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Project Copernicus (38 Studios) [PC – Cancelled]

Project Copernicus is a cancelled PC MMO that was in development by 38 Studios (AKA Green Monster Games) between 2006 and 2012, an overly ambitious project that got their creators to fail in bankruptcy in a long and painful venture. This would have been their first project: the company was conceived precisely to develop a new, profitable Massive Multiplayer Online Game, a “World of Warcraft killer”.

As we can read from an in-depth article by Tech Raptor:

“In 2006, baseball pitcher Curt Schilling announced he would continue working in a new field: video games. After speaking with several friends and family members, he would found Green Monster Gaming with one goal in mind: create a new MMO.

Schilling himself was an avid fan of MMORPGs,  playing the likes of World of Warcraft in the off-seasons and wanted to add to the market a passion project of his own design. Schilling was not alone in this passion. Two of his biggest backers to Green Monster Gaming, famous fantasy author R.A Salvatore and conceptual artists Todd McFarlane, were also gung-ho on the potential of any projects the studio could create.

This is in part to Schilling himself, who stated in an interview just after his studio closed, “If it wasn’t an MMO, I wouldn’t have done it. If you look at the game space now, if you want to build something that’s a billion-dollar company, the only game to do that with is an MMO.”

Some of the big names to join the company would include Travis McGeathy, the lead designer of the MMO Everquest; and Jennifer MacLean, former chairperson of the International Game Developers Association (IGDA) and the VP General Manager of Games at Comcast. ”

There is not much info on Copernicus’ gameplay, but we know they heavily invested into its settings and lore, with a 10,000 year game-history created by R.A. Salvatore and art direction by Todd McFarlane. After the team failed to gather interest and funds from investors to complete their MMO, they decided to acquire Big Huge Games from THQ.

Their plan was to release a less ambitious single player action RPG: the result was Kingdoms of Amalur, a game that merged a project already in development by BHG with part of Copernicus’ settings and lore. As we can read on RPG Fans:

“For three and a half years, we had the Amalur universe in 38 Studios,” Schilling said. “The IP is being led by this team of very passionate people, we’re making this MMO, we’ve got a roadmap – and in a 24 hour span, we add 90 employees who now all of a sudden are taking the baby being created in Boston. There’s 90 people we don’t know and we’re handing off this multi-billion dollar, multi year project… to who?”

But perhaps it wasn’t so crazy. As it turns out, Big Huge Games had already been laying the groundwork for their own single player RPG project under lead designer Ken Rolston, of Morrowind and Oblivion fame.

“They had been shopping this fantasy game for a long time,” said Schilling. “From a tech perspective and a game design perspective, there was a solid foundation. But they were missing the story – the thing that makes a great RPG. We had that. It was a match made in heaven, because not long after the partnership, when Bob [Salvatore] and Ken [Rolston] and the creative team sat down together, there was a lot of magic going on.”

Unfortunately even Kingdoms of Amalur did not sell enough to keep 38 Studios alive and without being able to keep their MMO in development, the company closed for bankruptcy in 2012:

“38 Studios went to Delaware’s bankruptcy court this afternoon beginning the arduous process of salvaging what it can in the face of a $270 million debt.  The hearing marked the first opportunity since the studio filed for bankruptcy for creditors to question the company’s executives. According to the Boston Globe, creditors and employees who have gone unpaid since May will likely receive nothing through the proceedings as the studio takes the first steps towards liquidation.”

“Kingdoms of Amalur would go on to be a modest success for 38 Studios. Published by Electronic Arts, as a part of their EA Partners program, Kingdoms of Amalur would see 1.3 million copies sold in three months, which for a new IP was respectable. Schilling, and later Chafee, would note that the game needed to hit around 3 million units sold to break even on development costs and turn a profit.”

We don’t know exactly how much of Project Copernicus was done before its cancellation, but enough footage and screenshots were leaked online to have a good idea of how it would have looked like. Unfortunately, from what Curt Schilling said, his dream MMO was not fun to play:

“The money was only a secondary concern to Schilling. “The game wasn’t fun… It was my biggest gripe for probably the past eight to 12 months.” Evidently the combat lagged and no one seemed to be playing it around the office.”

“As the studio collapsed, employees were left in the dark. Worse, their health insurance was shut off without notice – which one pregnant woman only discovered upon going to a doctor’s appointment. The company that was supposed to handle relocation fees didn’t finish the job, leaving several employees stuck with mortgages on their old homes as well, and bills that were supposed to have been handled through management hadn’t been.”

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Battletech (Microprose) [PC – Cancelled]

In the late ‘90s Microprose UK was working on a Battletech real-time strategy game for PC, based on the official license by FASA Corporation. FASA’s own development team (FASA Studio) was probably still busy working on their first MechCommander video game (published in 1998), so we can assume the company asked Microprose to work on a different game in the meantime. In the end Microprose’s Battletech was cancelled, but thanks to game designer Terry Greer we know a few details about this lost project:

“Battletech (based on a license from FASA and set in the Battletech universe and with lead designer Richard Bakewell) was in relatively good shape when I started as Head of Game Design at Microprose UK, so I really had very little to do with it – apart from working on creating the cutscene scripts, and overseeing it until its untimely cancellation.

Battletech had its own engine, a basic terrain editor, and the beginnings of control mechanics. It was also very extensively documented with a detailed GDD and specification, along with lots of artwork and models – and was fully thought through (the Battletech license was owned by FASA).

The game was based around controlling a small squad of mechs (basically big power suits) with just a single operator  across a height-based map with deformable terrain. Tactics and squad formation and use were to play a large part in the gameplay.

Unfortunately the game was canned a short time later for reasons that were out of our control and which involved FASA suddenly reversing their decision to continue. I still have some artwork from the game – but can’t get the demo to run any more, it required other installed files which I no longer have.”

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7Days (Cauldron) [PC – Cancelled]

7Days is a cancelled fantasy RPG in development around 2001 by Cauldron, a small slovak team mostly known for Soldier of Fortune: Payback, Gene Troopers and the Cabela’s Big Game Hunter series. Gameplay could have been somehow similar to The Elder Scrolls series, with action combat, underground dungeons and a fantasy open world to explore.

Unfortunately we can’t find much more online about this lost game. We know the team also worked on the cancelled Project Revolution and in 2014 Bohemia Interactive acquired Cauldron, changing their name into Bohemia Interactive Slovakia.

Thanks to Chris for the contribution!

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Leisure Suit Larry: Island Tale [Cancelled – Xbox, PS2, PC]

Leisure Suit Larry: Island Tale (AKA Cocoa Butter) is a cancelled adventure game in the Leisure Suit Larry series, which was in development by High Voltage Software around 2005 – 2006. The project was planned to be a sequel to Magna Cum Laude, to be released for Xbox, Playstation 2 and PC.

In the game Larry would visit San Areolas Islands to seduce women and resolve simple puzzles. Some more details were shared online by a former HVS developer:

“Cancelled at about 70% complete, this adventure game (like its predecessor) would have certainly pushed the boundaries of both story, design and taste. The focus of this UI was the match the game’s island feel, with warm sunset skies for the main menu and bright, colorful blues and reef colors for the in-game experience. We used classic postcards as inspiration for how we wanted the user to feel while in the menus, while still injecting a bit of Larry’s sexual references within the design work itself. We had the UI about 80% finalized when the game was sadly cancelled, so what you see here was pretty much final.”

As far as we know Vivendi Universal canned the game, possibly to cut costs during a difficult time. Because of this High Voltage Software had to lay off some of their staff, as reported by Gamasutra and GameIndustry in January 2006:

“Chicago-based independent developer High Voltage has officially announced that the company has “right sized” its operations from 156 full time employees to 120, following a recent project cancellation.”

“The layoffs are believed to have occurred last Friday, January 13th, and according to a source within the company, the cancelled project was one being undertaken for Vivendi Universal Games – which has published several of High Voltage’s recent titles.”

Some images from the game are preserved in the gallery below, to remember this lost project.

Thanks to Sean-Paul for the contribution!

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SNO (Headstrong Games) [Cancelled – PC, PS4, Xbox One]

SNO is a cancelled action adventure that was in development  by Headstrong Games in 20142015, planned to be released for PC and unannounced consoles (possibly PS4 and Xbox One). The project was officially announced in February 2015 on their site and by reading its description it sounds a bit like Okami, but unfortunately it soon vanished with no explanations.

“Usher in Spring and bring your frozen world back to life in this 3rd person action puzzle game.

Clear the ice and snow that have blanketed your world. Encounter and defeat mysterious ice demons intent on holding back Spring. Discover ancient secrets and paths through the frozen wasteland as the Gods guide you on your journey.

SNO toys with your expectations, leaving you wondering whether you’re a dead soul raised to tend a magical land, or an android designed to repair a deserted spacecraft. As you emerge from your grave-like stasis chamber, it’s apparent a catastrophe has occurred – the world is carpeted in a thick layer of snow. As you clear the ice and snow, you reveal verdant patches of grass that catch the light and start to fend off the creeping frost.”

Headstrong were mostly known for their Art Academy series and Battalion Wars series published by Nintendo, but around 2017 Kuju Entertainment (their parent company) dissolved the team to incorporate their employees directly into Kuju.

If you know someone who worked on this lost game and could help in preserving more images or footage, please let us know