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Fate of the Dragon 2 [PC – Cancelled]

Three Kingdoms: Fate of the Dragon (or simply Fate of the Dragon for short in the U.S. version) is a RTS developed by Overmax Studios, (Now known as Object Software) and published in 2001 for PC. It is based on the historical background of the epic Romance of the Three Kingdoms.

In 2002, the game originally saw an expansion pack/sequel in the form of Dragon Throne: Battle of Red Cliffs, and was set to get a true successor the following year titled, “Fate of the Dragon II“. While a number of screenshots were released, very little about the game was known outside of China, and little to no official announcement or press coverage was given.

According to recent research, and a post on Chinese forum hupu.com, the sequel never saw the light of day, and was indeed cancelled around 80% development. In 2004, the game’s engine and graphics were reused for the still ongoing Chinese exclusive MMO: Fate Online, also known as Fate of the Dragon Online, and Dragon Throne Online. Currently the game has no localization outside of mainland China.

Thanks to Liam Scott for the contribution!

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Dark Matter: The Baryon Project [PC, Xbox 360, PS3 – Cancelled]

Dark Matter: The Baryon Project is a cancelled sci-fi shooter RPG that was in development by Pixelcage, planned to be released for PC, Xbox 360 and PS3. The project was quite ambitious for a rather small and obscure team, promising to offer both on-foot first-person shooting and third person spacecraft combat.

The development of the game started around summer 2003. The game was planned to be released in 2007.

In their old – now closed – website, we can read they wanted to create a vast universe in which to freely fly around, inspired by such games as “TIE-Fighter” and “Freespace”. You would fight in space against huge spacecrafts planned to be up to 100 km (62 miles) in size – something that would be considered a massive open-world even by today’s standards (SKYRIM’s world is about 5 km wide), gigantic spaceships-worlds in which you could also break-in to continue attacking your enemies on foot.

“When playing such games in the past, I always wondered how it would be to just ram one of that bigger vessels and just “clear the bridge manually”. With today’s hardware capabilities, we now do a swing on it. – Marco Sobol, former Pixelcage developer”

If this was not enough to hype up the project, they also wrote about “graphic details up to a grade of millimeters!”, “experience speeds of up to 3000 km/h!”, “have a million polygons on your screen – in realtime!” and “can you handle hundreds of enemies?”. For sure the team had big dreams for their first project.

For this objective the studio created it’s own ambitious 3D engine, during 3 years of development. Their expectation for the game’s graphic was quite high.

Thanks to an old interview with Pixelcage by Gengamers, we can read that work for the game began in 2003 with a core team of only 7 people, with plans to expand the studio to more than 40 people when they would finally find a publisher.

The game also didn’t want to limit itself to a “pure space shooter”, planning more ambitious features such as directing a vessel and fighting against other space ships. Marco Sobol (former developer of the game), described Dark Matter’s gameplay as follows:

“Dark Matter is a first person shooter/ space shooter with some RPG elements, such as an inventory and improving skills, but without the flaws of pondering about tables and character sheets. It will feel much like a common FPS when it comes to game controls and speed, but comes with hours of dynamic scripted scenes, a non-linear storyline and state-of-the-art sound effects and music.”

Not only gameplay and huge environments would have been quite ambitious for its time, Dark Matter: The Baryon Project was also planned to have a open-ended storyline with different endings. Pixelcage wanted to have several playable characters appearing in the game and time travelling would have played an important role, featuring morphing aliens and fierce “time warriors”.

Its settings were heavily inspired by such movies and agems as The Matrix, Ghost in the Shell, TIE-Fighter and Freespace. Aliens, humanoids and shape-shifters would have been some of many characters and enemies players had to face. Plenty of NPC‘s would have behaved depending on players’ action, whether being friendly or evil towards them.

If such an immense game like this was not complex enough to develop, the team also wanted to add online multiplayer:

“We will put much efforts in the multiplayer part. There will be several deathmatch and teamplay modes, we even plan to include a mode in which you can play the single player campaign together with your friends. This is generally possible because there is more than one prime character in the game.”

They also wanted to publish a playable demo but we don’t know if they ever got something playable to release to the public.

It’s easy to see how Pixelcage were a passionate team with many ambitious ideas for their project, but unfortunately it seems they never found a publisher interested in funding it. In the end they had to abandon Dark Matter: The Baryon Project to work on other, simpler games such as Switchfire (published in 2006) and Jekyll & Hyde (2010), before to close down the studio.

If you know someone who worked on this game and could help us to preserve more screens, videos and details, please let us know!

Thanks to Vipaah and Daniel Nicaise for the contribution!

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Shantae 32 bit [Playstation 1, PC – Cancelled]

After being one of the most forgotten hidden gems for Game Boy Color in 2002, in the last few years Shantae became a cult-series, with 4 main games developed by WayForward Technologies for PC, Wii U, DS, Playstation 4, 3DS, Xbox One and Nintendo Switch. While Shantae games are quite popular today, most fans still don’t know that the first, original Shantae project for Playstation 1 and PC was never released.

shantae playstation 1 pc cancelled 32 bit game

Thanks to mpx and Youloute we know that this cancelled 32 bit version of Shantae was in development around 1997 and it was even shown on the official WayForward Technologies website in the late ‘90s:

“It is a time of magic and majesty, where strange beasts roam the land and beautiful creatures wield powerful magic. In this world lives a young girl named Shantae… a troubled genie, born without magic, yet the only individual capable of saving the realm from disaster. Following a century of imprisonment underground, three powerful Jins have broken the seal that restrained them, and now seek to drain the world of the magic it needs to survive. As the magic is stolen, the peaceful creatures that once harbored it are left weak and helpless. Shantae, unaffected by the magic drain, is the only hope for peace. But can she possibly battle the Jins and their legion of monsters relying only on the magic she reclaims along the way? It’s up to you to guide Shantae through perilous traps and dangers beyond your wildest imaginings!”

 

“Shantae is designed for the PC or comparable game system (such as the Sony Playstation). The gameplay is full 3-D, with traditionally (2D) animated characters that move in and out of the rendered backgrounds. With this advantage, players can travel down streets, enter tunnels or battle monsters several times the size of the normal viewing area! Perhaps the best feature of this 3-D system is the totally hands-free camera movement. The view automatically zooms in or out, up or down depending on the proximity of Shantae to other important elements. In addition, the paths Shantae can take often split into different layers of depth, allowing the player to walk on near or far surfaces in order to get around obstructions, crevices, or buildings. Also, enemies can attack from any direction in three-dimensional space in order to hunt Shantae down. It’s the long awaited blend of 2-D’s fluid animation and 3-D’s next generation gameplay rolled into one!”

During an interview with Siliconera, Shantae series director Matt Bozon said:

“We had a polygonal Shantae that could be run around in three distinct gameplay ‘gyms’. […] One was a spline-scroller (like Namco’s Klonoa), one was a free-range 3D like Mario 64, and the last was an isometric 3D platformer. We’ve done a lot of exploration in this area… Shantae was a sprite/3D hybrid for PlayStation and PC, and was free-roaming on the PlayStation 2.”

Shantae’s character design was a bit different in this lost game, compared to her current design:

In 2013 during a live streaming the WayForward team played the cancelled Shantae 2: Risky Revolution for GBA, so we can only hope that one day they could also find a playable version of this cancelled Playstation / PC version to show it to the world. Only a few, small screenshots are currently saved in the gallery below. 

Jonny Blastoff and the Kremling Armada (Rare) [PC – Cancelled]

Jonny Blastoff and the Kremling Armada is a cancelled point & click adventure game similar to Monkey Island that was in development by Rare for PC / Mac in the early ‘90s, before the team fully started working on Donkey Kong Country for Nintendo. The Kremlings, a race of anthropomorphic crocodilians that appear in the DK franchise, were originally conceived for this lost game and only later reused for DKC, becoming canon in the Donkey Kong world.

Gregg Mayles – Creative director at Rare and designer for the Battletoads and Donkey Kong Country series – is quite a fan of the piracy world and lore. Jonny Blastoff and the Kremling Armada was conceived as a game to fulfill his love for pirates and it would have been set in a series of islands with coconut palms, galleons and hidden treasures. This same tropical setting planned for Jonny Blastoff was later reused for Donkey Kong Country.

While Rare never officially announced this game to the public and no image from the prototype was ever released, in September 2015 Gregg shared some concept art on Twitter, showing off the original Kremlings designs that somehow resemble the Battletoads characters designs.

While no details about Jonny Blastoff’s gameplay were ever revealed we can imagine it would have been played like a traditional point & click adventure game, with many strange characters to interact with, items to retrieve, weird puzzles to resolve and Rare’s classic english humor.

After Donkey Kong Country Gregg Mayles and Rare worked on other piracy-inspired games such as the cancelled Project Dream for SNES (later Banjo & Kazooie for N64) and lately Sea of Thieves for Xbox One. 

HiTech (Illusion Softworks) [PS3, Xbox 360, PC – Cancelled]

HiTech is a cancelled action / stealth game that was planned for Playstation 3, Xbox 360 and PC in 2006 / 2007 by Illusion Softworks (now known as 2K Czech), the team mostly known for the Hidden & Dangerous and Mafia series. The project was still in early development and without a playable prototype when it was canned. Only a concept video was created to pitch the game to publishers, but unfortunately they did not find any company interested and had to cancel it. Instead, they continued working on Mafia II, later released in 2010.

The project was lead by Daniel Vávra, game designer who worked at Illusion Softworks since 1998 on Hidden and Dangerous and Mafia I & II. Vávra shown the HiTech concept footage in 2007 during his presentation titled “How to make a game” and the video was later uploaded on Youtube. From what we can see in this pitch video, HiTech’s gameplay could have been similar to other action / stealth games such as Metal Gear Solid or Splinter Cell, but in a sci-fi setting.

As we can read in the video intro:

“Year 2025. A group of terrorists sabotaged military robot tests inside Adler Group production facility. The robots went out of control and slaughtered AG staff. Terrorists provided media with video footage of this massacre. The facility has been evacuated and the nemesis team has been called in. The objective is to regain control and cover up the incident.”

Thanks to superannuation for the contribution!

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