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Trans Am Racing 1968-72 (EAI Interactive) [PC – Cancelled]

Trans Am Racing 1968-72 is a cancelled racing game that was in development by EAI Interactive and would have been published by GT Interactive on PC. In 1998, Papyrus / Sierra released Grand Prix Legends, a historic-based racing simulator based on the 1967 Formula 1 season: the selling point (other than the historic accuracy of the 1967 F1 season) was its advanced 3D physics model.

GT Interactive announced it’s own retro simulator, Trans Am Racing 1968-72, which was to focus on the golden era of Trans Am racing, in which the American “Big 4” (Ford, General Motors, Chrysler, American Motors) all fielded cars. The romanticism of 1960-70s V8 muscle played into this, as well as a host of Trans Am tracks, in particular the demolished Riverside, which hasn’t been replicated in a game or sim to that point. As we can read on PC Zone 66 (August 1998):

“If you’ve ever fancied yourself behind the wheel of a Ford Mustang, AMC  Javelin, Plymouth Barracuda, Chevrolet Camaro, Pontiac Firebird or Trans Am, look out for GT Interactive’s Trans-Am Racing this October. It’s a 3D race sim  that captures all the thrills and spills of the 1968-72 SCCA series. The   developers insist that their  physics model is the most  accurate yet, and to help  make the game accidents  seem more realistic they  even went to the extent of  crashing the cars and  analysing what happened.  They also brag that their 16-player network option is unequalled by any other driving game.”

It was planned to be published in the Fall of 1998, then was delayed till the Spring of 1999. Screenshots were released and a playable version was made for E3 in 1998 (according to a Usenet message). More details on the game were shared by former EAI Interactive developer Adrian Penn in an interview with Sports Gaming:

“EAI is the only game developer that employs a team of people who have been producing litigation animations for nearly a decade. Attorneys rely on EAI to produce scientifically accurate animations that are realistic enough to be admitted into evidence.  EAI has produced thousands of animations for court cases that touch many areas of the law. And not once has any of these animations failed the arduous, evidentiary process mandated by the courts.  EAI’s litigation team, which includes vehicle dynamics experts, engineers and physicists, worked with the game development team to create some of the most realistic car crushes and crashes that have ever been viewed on the PC. These crashes conform to the laws of physics and follow the properties of vehicle dynamics. And although the typical gamer may not be versed in the properties of physics or structural dynamics—these players will understand when they see this—that TransAm Racing is something special.”

“A technological gem that adds additional authenticity is the real-time crush. When a car is crushed during the game, the deformations are produced on-the-fly. In real time. Let’s say you careen your Ford Mustang into your opponent’s Chevy Camaro. The crush that occurs is calculated instantaneously. Ordinarily, a game will have several pre-rendered crush eventualities programmed into it. With TranAm, the deformations are visualized immediately. And of course, these racing battle wounds conform to the laws of physics and engineering. The crush that you see is what would have occurred in the real world under the same circumstances.”

“There is multiplayer support for single races and seasons consisting of up to twelve races. You can play over LAN, modem, and the Internet. Yes, you’ll see Trans-Am on Sega’s HEAT. […] There’s 12 tracks and 25+ cars (we’ll cram in as many as we can).”

“Yes, 48-hours is the maximum race length. Trans-Am races in that era varied in length – two and four-hour races were common. We’d originally set the maximum length to 12-hours – Sebring, and early Trans-Am venue, was a 12-hour enduro. However, we received a number of requests from sim racers on the Net asking for longer races. So we upped the max to 48. Unfortunately, there’s no provision for nighttime racing so the races will be 48-hours of continuous daylight.”

However, the sim would be cancelled in early 1999, possibly due to the low sales of Papyrus’ Grand Prix Legends. The engine would be used for the PS1, Saturn and PC game Dukes of Hazzard: Racing for Home.

Thanks to Mike for the contribution!

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Wingblade (Bootprint Entertainment) [PC – Cancelled]

Wingblade is a cancelled flying-action arena shooter that was in development by Bootprint Entertainment around 1998 – 1999, planned to be published on PC by their parent company GT Interactive. The team was formed by former ORIGIN Systems (Wing Commander, Ultima, System Shock) developers, lead by producer Rod Nakamoto who wanted to create new, ambitious video games.

As we can read on Gamespot:

“Rod Nakamoto recently left Origin Systems to found a wholly owned development studio for GT Interactive. It’s called Bootprint Entertainment and should make its mark on the industry in the coming years. […] Like GT’s other wholly owned studio, CaveDog, Bootprint is being given free reign to develop the games it wants. Nakamoto says he and his teams want to create products that are not only competitive in terms of graphics, but also in terms of AI and gameplay. But, Roan says, “the main thrust of our games is going to be multiplayer, we’ll still have single-player .

But the near future for Bootprint is all about multiplayer games. Not so much persistent worlds, like Ultima Online, but persistent gaming environments like battle.net. Roan hopes to create games that will grow an online community. […] Bootprint also sees a future in hybrid games. Nakamoto says that they will create hybrids, “with an emphasis on action and a combination of strategy and RPGs. They make for unique products.”

Bootprint is starting out with a technology team, which will soon start work on the engine for its first two games, and two product teams. One team is working on an action/RPG, while the other is working on an action game that could have strategy elements.”

Unfortunately Wingblade was never officially announced by Bootprint Entertainment nor GT Interactive, so details about its gameplay and settings are scarce. By reading that Gamespot article and by looking at the available footage we may speculate it was going to be an online multiplayer shooter in which players could freely fly around fantasy levels to find and kill their opponents.

Keep in mind Wingblade was in development during the “Online FPS craze” of the late ‘90s – early ‘00s, when cult titles such as Quake 3 Arena and Unreal Tournament were some of the most played games on PC. For sure it looked great for 1999 and it could have been a fun multiplayer game if only released.

Unfortunately in 1999 GT Interactive posted a net loss of $254 million, with their game sales failing to meet expectations. In November Infogrames Entertainment bought 70% of GT Interactive, but many of their internal teams had to be closed: after just a couple of years, Bootprint Entertainment was no more. And all of their games in development (Wing Blade, Viscera and Wrath) were canned and lost forever.

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Decay (Insomnia Software) [PC – Cancelled]

Decay is a cancelled immersive-sim FPS that was in development by Insomnia Software starting from 1998 – 1999, planned to be published on PC by Interplay. Set in a modern / cyberpunk world, Decay was conceived as an ambitious sandbox RPG adventure, somehow similar to what players experienced two years later with Deus Ex. Their goal was to “Create the new breed of games. Games that are more realistic, more dynamic, better looking and with gameplay and storylines that pulls you straight in and makes you feel as if you’re really living in the gameworld”.

Unfortunately Insomnia Software were still a young and inexperienced team: they were not able to fulfill their vision for the project. As we can read in old previews by 3DActionPlanet and other (now offline) websites:

“First off all, in Decay, you can create your own character (like in any good RPG), but this isn’t something commonly seen in FPS games. You can customize your character by dividing your points between different abilities such as strength, speed, etc. and this will have a direct affect on your character and how he handles in the game. Of course it is also possible to further enhance your character’s abilities as you wander through the game, as new ability points are awarded whenever you complete a mission. Hence you can follow your own heart and create a character that suits your gaming style.”

“Imagine a world very much like Blade Runner, where the ecosystem is on its last leg. Pollution levels are so extreme that it’s hazardous to breathe the air and acid rain forces the population to remain indoors. The latter may not be the sole reason for this, however. Crime syndicates are common, thriving on the lack of proper police enforcement to stop them in the cities housing over 200 million people. The syndicates take advantage of the popular demand for drugs and weapons, while organized crime in the form of gangs control the streets by pillaging and plundering.”

“Decay puts you in the role of anti-hero Jake Blisser, a bad-to-the-bone hitman from the near future. You’ve got quite a history to live up to in this persona, as you have been accused of various macabre dealings such as assassinations, mass killings, and other things best left unsaid. You’re back on the streets, this time on the “right” side of the law due to some unusual plot twists. […] Giant corporations control everything, and you’ll have to play it smart with them to survive.”

“The engine they’re using will allow all sorts of realistic environmental effects, ranging from dynamic lighting to a persistent game world where changes you cause stick around and may impact how you approach a future situation when you return to the scene later in the game.”

“You choose the missions you want from your home base, kind of like a safe house, and from there you can plan your mission as in-depth as you see fit. Perhaps the DECAY team will incorporate some blueprints, roadmaps, etc. to help you with this. (Kind of like Rainbow Six?) However, there are many new goodies in store for the gamers. Not only can you choose the missions you want to play, but also you can make new contacts to get access to illegal weapons and tools. In addition, if you want to create a reputation or be respected among the other hitmen, go head-to-head with them. Take out all your competition and become the sole hitman in town.”

“Here’s a cool example of some of the awesome tools you can use to sneak your way into your target’s home: Use a burner to cut your way into the power central and shut down the alarm and the lights. Use hi-tech tools to open security doors. Place explosives at strategic locations to ensure a safe, or at least possible, get-away. Use your knife to slit throats and drag the bodies out of sight. Blow away your target from a distance, but only after you are sure you can make a clean get-away.”

“Also, the highly ambitious DECAY team promises to provide an excellent selection of weaponry so that you can build up your own private arsenal and weapons and tools at your home base. You’ll even have the opportunity to test out new weapons before using them. This is a nice change from the norm of just wandering around and picking up guns and ammo from random locations as if someone just placed them there for the heck of it.”

This sounds quite impressive for its time but unfortunately it was not meant to be. We don’t know what happened to Decay, but in October 2000 Insomnia Software officially announced they had to change their name to Termite Games (possibly due to copyright problems with Insomniac Games) and Decay was cancelled, with the team switching resources to their new online multiplayer FPS “New World Order”.

It seems New World Order shared Decay’s 3D engine, settings and some assets, but it was quite the different game. As we can read in an old interview by CuttingTheEdge with former Insomnia Software’s Producer Nicholas Cederstrom:

“Well, Decay was a really strong single player game with a lot of content. New World Order is a pure action game with less content but it makes up for it in the action department. The game will be optimized for multiplayer gaming. There will be a single player part of the game and a co-op version as well.

The DVA-engine we used for Decay is the engine we use for New World Order as well. We have optimized it and added new features. The look and the feel of New World Order will be similar to Decay but we have made all new levels, sounds, textures and more.”

In 2002 Termite Games was acquired by Project 3 Interactive and renamed to “ Project Three Interactive Studio AB”, then New World Order was published in 2003 receiving unfavorable reviews (Metacritic: 32/100).

Thanks to Piotr for the contribution!

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Reverence (TSI) [PC – Cancelled]

Reverence is a cancelled FPS that was in development around 1996 by TSI (Three Space Imagery), planned to be published on PC by Cyberdreams. The game looked like a mix between Duke Nukem, Hexen and Exhumed (PowerSlave), with a strange blend of tibetan – gothic – egyptian – norse mythology settings. Luckily a playable alpha of the game was preserved in 2015:

“You have been chosen by the gods themselves to determine the future of the human race. According to them, humans are weak and pathetic and don’t deserve to exist anymore. You need to pick up a bunch of guns and energize yourself with a wide array of spells and defeat them one by one.

The leaked alpha version can be considered almost a full game. It appears to have all levels with most of the graphics, music and sounds. The game is divided into four big realms, each with its own theme. Realm of Osiris, an Egyptian god of underworld full of lava lakes and fire demons; Kokyangwuti, Hopi goddess of life, desert-like world; Frejya, Norse goddess of love whose realm lies under the vast waters and last but not least, Manjursi, Tibetan god of wisdom, who has a vast dominion in mountains.”

TSI was founded by Alberto Menache in the early ’90s, creating innovative motion capture software for games and computer graphics. Their collaboration with Cyberdreams covered at least two games, one of which was the released Noir: a Shadowy Thriller, but then the publisher had to cancel most of their projects. As we can read on Mobygames:

“In 1995 an “internal shake-up” had taken place at Cyberdreams: the investors removed management and installed a “turnaround management team,” that would make a transition to 3rd party publishing. It wouldn’t help. Cyberdreams only managed to publish one more title, Noir: A Shadowy Thriller (1996). In the meantime a lot of projects (almost all action games) were announced / taken into development: Species, Reverence, The Incredible Shrinking Character, Blue Heat, Ares Rising, and Wes Craven’s Principles of Fear. Sometimes they had been in production for years.”

Reverence was canned and TSI moved to other projects such as TV commercials.

Thanks to RareAlone for the contribution!

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Prince of Persia Redemption [Cancelled – Xbox 360, PS3, PC]

Prince of Persia: Redemption is a cancelled reboot of the classic series, that was internally pitched at Ubisoft Montreal (FoxTeam) around 2010 – 2011, just after the release of The Forgotten Sands. The project was mostly unknown until May 2020, when fans finally noticed a video uploaded on Youtube in 2012 by an anonymous user. By looking at this footage, the game looked like a mix between 3D Prince of Persia, God of War, Uncharted and Assassin’s Creed: a cinematic adventure game with huge monsters and time-rewind mechanics.

As wrote by former Ubisoft animator Jonathan Cooper on Twitter:

“Wow – haven’t seen this in ages. Amazing work from animation director Khai Nguyen (For Honor) and team. This target game footage (pre-rendered game pitch) inspired our own pitch for Assassin’s Creed 3 as they did such a great job making it look like real gameplay.

Sadly Ubisoft are generally quicker to cancel Prince of Persia games than others IPs because AFAIK original creator Jordan Mechner still holds license rights so the profit margins are lower. Would love to see a new one though. I’ve always wanted a PoP set in contemporary Iran.”

We can assume The Forgotten Sands did not sell enough for Ubisoft to invest more resources on another title, preferring to focus on the more profitable Assassin’s Creed series.

Thanks to Jason for the contribution!

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