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BioTech: Liberator [Playstation, PC – Cancelled]

BioTech: Liberator is a cancelled first person action game in development around 1998 by australian studio Beam Software (AKA Infogrames / Atari Melbourne House and Krome Studios Melbourne), planned to be published on Playstation and PC. Previously the same studio developed and released KKND2: Krossfire for PC and Playstation.

BioTech: Liberator was quite original for its time, with players using morphing mechs / vehicles to resolve different missions in a strange gameplay mix between “Soviet Strike”, “Blast Corps” and Lemmings. Some details about the project can be found in an old press-release:

“You’re stuck in a steaming alien jungle with nothing but your own sweat for company. The enemy has a lock on your position and they’re rapidly closing in. Your shields are down to 14%, you’ve got just two guided missiles left in your BioTech Assault Tank, and if you stay put you’re dead meat. So, what are you going to do? Panic and start crying? Or do you get a little creative… ?

In BioTech: Liberator you take control of a single combat vehicle, but one capable of morphing into widely differing forms, providing you’re carrying the relevant Transform Pod to make the change. Each form has its own unique abilities and weapons and since you’re up against an entire planet of warmongering nasties, you’ll be needing them all if you want to get out of there in one piece.

It’s partly about blowing the enemy into gooey, bite-sized chunks, but it’s also about using the different forms of the biotech vehicle to the best effect – transformations are limited. Much as we hate to use other games as a point of reference, think Soviet StrikeTM meets Blast CorpsTM, with just a pinch of LemmingsTM. In short, a killer mix of strategic problem solving, white-knuckled action and hefty explosions!

Key Features are:

  • A wide range of unique and awesome weapons, a deadly enemy and fiendish puzzles to solve
  • Fully deformable true 3D landscape – if you don’t like the way something looks, blow it up!
  • Multiple 2 player modes. Choose from Deathmatch, Conquer and Chase variations
  • Support for force feedback devices

Some more details were found in a Russian website:

The game consists of at least 30 missions (20 standard, 5 bonus and a few secret ones), which often require not only shooting, but also finding items, saving hostages, capturing enemy bases, and much more.

BioTech: Liberator was planned to be released in 1999, but the same year the studio was sold to Infogrames. It’s possible that Infogrames decided to cancel the game to switch resources on more safe and profitable projects, as GP 500 and Le Mans 24 Hours.

If you know someone who worked on this lost game, please let us know!

Thanks to Visurox & Edward Kirk for the contribution!

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Junction Point (Looking Glass RPG) [PC – Cancelled]

Junction Point is a cancelled (initially) fantasy MMORPG / (then) sci-fi RPG that was in development by Looking Glass Studios (Austin team) in the mid ‘90s, an ambitious project conceived by Warren Spector (Wing Commander, Ultima Underworld, System Shock, Deus Ex), Steve Powers (Ultima VII, Deus Ex, Dishonored, Prey) and Allen Varney (Star Wars: Galaxies). This was their original, unfinished idea that would later led to such popular games as System Shock 2, Deus Ex and Bioshock.

Looking Glass are mostly known for their work on Ultima Underworld, System Shock and Thief: The Dark Project. Which such a high-profile portfolio of cult-classic RPGs we can only imagine what Junction Point could have been if only completed.

The game was never officially announced by Looking Glass, but we know about its existence thanks to old resumes and interviews by people who worked on it. The game was initially conceived as a fantasy MMORPG in the vein of Ultima Online, Lineage and EverQuest, but after a while the team decided to resize their ambitions and changed the project into a single-player sci-fi RPG.

The plot of this “sci-fi” version of the game would involve some kind of cult located inside an abandoned asteroid mining colony. On the old Steve Powers’ website we can read some details about one of the missions in the early Junction Point prototype:

Briefing: “We have been making incredible progress in understanding the genetic structure of the Hauranid under the direction of Dr. Lycombs, a microbiology genius. Lycombs has fallen under the influence of the Guardians of the True Path, a cult that worships the Hauranid as divine beings. The cult is located inside an abandoned asteroid mining colony, where the members have set up a hive of sorts, attempting to emulate their sacred leaders. The militant cult is led by Merril Rumby, and has a captive hauranid kept in suspended animation. He has the doctor working on a method for combining the genetic material from the hauranid with humans, to create a hybrid species that is ‘closer to God’.  We’ll pay for the following services…”

  • Primary goal: Return Dr. Lycombs to Corporation X for deprogramming.
  • Secondary goal 1: Return or destroy any research materials Lycombs has compiled.
  • Secondary goal 2: Eliminate Rumby

Problem 1: The passages throughout the colony are zero-g.

Possible solutions: Cult members use micro jets to “fly” through the complex.  The player can take the micro jets from a member and use them. He can use flight skills here.

Problem 2: Mine was plutonium-like substance. Radiation may damage health or certain technology.

Possible solutions: Care must be taken to avoid radiation areas. A radiation resistance nano helps.

Problem 3: Player wants to get rid of the colony in a spectacular way.

Possible solutions: Seismic charges, found in an old mining equipment storeroom,  can be used to blow open airlocks, clear rubble from passages, bust open the dome, or even break up the unstable asteroid if placed strategically in the tunnels throughout the mine. (an old portable computer with emails sent to the former mine superintendent gives clues that this is possible, computer skills make the chance of recovering this data much higher)

Problem 4: Collapsed tunnels bar the players way.

Possible solutions: Use old mining equipment to break through barriers.

Problem 5: Eliminate Rumby

Possible solutions: You find a genetic accelerator gun in the lab that will shoot out a cool ray and cause humans to become genetic human/hauranid hybrids (read: deformed) in a painful, traumatic transformation.  It is currently programmed with Rumby’s DNA, and will only work on him.

Problem 6: Cult members are making it difficult to complete objectives.

Possible solutions: Hive members have networked control chips implanted in their brains used to simulate the hive-mind. A  controller for the chips can be found in Rumby’s sanctuary, and it can be used to prompt the members of the hive to certain actions. (alert, sleep, congregate, repair…)

Problem 7: Find frozen hauranid

Possible solutions: Kill Hauranid captive by screwing with hibernation controls.

Revive Hauranid captive by screwing with hibernation controls. Conscious Hauranid calls for a rescue.

Problem 8: Secure escape vehicle.

Possible solutions: If you find the keys to the planetary skiff in the sanctuary, you can escape using the vehicle in the ore loading/unloading bay instead of signaling for pickup.

As written by Warren Spector during an AMA on Reddit:

“That was just a small, small part of what we were trying to do. I totally recall the Junction Point game (and spent many nights worrying that someone would come along and tell me I couldn’t call my next company that!). Though it evolved over time, the ultimate plan was to make an MMO unlike all the others that were out at the time. Frankly, there are a ton of ideas in the design doc we generated that STILL haven’t been tried. If I were an MMO guy, I might give those ideas a whirl, but I’m pretty much not an MMO guy.”

In late ‘90s Warren Spector left Looking Glass Studios and soon received a call from John Romero: it was the start of the new Ion Storm Austin team and the conception of Deus Ex. As told by Spector in the book “Postmortems from Game Developer“:

“Deus Ex is a game I’ve thinking about since right around the time Underworld 2 shipped. I’ve tried get a game like this started several times (As Troubleshooter at Origin, in some respect, as Junction Point for Looking Glass). Those games didn’t happen for a variety of reasons, but I never stopped thinking about them and, despite the failure of those games to reach production, they laid much of the conceptual groundwork for Deus Ex.”

As Ion Storm Austin director, Spector later oversaw development of Deus Ex: Invisible War, released in December 2003, and Thief: Deadly Shadows, released in June 2004. Soon after Spector left Ion Storm and officially announced his new company: Junction Point Studios, named in honor of the cancelled RPG he was working on during his last months at Looking Glass.

Junction Point was also used as the early project name in the pitch document for System Shock 2. In 1997 former Looking Glass developers Jonathan Chey, Robert Fermier and Ken Levine founded “Irrational Games” and soon started work on System Shock 2. As we can read in an interview with Chey by GamesTM:

“When [System Shock 2] was originally being discussed it had a name attached to it,” says Chey, “which was ‘Junction Point’. Some work had been done on it by Looking Glass’s Austin Texas studio, which was being run by Warren Spector. Then I think they decided that maybe they wanted to leave and start their own studio, and went on to produce the first Deus Ex game.” Looking Glass co-opted the efforts of Irrational Games, believing the team would work on Junction Point. “I remember seeing some design documents or something like that,” says Chey, adding that though little work had been done, there were some elements to it already. “I think it involved some sort of hub – the junction point – where you went on various missions,” says Chey, “but we liked the idea of doing a System Shock sequel so we put together a pitch for that and got Looking Glass interested in it.”

After working on such games as Freedom Force and SWAT 4, in 2007 Irrational Games published their most popular project: BioShock.

Only a few screenshots and a short video from the Junction Point prototype are currently preserved. If you know someone who may have more footage or documents from this lost project, please let us know.

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Incursion (Argonaut Games) [PC – Cancelled]

Incursion is a cancelled squad-based action game that was in development by Argonaut Games in late ‘90, possibly planned to be released on PC. While many other lost games by Argonaut were widely known, a few ones such as Kanaan and Incursion remained forgotten for many years. Argonaut is mostly remembered today as the studio behind such classic games as Starglider, Star Fox and Croc, but between the late ‘90s and early ‘00s they fell into obscurity, until their closure in 2004.

Incursion started development after the cancellation of Kanaan, by the same team. As it happened with Kanaan there are not many details about the game, but only a few small, pre-rendered images. Players would have used a squad of robots, to fight against other robots and aliens squads in different missions.

From what we can see from these images it seems Incursion would have been a real-time action / strategy game, in which players would give commands to their robot-allies while playing as one of them in third or first person view. The team attempted a 3D cell-shaded graphic style for their game, that looked quite awesome for its time.

After Incursion was canned, part of the team left Argonaut to form Pompom games. We tried to get in contact with a few developers who worked on Incursion, but with no luck. Only a few images are preserved below, to preserve the existence of this lost Argonaut project.

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Excalibur (Auran) [Cancelled – PC]

Excalibur is a cancelled action RPG that was in development by Australian team Auran (later known as n3vrf41l Publishing and N3V Games Pty), announced in 2001 for PC. The game was based on the legend of King Arthur and his “Sword in the Stone” Excalibur.

Established in 1995, Auran first came to prominence with the hit RTS “Dark Reign: The Future of War“, which won Strategy Game of the Year in 1997. As one of Australia’s oldest and largest game studios Auran has won numerous technology awards and operates from world-class facilities in sunny sub-tropical Brisbane. Boasting a team of internationally experienced developers, Auran’s staff have worked on a titles including: Asheron’s Call 1 & 2, Star Wars Galaxies, Ultima Online, Mythica, Middle Earth Online, Need for Speed Underground, Magic and Mayhem and many more.

As we can read from the original press-release on Gamespot and Shacknews:

“The game is set in a medieval fantasy world split into three main realms: Albion, Poisoned Camelot, and Avalon. It features ranged, melee, and magical combat, and it includes a wide range of medieval weapons, such as swords, maces, axes, longbows, and crossbows, as well as a number of magical spells. Players will be able to follow the game’s single-player storyline or engage in head-to-head combat in multiplayer mode over the Internet. Excalibur will also include elements of siege warfare, such as catapults, battering rams, and cauldrons of boiling oil.”

– Master the three disciplines of melee combat, range combat, and magic

– Wield swords, maces, axes and other medieval weaponry with dazzling technique

– Fire awesome range weapons, including the legendary long bow and the deadly crossbow

– Cast cool magic spells to help your friends or hinder your enemies

– Fight hand-to-hand over the Internet

– Shoot huge catapults

– Ram castle gates

– Pour boiling oil over your foes

Morph into strange beasts

– Fight savage hand-to-hand battles for Internet supremacy!

In the end Excalibur was never completed: we can assume the project was too ambitious for such a small team, and they instead found niche success in their Trainz simulation series.

Thanks to mihapsx for the contribution!

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Beowulf: Viking Warrior [Cancelled – PC, PS3, Xbox 360]

Beowulf: Viking Warrior is a cancelled video game based on the Old English epic poem, in development in 2006 for PC (and possibly Playstation 3 and Xbox 360) by German team 4HEAD Studios (now known as Cranberry Production) before the 2007 animated movie directed by Robert Zemeckis and before Ubisoft’s own Beowulf 2007 tie-in game.

As we can read in its original press-release:

“BEOWULF is a third person action adventure with role-playing elements. Explore the northlands, fight enemies both natural and supernatural, and prove your worth among the heroes of old.

BEOWULF is based on a nordic saga that dates back to the 6th century AD. The game captures the adventure spirit of the early Viking Age, creating a unique visual interpretation of the world of norse legends with state-of-the-art 3D graphics.

BEOWULF is very combat-driven, and features a unique and innovative melee fighting system. It is the first game to bring an authentic simulation of medieval sword-fencing to the computer game medium. The advanced physics simulation system provides a high level of realism and dynamic gameplay.

Features that make the game stand out:

* combat system that faithfully emulates medieval sword-fencing

* vivid characters and beautiful 3D environments

* cutting-edge 3D technology with striking visual effects

* integrated realtime physics for action-packed gameplay

* well-known name and scenario (especially among the Tolkien fan community).”

Images shared by 4HEAD Studios show a few concept art and early renders depicting the most iconic characters and places of the original Beowulf legend, such as the protagonist itself, the monster Grendl, his mother, the Dragon, the Mead Hall. However, no actual gameplay is seen so we can assume the team was still in early development.

Gamespot used to have two teaser trailers of the game, but they are currently unavailable. Beowulf’s tie-in game released by Ubisoft in 2007 was a very different product, since it relied on the latest movie version of the Beowulf character, instead the original poem. Gameplay also deviated from 4HEAD’s concept with RPG elements, and Ubisoft’s game was more an hack ‘n slash similar to God of War.

As we can read on IGN, after Ubisoft announced their game based on the movie, 4HEAD was not able to find a publisher interested in their own version, so it had to be cancelled:

“So today 4Head (now part of DTP Entertainment) announced that its Beowulf project is no more. The company sold its trademarks, web domains and other assets related to the game to Paramount.

“With the announcement of Ubisoft’s offical game based on the movie and the conceivable competitive situation, we were seeing publishers unwilling to support our game,” said the game’s Executive Producer, Gustaf Stechmann. “We thus lacked the resources needed to drive the project’s development forward. Luckily, we had the older rights to the use of the name. The buy-out deal with Paramount was therefore the logical exit strategy.”

Thanks to AkitoKuno for the contribution!

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