, three nearby guards rush to check on him, kneeling low in apparent concern as they search for a pulse. Big mistake. Grasping the remote detonator switch, Long takes out all three men with a single press of a button without having to fire a single shot.

“This is a system that we’re calling ‘Lure Behaviour’,” beams Long. “Guards communicate with each other via radio and they’re going to be checking on each other so they’ll know if something bad has happened to someone on patrol. You can also place a booby trap on an alarm in order to take out any enemies that try to activate it.”

With the presentation coming to a close, it’s clear that Long is determined to go out with a bang by showcasing the game’s all-out action features. Selecting one of the many routes through the level, he leads his team towards a group of gargantuan rusting hulls, surrounded by pockets of enemies.

“There are a lot of different routes that you and your team can take through the levels,” says Long as he waits for a pair of North Korean soldiers to pass his hiding place. “The Artificial Intelligence is integral to this setup. It’s designed to react to you and your team regardless of where you are on the map. The A.I.’s communicate to each other, call for alarms and reinforcements, see you and hear you. Sometimes they’ll fight you, sometimes flank you, other times they might flee and regroup.”

As the ship-breaker’s yard is engulfed in a hail of lead, Long sends two of his men to flank the enemy soldiers, who instantly seek out cover. Short bursts of gunfire are exchanged, as each side preserves its limited supply of ammo. Enemies duck out from their hiding places, before diving back, but they’re soon overpowered with a few wellplaced grenades and a cunning flanking manoeuvre that they never see coming.

“We’re trying to give you a tactical shooter with tons of potential to play the way you want to play and we’re going to throw tons of curve-balls at you along the way,” says Long as the end of level cut-scene kicks in. In it, Marcinko and his team are left contemplating their predicament as the sheer extent of their task is revealed – the camera panning for miles over the North Korean countryside, over countless battlefields, all the way to the South Korean border and safety.

However, after its presentation, Rogue Warrior: Black Razor felt into obscurity and was briefly mentionned in the beginning of 2007. In 2008, Pete Hines told FiringSquad that the game was still in development without much more information, and on spring 2009, Big Download wrote:

Big Download contacted Bethesda Softworks’ PR head Pete Hines who told us that a status report on Rogue Warrior will be made “in the next month or so.”

Currently up in the air is whether or not the game’s originally announced developer Zombie Studios is still working on the game

Few days later, Bethesda revealed the new version of the project, simply known as Rogue Warrior, with Rebellion Developments (Core Design, in fact) in charge. While interrogating by Shacknews about what happened during all those years, Pete Hines simply answered:

“Suffice it to say, we were not happy with what the direction of that project was. (…) We felt it needed a change in scope and a change in focus. And we felt that that was the focus that it needed. That the sort of squad-based, tactical–in a sense I guess it was turning into a bit of a Navy SEAL game, and it was less of a Richard Marcinko game.”

Without really knowing what was the development time for this new version, it should be noted that Core Design had just released Shellshock 2: Blood Trails in February 2009, less than 10 months before the release of Rogue Warrior. Unsurprisingly, Rogue Warrior was met with extremely negative reviews by the press, appeared to be one of the worst game ever made for the Xbox 360/Playstation 3 generation and was the last game of Core Design, which will close permanently on March 17, 2010.

Oddly enough, it wasn’t the first game based on Richard Marcinko’s exploits to be created. Around 1998-1999, Yosemite Entertainment had also a similar game, named Navy SEALs, which was cancelled with the closure of the studio.

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