They is a cancelled survival mystery-horror FPS that was in development for PC, Playstation 3 and Xbox 360 by polish videogame developer Metropolis Software, founded in 1992 by Adrian Chmielarz and Grzegorz Miechowski. In 1997 the studio acquired the license of “The Witcher” from Andrzej Sapkowski, however, they ceded it around 2000 to CD Project as they were already worked on 3 games at the same time (one of them being the cult-following turn-based rpg game “Gorky 17“).
Metropolis started working on They between 2005 and 2006 and officially announced it at the Game Convention 2007, but CD Projekt acquired the studio in 2008. The majority of the team was then taken over to work on “The Witcher” series and in the end Metropolis were subsequently closed in 2009.
One of the most interesting mechanics conceived for They was its weapons customization system: you only had a single weapon, which could have been modified, upgraded and designed with hundreds of different items. The PC Action magazine mentioned “a large amount of over 250 upgrades and design parts“, including stickers and logos. As we can read on Destructoid:
“Throughout the game, weapon body-parts and plug-ins will frequently crop up for the collecting. Maybe they’ll be part of a boss’ arsenal, dropped when you kill it, or you might just find them lying around in the aftermath of a battle. However you get hold of them, they can be put together, Lego-style, and tweaked and tuned to make a gun to do whatever the player can think up.”
“Every variety of gunfire, from single-shot, to machine gun, to explosive, to laser, to pretty much anything else you can think of can be blended and combined with however many others you want, along with all kinds of special properties such as fire, ice, lighting, and God knows what else. On top of that, there are loads of little adaptations to be had in the way of reload speed, shot frequency, blast damage etc. You want a rapid-fire electro-shotgun with exploding shells? You’ve got it. Grenade launcher with freezing ammo and your choice of blast radius and trajectory? Why not?”
We also know from IGN’s preview, levels in They would have been partially destructible, to let players create new ways of moving around:
“Of course, this being the next generation and all, it’s possible to destroy some buildings with a well placed grenade or two which, interestingly, is more than a simple aesthetic gimmick – laying waste to buildings uncovers shortcuts through levels and even secret power-ups. However, it’s worth remembering that being hit by falling debris is seriously bad for your health so take precautions. “
Metropolis Software’s philosophy with the weapon customization system was detailed in an interview on GGMania:
“Q: You announced a unique weapon feature, where you are able to upgrade a flexible weapon to your individual needs. Can you tell us a bit more about that?
A: Without naming so many things of the weapon yet, you might think of a soldier in every war. He only wears some few weapons – mostly knife, gun and maybe pistol. Common FPS games are really unrealistic in that point of view, that a soldier is really able to wear 10 more or less heavy guns at the same time (or he must be HULK to carry them all). In THEY you will have this one weapon, where you identify yourself with, which you can customize and enhance it based on YOUR needs and preferences! You will be able to store setups, so you have the expected control system with keys 1-0 to have access to different types of weapon setups – but it still will be YOUR buddy, YOUR best friend, YOUR WEAPON. The appearance will change dramatically, but you are still able to identify yourself with the weapon. So what we will bring to the genre is some more realistic and believable approach in sort of weapon handling. The fear of players, to have only one gun can be easily refuted, as you have hundreds of combinations which you can store and customize at your own discretion – to create YOUR perfect weapon setup, store it to the expected keys 1-0 and have access to them at all time! So each player will have the weapons of HIS choice, a large variation to be used based on needed functions (gameplay relevant decision!) and need not to get along with standard weapons – this is something unique and new to the genre and will grant more freedom for each player! On the other hand, if someone WANTS’ his standard “pumpgun/rifle/Ak47” feeling, he is able to create that…but when he will figure out the fun and possibilities from our new weapon system he will get used to it soon.”
Weapon customization was essential, because you would fight against some weird and stealthy alien / robot creatures in a “not so distant future”. The setting was a destroyed English city and the main plot was told by a little, mysterious boy.
“Set in near-future London in a world crippled by increasingly severe terrorist attacks, THEY follows the story of a British soldier during the emergence of a new global threat. An army of robots has appeared and begun laying waste to everything around it, and while everyone has assumed that a new terrorist faction is behind it all, it will eventually turn out that things are a lot more complicated than that. The robots are far more intelligent in their combat tactics than anyone can believe possible, and seem to be able to work together without any visible signs of communication. Needless to say, humanity is taking a serious kicking to the face, and it’s during one of these kickings that the player’s story starts.”
“The game will take in around twelve levels, and IMC/Metropolis were keen to point out that they’re taking an episodic structure to the game’s story. Taking their model from shows like Heroes and The X-Files, they’ll be making each level work as an individual episode, but will be building a bigger overall story arc as the game progresses.”
We can only hope one day someone could find a playable version of They, so it could be preserved online.
Project Witches (aka Eternal Light) is a cancelled coop-focused action game that was in development by Revistronic for Playstation 3, Xbox 360, Wii and PC. Gameplay would have probably been similar to Diablo or Gauntlet, with 4 players team up together to kill dozens of enemies and huge bosses. Eternal Light was officially announced in 2007, but then postponed for multiple times until it was considered vaporware among gamers.
As we can read on the original press-release and official website:
“Project WITCHES (Provisional Title) available w/w is a third-person action adventure game developed by Spanish developer, REVISTRONIC. In WITCHES players find themselves in terrifying dark surroundings in an epic struggle for survival in order to take freedom and peace to an oppressed medieval kingdom.
Across a landscape of devastation, players manage a squad of Witches, sultry warriors that still resist the dark will of the Evil Lord and his horde of awful creatures and lead the rebellion against his satanic power. Above all, it is a game where teamwork is vital: all modelling, levels and scenes are designed to promote cooperative play.”
Key features
“Everything reeks of death, torture and destruction. The people have been enslaved. They are prisoners of a dark power that has established a reign of terror and devastation throughout the land. Your aim is to eliminate the evil creature that dwells in the depths of a sinister castle and to rescue the crushed inhabitants from their horrifying destiny. In order to survive in the face of this satanic power and its cruel armies, you must learn the art of combat and acquire terrible dark powers yourself.
Sultry girls against satanic monsters: Let yourself go in this dark medieval narrative and enjoy the contrast between sensual beauty and sinister horrors. Direct the beautiful but dangerous Gwen in a spectacular fight against hordes of repellent deformed creatures.
Feel the fear: Skies rent by terrifying storms, hair-raising shrieks, shadows in the fog, stealthy movements and menacing growls, the glint of monstrous eyes that watch from the shades. The oppressive certainty of death lying in wait for you.
Spectacular system of tactical combat: Combining spectacular combat with sequences of caution and stealth. The tactics you use will be decisive for your survival. You must rescue the captives and obtain their help. You will lead your team. You can be a great leader or sacrifice your comrades in the fight. Your decisions will shape your destiny.
Totally interactive environment: All game items can be used, creating a sensation of total immersion such as never before. You can use all kinds of objects to achieve your aims, even the amputated limbs of adversaries.”
There are a few gameplay videos from the game, but we don’t know how much was really completed before Revistronic closed down in 2011 for bankruptcy.
Need For Speed 10 “TerrorFive” is a cancelled chapter in the long-running NFS racing series, pitched to Electronic Arts around 2008 and planned for Xbox 360 and PS3. It was conceived as a strange mix between a racer and some kind of terrorism – hacking adventure, trying to imagine illegal street racers in a post 911 US city.
A racing gang / terrorists named “TerrorFive” would drive around the city while doing missions and hacking jobs, such as looking into the Police network and security cameras. Yeah, it sounds a bit like Watch Dogs, but probably most of these concepts were just meant to be the settings of the game and not it’s main gameplay.
While EA never officially announced this game, in 2010 they released Need for Speed: Hot Pursuit which was a completely different project. We can assume the pitch for TerrorFive never went much far from its early concept or prototype. Concept art for the game was found online around 2014, as reported by Kotaku.
Amazing Tales (AKA Project Caspian) is a cancelled MMO planned for Xbox 360, that was in development by Flying Lab Software around 2010 – 2011. The team was mostly known for their Pirates of the Burning Sea MMO, published by Sony Online Entertainment for PC in 2008, but when massive online games became an overly saturated genre, they were not able to find new publishers interested in their skills.
As the PC market for MMO collapsed, we can speculate their idea was to pitch an original MMO for consoles as it could have been more profitable with less competition. They started the project creating an early prototype for Xbox 360 running on the Cryptic Engine, showing off some of their ambitious concept: a “pulp online adventure game set in the Weird 1930s”.
“…the premise of Amazing Tales was based on a variety of genres ranging from pulp, to sci-fi, to adventure. Amazing Tales brought together great themes seen in movies such as Indiana Jones, Sky Captain, or The Mummy. What made this project so fun was the freedom we had with throwing in ideas. We had big plans for this game… and we couldn’t wait to see it all unfold.
We weren’t sure exactly if we were going to sell this game as an MMO, but we knew it was going to be multiplayer. We’d start out with the player choosing which class they’d like to be. The classes ranged from Adventurer, Vigilante, Scientist, Occultist, or Monk. Then we’d throw them in the middle of Egypt, where they had to band together with other players to take down the threats of the planet. What were the threats, you might ask? Our enemies ranged from Atlanteans, martians, Nazis, occultists, the undead, dinosaurs, and various other creatures, hellbent on wreaking havoc on civilization!
Further progress in the game would lead the player to other locations, such as New York, Shanghai, or London. Missions would consist of teamwork and strategy of playing off yourself and your teammates’ abilities. The end result of missions would lead the players into an ultimate boss fight. A major selling point we wanted to have in Amazing Tales were the boss battles. We wanted them to be memorable, so we wanted them to be huge. The fights themselves, AND the actual boss. Players would be up against giant alien robots, Tyrannosaurus Rex’s, or battles aboard huge war zeppelins.”
By reading this description we can say it sounds like an interesting and fun concept for an online multiplayer game. By looking at remaining footage and screenshots from the early prototype, it really looks like this could have been a great addition to Xbox Live.
While the team put all of their efforts and talent into Amazing Tales, unfortunately they were not able to secure funds from any publisher. The project was canned and soon Flying Lab had to close down with no money to stay alive. Artwork, screenshots and footage from the Amazing Tales prototype were shared online by former devs such as Fiona Turner, Alison Burkley and Bruce Sharp.
These documents are preserved below to remember the existence of their lost game.
Warren Spector entered the video game business in 1989 when he joined ORIGIN, co-producing Ultima VI and Wing Commander, then producing two games in the Ultima Underworld series, Ultima VII: Serpent Isle, System Shock, Crusader: No Remorse and many others. His name soon became a legend for PC RPG fans.
In 1997, after a year as General Manager of Looking Glass Austin and producer on Thief: The Dark Project, Spector received a call from John Romero: it was the start of the new Ion Storm Austin team and the conception of another classic title, Deus Ex. As studio director, Spector later oversaw development of Deus Ex: Invisible War, released in December 2003, and Thief: Deadly Shadows, released in June 2004.
After such a massive number of well received games, he wanted to create something even more ambitious. During an interview with Games Radar in June 2012, he recalls the time when he quit working at Ion Storm:
“Here’s the thing: I left Ion Storm and Eidos in the spring of 2004, frankly because I felt out of place at that company. I was at E3 that year, and I remember looking around at all the games – I was showing Thief: Deadly Shadows, which I thought of as a slowly-paced, cerebral, genuinely mature sort of game. And I looked around and there was Crash ‘N’ Burn, the racing game about how big an explosion can you create, there was Hitman: Contracts, a game where this time you get to kill with a meathook, and over there was 25 to Life, a game about kids killing cops. I was like, oh my god, I can’t do this. So I left. I had six months off, but really, all I was doing in that time was planning my next thing”.
In March 2005 Warren Spector officially announced his new company: Junction Point Studios, a team named after a cancelled online RPG he was working on during his last months at Looking Glass. He founded the studio with the help of another former employee of Looking Glass and Ion Storm: Art Min.
Art worked on System Shock and Terra Nova, before leaving Looking Glass in 1996, to co-found Multitude and heading up the creation of FireTeam, the first online-only, voice-enabled, squad-based tactical game. Following the release of FireTeam, Art joined Valve Software as Online Content Group Project Manager, where he managed the acquisition of the Counter-Strike IP. In 2003, Art joined Ion Storm Austin to work as project director on the third, lost installment in the Deus Ex series, before following Warren Spector in his new adventure.
From this short introduction, it’s easy to understand how the hype was huge for Junction Point Studios: with such important names gamers were waiting to see what they could conceive as their first project. During the early days of Junction Point, Spector and Min conceived various original games to pitch to different publishers. One of these pitches was titled “Sleeping Giants”, an ambitious open world RPG in the vein of The Elder Scrolls: SKYRIM, set in a fantasy universe originally proposed for DC Comics by Spector and his wife. As told by Spector to Variety.com in November 2009:
“[it was] a big, BIG fantasy game that I had been wanting to do for about 15 years. My wife and I created a world and a whole story arc for DC comics. They decided not to pick it up. I loved this world and the characters we had created.”
As stated in the Sleeping Giants proposal document, their main objective was to create a fantasy game that meld the best elements of some of the most successful and innovative games of the mid ‘00s. Imagine the ethical choices of Fable or Knights of the Old Republic combined with the freeform gameplay of Grand Theft Auto, a pinch of immersiveness and wonder from Thief or Underworld. Wrap it up in a story as sophisticated, adult and relevant as Deus Ex.
That was the ambitious plan for Sleeping Giants, wanting to offer state of the art freeform gameplay with myriad of choices and unique consequences as players explore deeply simulated cities, towns and dungeons however they choose.
With Sleeping Giants, Junction Point’s goal was to hit the heart of the Bioware and Blizzard audiences, taking inspiration from the Diablo, NeverwinterNights and Baldur’s Gate series. By looking at the game today, we can say that it looks a lot like SKYRIM, but it was created more than 5 years before Bethesda’s popular action RPG, in a time when Oblivion was not published yet. Dragon Age: Origins and Dragon’s Dogma, two other similar titles, would only release respectively in November 2009 and May 2012. Sleeping Giants could really have been a revolutionary RPG for its time, if only completed.
The project’s potential did not go unnoticed by publishers and soon Junction Point signed a deal with Majesco Entertainment, when the company was trying to heavily enter into the AAA market, with projects like Advent Rising (released in May 2005), Psychonauts (released in April 2005) and a lot of movie tie-ins.
It’s not clear when full work on Sleeping Giants was started, but initially a series of concept arts were created using talented freelancers, to show the feeling of the game. After a while Junction Point were able to hire more developers and they developed an early prototype using Unreal Engine 3, a tech needed to run both indoor and outdoor worlds, from cramped, claustrophobic dungeons to city and countryside locations.
Their plan was to develop the game on PC along with the two (at the time yet unreleased) “next-gen” platforms: PS3 and Xbox 360. Dragons would have had a major role in Sleeping Giants’ lore and Junction Point took notes from other dragon-focused games as Drakan, Panzer Dragoon and the Breath of Fire series. The team wanted to create a powerful, adult story featuring a unique central character – a young man, born of a dragon mother and a human father. The blood of dragons flows through his veins, giving him great power, at the expense of his humanity. He finds himself torn between human and dragon forces at war with one another and must choose who to befriend and who to oppose.
The survival of one or the other species hangs in the balance of Sleeping Giants’ world. Reading the backstory featured on the game’s proposal gives us a quick look of the main settings and characters promised for the game:
“For nearly fifty years, man and dragon battled for dominion over the world. Dragon aeries were razed. Dragons were killed in vast numbers. Nests were torched. Infant dragons were cut down and left for scavengers. But mankind’s losses were worse – the number of human dead was staggering. With defeat seemingly at hand, the mages of the world came to mankind’s leaders with a terrible plan. They could, they claimed, bring an end to all dragon life by conjuring a great magick – The Great Fire. This was humanity’s only hope.
The destructive spell did end the dragon threat, as promised – but not without cost. The effort depleted the world’s magical energies almost completely and spawned a winter from which the world has yet to recover, despite the passage of time. The world may well never see summer again. For 200 years, no human had seen a dragon. Though not quite the stuff of legend, the ancient enmity between man and dragon was hardly the stuff of everyday life. Many years have passed since that great and grave moment in human history and, recently, some in the outlying territories claim to have seen dragons in flight once more.
In point of fact, the magical event that supposedly killed the dragons – The Great Fire – did nothing of the kind. Yes, it destroyed many of them but its main impact was to consume so much magical energy that many dragons – being dependent upon magic for their existence, the way humans depend on air and water – simply went quietly, secretly dormant. A handful of dragon eggs, hidden in the most inaccessible dragon nests, survived the events that killed their parents. Adults in the later phases of life – a time when dragons isolated themselves from their own kind and the rest of the world – were locked in sleep in places so remote no human could find them, no human magic touch them.
Most intriguingly, a handful of hatchling infants were enchanted by their elders, changed into human form. Their memories were stripped, leaving them unaware of their true natures. These few were left to be raised by humans until a time when the world would be safe for dragons once more. As the story begins, two things are happening – human mages have noticed noticeable upswings in the level of magical energy in the world, a natural result of the passage of time and of strict controls on the expenditure of magical energy. Mages, mostly descendants of once powerful men and women, are making a push for renewed political power.
Ancient magical artifacts, long useless, are once again sought after and fought over. The second impact of a magical resurgence? The surviving dragons are waking up. In the Northlands, where the Great Fire was unleashed, a hatchling has reportedly been captured, butchered and burned. In the Disputed Lands, a full adult dragon is said to have razed a town before disappearing. It’s unclear whether these events really took place but that they are being reported at all is disconcerting. Antonio Balthasar, the player character, is the offspring of an enchanted dragon mother (the Lady Tecla) and a human father, now dead.
Early in the game he is unaware of his true nature, thinking himself a normal human – an adventurer in the employ of the wealthy Tecla. During the course of the game, he learns that Tecla is his mother and that she is one of the dragon hatchlings, enchanted years ago into human form. From that moment on, he finds himself increasingly enmeshed in the growing conflict between humankind and the dragons. Will Antonio work to restore dragons to power? Will he fight for humanity, even if it means an end to magic and to dragonkind? Or will he take the middle path and bring peace to the two warring factions? Each player will make his or her own choice.”
The story was planned to be told in a series of self-contained episodes through the whole game, taking anywhere from 30 minutes to three hours to play to completion. Each episode, though self-contained, would be part of the larger, overarching plot. The world of Sleeping Giants drawn inspiration from Renaissance Italy, notably Venice, with its distinctive canals and bridges. The central city in the game would feature notable landmarks of the real Venice, with its canals, the Doge’s Palace, the mysterious cemetery island of San Michele, St. Mark’s Plaza… now, imagine dragons wheeling overhead and magical lamps reflecting off the ice of frozen canals.
This was meant to ground the experience for players: one of the most popular elements in Deus Ex was the opportunity to explore places like the Statue of Liberty and the Paris catacombs. The outlying areas of Sleeping Giants would recall Tuscany, with its magnificent villas and vineyards, or Rome, with its ancient ruins and enduring majesty. Junction Point also wanted to integrate Eastern European influences into the mix, with that region’s confluence of Occidental and Oriental art styles, as the moorish Spain, itself a blend of Western European and Muslim culture. Even the frozen northlands of the gameworld would draw from real world references, notably the desolate Siberian Steppes, the majesty of St. Petersburg, the mystery of the Kremlin in Moscow.
Just as the game’s world was inspired by the real world, so were its human races. The team hoped to offer a diverse set of characters, with racial and cultural diversity, with Caucasian and Black characters, Asians and Arab. The protagonist, affected by his awakening dragon blood, would also change his physical characteristics that, when angered, let slip glimpses of his heritage. Under certain circumstances, it becomes apparent that Antonio is not entirely as he appears on the surface.
Gameplay would have also used the dragons’ lore for character development, choosing between human talents or dragon abilities. Players could choose different approaches to resolve the game’s quests and the game world would respond differently depending on their previous acts and demonstrations of dragon powers. There would be missions to help humans and ones to help dragons: we could become a slayer of dragons or a dragon-savior, an enemy of humankind or its most noble champion.
Skilled players could play the rogue, taking missions that suit their fancy regardless of who they help or harm. Junction Point’s concept of “open-ended” gameplay extended to the creation of a living, breathing world, with cities, towns, dungeons, wilderness areas and dragon aeries full of both story-specific and secondary quests.
“The key for me is creating linked sandboxes and letting players explore those little narrative chunks on their own. I’ll determine why it’s important that you get through a door, but how you get through it, what happens and whether you kill, talk to or ignore everyone on the other side belongs to the player. That concept of sharing authorship is where the sweet spot of game narrative is. There are some things that I think we can do to take that to the next level, and things that can be done a couple of years from now that can take it to yet another level. The end goal for me now isn’t for me to allow players to play a movie, ride a roller coaster ride or provide a sandbox so they can do what they want, but is to find the compromise where I can have a dialog with each player virtually. That’s what’s exciting to me.”
Sleeping Giants was meant to be a fully sandbox experience: in some ways like GTA or Deus Ex but set in an (at the time) unprecedentedly interactive and reactive fantasy world. The cities, towns and dungeons would be open to freeform exploration and structured in such a way that let players to choose, plan and execute their own missions. From recovering quest items to destroying towns and dragon aeries, from deliveries to thefts, from protecting NPCs to killing them, from protecting wild creatures to killing rampaging monsters.
Many of the wilderness areas and dungeons would have been auto-generated by a “Dynamic Gameplay System” that would fill them with new enemies, items and events to experience each time players would access to them. With a planned budget of about $20 million and an estimated shipping date in early 2008, the team knew that their project was an ambitious and risky one.
At first Majesco was supporting the project with their resources, but after Advent Rising, Aeon Flux, Bloodrayne 2 and Psychonauts heavily flopped, the publisher abandoned Junction Point and cut off Sleeping Giants. Majesco’s previous investment in expensive projects and tie-in games made them to lose a lot of money and (false) rumors about the company’s bankruptcy started to spread in July 2005. Their stock fell down more than 50%, their CEO Carl Yankowski resigned and the company was sued by shareholders. Their net revenue in 4Q 2005 was about $50 million less than the previous year, they cancelled the planned Taxi Driver and Ghost Rider tie-in games, canned Terminal Reality’s Demonik and 20% of their staff had to be laid off.
A huge game like Sleeping Giants, still in early development with a few years and millions of dollars to invest to complete, did not have a chance to survive to Majesco’s economic collapse. Junction Point were able to re-acquire the rights for Sleeping Giants and kept working on it while they were searching for a new publisher. In 2006 they worked for a while on a new Episode for Half Life 2 thanks to a deal with Valve. As explained by Spector in a Reddit AMA:
“Junction Point had a project cancelled. There was no money. Basically, Valve came in like a white knight and offered us some work on a Half Life episode set in a part of the Half Life universe that hadn’t been explored deeply”.
Unfortunately Junction Point’s Half Life Episode did not last long, but luckily in the meantime they found another collaboration. In March 2007 the studio was composed of about 24 people and during an interview with Eurogamer Warren Spector said that they were working on two IP:
“One of them we’re working in collaboration with a fellow you would have heard of out of Hollywood and one of them is based on a game-world that I created about 15 years ago with my wife. I’ve been waiting for the technology to catch up with the ideas in there”.
The “Hollywood IP” was a project titled “Ninja Gold”, a modern-day ninja action adventure in collaboration with movie director John Woo: another Junction Point game that never seen the light of day. During another interview with Gamesradar in June 2012, Spector recalls what happened during that time:
“Nine months of work and the publisher goes away, six more months and another publisher goes away, a year after that and another publisher goes away. And so I’m going, what the heck? I never took any time off – I was always out talking to publishers to get a deal. […]
It was interesting, because I had a bunch of publishers interested in Sleeping Giants, my epic fantasy game, and in Necessary Evil, my near-future science fiction Deus Ex-with-the-serial-numbers-filed-off game, but my agent told me to talk to Disney. Now I’m the biggest Disney fan in the world, but I said no. They’re not going to be interested in Ninja Gold, they’re not going to be interested in Necessary Evil, they’re not going to be interested in Sleeping Giants. They’re just not.
And he said “Just talk to them. They’re changing.” And they weren’t at all interested in what I was trying to make at the time, but they asked me if I was interested in doing a Mickey Mouse game. So picture yourself: huge Disney fan, sitting in a room full of Disney people surrounded by Disney-ish stuff, and they say “How would you like to play with the most recognizable icon on the planet Earth?”
And I said no, because I don’t make games for kids – Disney, in my view, had done a very good job of positioning Mickey as a character just for kids. And they said “We want you to make the Mickey game that you want to make. Make Mickey a hero for the twenty-first century.”
With the acquisition of Junction Point, all their previous IP were canned, to switch their efforts on the Mickey Mouse game. Sleeping Giants was lost and forgotten to make space for a more popular franchise. After releasing Epic Mickey 2: The Power of Two in March 2012, Disney decided that they did not need Junction Point anymore and closed down the studio in January 2013.
Unfortunately it seems that this time Spector was not able to reacquire the rights for Sleeping Giants or their other concepts. In May 2016 Spector wrote on Twitter:
“Since Disney acquired @JunctionPoint they own my near-future action, modern day ninja & epic fantasy concepts. It’d be nice to get ’em back”.
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