Others

Foo [PC – Cancelled]

Foo was an action / stealth game that was in development in 2002 by Idol FX and was going to be published by Singularity Software . As we can read in the original press release:

Set in ancient China, Foo will challenge players to enter palaces and temples in the dead of night, loot them, and escape before the sun rises. Before each game, players will be able to choose a selection of traps to take in with them for hindering the progress of rivals, although every trap component carried will make movement slower and mean less room for hauling treasure. There will be five different characters in the game including a dragon, a tiger, an ape, a panda, and a rat–each with its own unique set of skills and characteristics. The game will also boast a random level generator, ensuring that no two games ever have to be the same.

The game was never finished and it vanished with its developer team.

Thanks to Lord Deathsaur for the contribution!

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Lemmings [Arcade – Prototype]

Lemmings is a puzzle  game developed by DMA Design (now Rockstar North) and published by Psygnosis in 1991, originally for the Commodore Amiga.

The popularity of the game on the Amiga led to its rapid porting to many other platforms, and is considered to be one of the most widely-ported video games of all time. [Info taken from wikipedia]

The Lemmings Arcade prototype was never released in arcades, though a playable version for PC was found and dumped many years after 1991. It seems that they had planned on using a trackball and buttons to control it, though my friend optiK and I have been discussing that it seems to be based more off the genesis build than anything. Still, it feels somewhat incomplete…

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Old Lemmings Into found in the original demo.

This is an original concept art of lemmings made for show Psygnosis how the game was going to look like.

The disk the ORIGINAL demo shown to Psygnosis was on, SAVED when DMA's Dundee office shut down, and donated back to Russell Kay.

The original photo of the old intro. 

Doom [PC – Alpha / Beta]

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The development of Doom began in 1992 as a tie-in of Aliens, but the first concept of the game, “Evil Unleashed“, was finished only in febraury 1993. As we can see from the ToastyTech website, this demo had only a room and three enemies: an imp, a demon, and a baron of hell. The hud was very different and with more status informations, even if still not functional. They were still testing the engine , so it was possible to change  the textures and the lighting system using the keyboard.

The next build of Doom that we have, the alpha 4-22 (dated april 1993), included, instead, early versions of many levels (Spawning Vats, Containment Area,Refinery, Computer Station, Central Processing, Command Control, Nuclear Plant, Pandemonium) and a test map that was discarded. Some areas (like a room where marines are playing cards, that was supposed to be the beginning of the game, or the showers and the lockers) and objects (like the office chairs) of the stages were completely removed, in part probably because the story of the game was at the beginning much more complex and there were five playable characters (Lorelei Chen, John Pietrovich, Dimitri Paramo, Thi Barrett,Buddy Dacote). Items couldn’t be collected, and their design was still unfinished. The chainsaw was already there, though. Also, there were some removed pickups, like a strange circle of skulls, and you could use a bayonet for melee attacks. Enemies didn’t have any AI and they still couldn’t be killed, but the developers had already created the graphics for a first version of the Lost Souls, even if they weren’t accessible in the game yet.

A subsequent alpha, the 5-22 (dated may 1993), showed a game much more similar to the Doom we know. Familiar elements like toxic pools, keycards, explosive barrels, medikits, the overworld map, were added, enemies  could now be killed (but they just disappeared), items could be picked up, switches and elevators worked, the Cacodemon and the Zombieman were created but still not inserted in the game. A press release beta demo made shortly before the final version had still a few strange items and some differences in the layouts of the three levels included. Interestingly, the game still keep the score like in the alpha 5-22, even if it wasn’t in the hud anymore.

Some more info can be found in this article:

the design document sketches an outline of a game that’s closer to Left 4 Dead than the actual Doom – a co-op romp through a realistic military base filled with undead and devoid of lava traps or acid pits. There was even a proper story too; one set to span six episodes

A cut area called The Officer’s Club, for example, is described in the design document as a private bar where players could find “a neat collector’s pistol (if we can have weapon quality)”. There was no other purpose for the area – the Club was an optional stopping off point for those who wanted to explore and who’d collected a dismembered hand that could fool the biometric locks.

Doom had been intended to start in the hangar where the heroes played cards, a short cut-scene ending with players standing around the card table and even holding in their inventory the sandwiches they had been eating.

Some of the pre-release alpha and beta versions are available in the idgames archive. You can find them on Doomworld, or do a search for “/idgames/historic/”.

Thanks a lot to Nathan for the contribution, to Deepcut and Joe Martin for the links and to SquarePulse for some of the videos!

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Ascendant (Kingdoms of Amalur: Reckoning) [X360/PS3/PC – Prototype]

Kingdoms of Amalur: Reckoning is a fantasy action-RPG game developed by Big Huge Games and published by 38 Studios and Electronic Arts in 2012, for the PC, PlayStation 3 and Xbox 360 systems. The game is set in the world of Amalur where players follow the story of a resurrected person named The Fateless One, who have to explore the open world of Amalur, fighting enemies in dungeons and completing quests, while trying to stop divine forces wanted to destroy mortal races.

But before being released as such, Kingdoms of Amalur: Reckoning was known as Ascendant, and was going to be published by THQ. Development of Ascendant started in February 2007 with Lead Designer Ken Rolston on board, as we can read on TotalGaming:

Big Huge Games has managed to get the lead designer of Elder Scrolls III: Morrowind and Elder Scrolls IV: Oblivion to put off retirement and join their company as lead designer of a new RPG title. Ken Rolston, a 25 year game industry veteran has joined the creators of the Rise of Nations RTS with the hopes of putting out another award-winning title.

In May of the same year, a deal with THQ was signed, and the project was, back then, planned for a release in 2009:

THQ and Big Huge Games have announced a new development deal which will see the publisher bringing BHG’s newly announced RPG from Ken Rolston to market for PC, PS3 and Xbox360 in 2009. Rolston whom only joined the company in February will be leading the project and so far has liked what he has seen at BHG.

Rolston said the following about the development team behind Rise of Nations, “I’m flabbergasted by the talent, craft and boundless energy of the Big Huge Games team. In such splendid company, I’m privileged to embark on a bold pilgrimage to create a refreshingly original RPG experience. I know eager game fans will share our excitement as we reveal further details in the coming months.”

COO of Big Huge Games Timothy Train commented that “We’ve wanted to do an RPG for years and I think we have a great direction that will knock everyone’s socks off.”

In January 2008, Big Huge Games was acquired by THQ:

Eight months ago THQ announced a deal with Big Huge Games to work on an unnamed role-playing game. The agreement marked a new direction for the Maryland-based independent developer, which has won numerous awards for series of real-time strategy titles.

But while all Big Huge Games’ past titles were published by Microsoft Game Studios, all its future games will have the THQ stick on the box. Today, the Smackdown! publisher made a Big Huge announcement: It has bought Big Huge Games outright for an undisclosed sum. However, Oppenheimer & Co. analyst Shawn Milne estimated “the acquisition was in the $20 million to $40 million range given the size (100 developers) and quality of the studio.”

“The acquisition of Big Huge Games is a big win for THQ as we continue to expand both our internal development capabilities and our portfolio of owned intellectual properties,” said Jack Sorensen, THQ’s executive vice president of worldwide studios.

Though the THQ announcement didn’t reveal any new details about Big Huge Games’ new RPG, it did offer some hints about the studio’s future direction. Nowhere in the release was there any mention of the RTS titles that put Big Huge Games on the map. Instead, Big Huge Games is described as “a leading development studio focused on the role-playing-game (RPG) genre.”

THQ’s release also revealed that BHG is working on “additional console projects based on their proprietary technology” besides its mystery RPG. The unnamed Xbox 360, PlayStation 3, and PC title is the first multiplatform title from the studio, which also developed the Xbox Live Arcade version of the strategy board game Catan.

However, in March 2009, more than 2 years after the beginning of Ascendant’s development and following the 2008 economical crisis and the Great Recession that followed, THQ planned to shutdown Big Huge Games as we can read on Kotaku:

Publisher THQ announced in February that it would be cutting back substantially, axing jobs and shuttering studios after losing $191.8 million last quarter. Today, we learn that developer Big Huge Games is due to close.

Sources close to the studio say that Big Huge Games, developer of the Rise of Nations series and Catan for Xbox Live Arcade, has been given notice by THQ, which has intentions to close the studio within 60 days. Official response from THQ is that the publisher informed the Timonium, Maryland-based Big Huge Games that it plans to close the studio if a buyer is not found “in the near future.”

Big Huge Games was working on an unannounced Wii game and a role-playing game designed by former The Elder Scrolls: Oblivion designer Ken Rolston.

Fortunately, THQ managed to sell Big Huge Games to 38 Studios, formerly Green Monster Games, as Gamesindustry pointed out:

38 Studios has acquired internal THQ outfit Big Huge Games, including all of its intellectual property, tools, technology, assets and work-in-progress.

The company said the acquisition is a “critical step” to creating a broad range of products based on 38 Studios original fantasy project, codenamed Copernicus.

“The acquisition of Big Huge Games will be tremendously beneficial to the growth, market position, financial stability, and long-term success of 38 Studios,” commented Brett Close, CEO and President of 38 Studios.

“BHG’s cross-platform RTS/RPG engine will accelerate the realisation of our online entertainment experience for the Copernicus IP. The acquisition enables us to develop and deliver top-quality games in multiple genres that are based in a shared world, ultimately maximising the value of our Copernicus MMOG and the intellectual property as a whole.”

Big Huge Games was founded in 2000 and developed Rise of Nations. The team is currently developing a role-playing game for the Xbox 360, PlayStation 3 and PC.

Troubled publisher THQ had been seeking a sale of Big Huge Games since March, and in April was forced to lay off a number of staff.

38 Studios’ Copernicus is being created with the help of fantasy author R.A. Salvatore and comic book artist Todd McFarlane, and is intended to span videogame, comic, novel, toy, movie and TV formats.

“The highly regarded developers at BHG, including leading role-playing and real-time strategy design teams led by Ken Rolston, are a perfect complement to 38 Studios’ staggering array of talent. Big Huge Games is a phenomenal team and, culturally, a natural fit,” added Curt Schilling, founder of 38 Studios.

From this point on, the title known as Ascendant was no more. 38 Studios was working since 2006 on Project Copernicus, and buying Big Huge Games alongside Ascendant was for them a way to introduce players to the lore of Copernicus. The game known as Kingdoms of Amalur: Reckoning was born. This information was first shared in August 2011 by Gamasutra with an interview of Lead Designer Ian Frazier:

“It’s a long and crazy tale … Around the time of the sale, THQ was not in a good place financially and they decided, ‘No, we’re not going to keep Big Huge. No, RPGs are expensive.'”

“There’s always a mixture of fear and anger when something like that comes up,” Frazier said candidly. “And certainly we had gotten some messaging from THQ not long before [the sale] about how much they wanted to pour more resources and more energy into their new IPs and triple-A titles.”

“So we obviously felt a little bit less than thrilled that that direction took a sharp turn to, ‘No actually, we’re not going to do that,'” said Frazier. “We were kind of cut off there, so basically [the feelings in the studio at the time were] what you’d expect. People were afraid, people were to some extent angry, but I guess THQ has to do what it has to do.”

But Big Huge, with its technical and creative talent, and well-underway RPG, wasn’t on the market for long.

By the end of May 2009, 38 Studios, the young, startup game development studio founded by former Major League Baseball star pitcher and self-professed World of Warcraft geek Curt Schilling, announced that it would buy Big Huge.

Now called Kingdoms of Amalur: Reckoning, the single-player RPG formerly called Crucible almost magically fit into the same universe of the in-progress fantasy MMORPG already in development at 38 Studios, codenamed Copernicus.

Still on Gamasutra, it was also mentionned in a postmortem dedicated to Kingdoms of Amalur: Reckoning in April 2012:

(…) At first, our RPG project was named “Crucible” and was being published by THQ. We were making great progress on it, and THQ was happy enough with the progress that they purchased us outright; and we became an internal THQ studio. Around that time we switched some of the key features of the game and renamed the project “Ascendant.” We were part of the THQ network of studios for a short period of time right up to the point that THQ started running out of money. Our big, juicy, unproven-in-the-genre studio was a prime target for them to try to sell.

With literally days left on the “close the doors” timer at the studio, THQ sold us to Curt Schilling’s 38 Studios, which has R.A. Salvatore as “creator of worlds.” It became clear pretty quickly that we would need to change the universe and some of the game features yet again to take advantage of Robert’s genius. We changed the project name to “Mercury,” which later was given the final shipping name of Kingdoms of Amalur: Reckoning.

For those keeping track at home, in five years we were bought and sold twice and changed the name and core features of the project three times. Needless to say, it’s been a long, strange trip.

Comparing Ascendant and Kingdoms of Amalur: Reckoning, it is easy to see that the changes only concern the artistic direction of the title: enemies, characters and locations were re-designed, but the core gameplay remained intact from 2009 until the title’s release in February 2012. The game received “favorable” reviews by the press.

38 Studios shutted down in May 2012, after the budget of Copernicus overun, alongside the above average sales of Kingdoms of Amalur: Reckoning. Copernicus was cancelled and Big Huge Games was temporarily closed before being resurrected in 2013. A remastered version subtitled Kingdoms of Amalur: Re-Reckoning was released in 2020 by THQ Nordic, which also owns the assets of Project Copernicus.

Article updated by Daniel Nicaise

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Sex ‘n’ Drugs ‘n’ Rock ‘n’ Roll [PC – Cancelled]

Sex ‘n’ Drugs ‘n’ Rock ‘n’ Roll was going to be an ambitious point and click adventure game that was in development by Sensible Software for the PC, from 1994 to 1998. The main character would have been Nigel Staniforth Smythe, a wannabe Rockstar that had to play gigs and deal drugs, to rise money to pay a debt with some thugs.

Initially the project was been signed by Warner International Entertainment and later by GT Software, but for various technical and controversial problems the game had to be cancelled in the end. In an interesting article on EuroGamer, Sensible Software co-founder Jon Hare talks about the game and why it was cancelled:

It was designed as a Leisure Suit Larry-style point-and-click adventure game about the singer Nigel Staniforth Smythe. Nigel had borrowed 2,000 pounds off of some Hell’s Angels to buy himself a beaten-up old van so that he could go touring with his trashy rock band. […]

Drugs were quite a problem for Nigel as he had seven separate drug habits – all of which needed to be supported simultaneously. These drugs were core to the gameplay as speed made the game speed up, heroin made the game slow down, acid made him see things that weren’t there and cocaine made him talk s***, etc. – all great gameplay mechanics. The other little problem for Nigel was that the Hell’s Angels were quite keen on getting their money back. In fact, Nigel only had two weeks left before they lost their patience and came round to his house to kick the s*** out of him – GAME OVER. […]

Various changes happened to the game plot in 1995. At Warner’s behest, we got rid of the pimping angle in the game and also his total reliance on his seven drug habits. His drug-taking had now become recreational rather than dependent. How trendy.

[…] the game was to include 150 characters – all of whom were earmarked for 3D modelling, and this would later become a serious reason for the problems that later ensued – not just for SDR, but for all of the games signed under the new Warner deal. […]

However, the programming side of the game was starting to reveal some serious problems. We had been careless in our selection of lead programmer and now his incompetence was starting to show.[…]

We decided to make some serious changes. Firstly, the game was reduced to a more realistic 24 locations and we slimmed it down to four discs rather than 16. Crucially, we also got rid of our lead programmer and replaced him with a new guy from the Bitmap Brothers. He was good, but we had already lost a year on the programming, and the game was still not at all playable.

The other major change to take place in 1997 was the publisher. Warner had decided to bow out of the games business and sold its publishing arm to GT Interactive. Unfortunately for us, GT Interactive was backed by the people behind Walmart, which is run by the strictest most down-the-line bible belt Americans that you could ever wish to meet. What happened next we should have seen coming from the moment the ink dried on the Warner/GT agreement. Let us just say that an 18+ game about snorting cocaine and shagging girls in cars was not GT’s idea of family value.

GT really started to turn the screw on us by refusing to pay us anything […]

But this was not an easy sell by any stretch of the imagination, even if people did like the little that we could show them. No one could see how this offensive game could find it’s way onto the shelves in the US – this was before GTA, remember.

So, despite the fact that 90 per cent of the script, 80 per cent of the sound and 75 per cent of the art was complete, the programming was still only 50 per cent complete. […]

Jon Hare has also released online the original SnDnRnR soundtrack and it can be downloaded from here. Huge props to Hare for sharing all these informations on his cancelled game!

Thanks a lot to Robert Seddon for the contribution!

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