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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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Serengeti [Xbox, PC – Cancelled]

Serengeti is a cancelled adventure / simulation game originally in development for PC and Xbox in 2001 by Masa Group, a small French company focused on AI-based modeling & simulation software for defense, public safety and games-related markets.

This was an ambitious game that would have been played somehow like Afrika for Playstation 3, but conceived 7 years before Rhino Studios’ own project. You would play as a photographer and wildlife specialist, working in an African natural reserve set in the plains of Serengeti.

Serengeti was about exploring the African savanna, discovering its wildlife and preserving it from dangers (such as illegal poachers). The animal simulation was groundbreaking for its time, using an innovative AI engine that would fully simulate a complete ecosystem, with animals having up to 7 “motivations” (hunger, thirst, territory, mating, etc.). You could sneak on a cheetah and see it start chasing a gazelle, then resting and heading back to the shade. Every time the animals would move and react in a different way, following their “motivations” and creating a living environment to explore.

After a while Masa Group moved its gaming development team into a subsidiary named “Oiko Entertainment”, to expand their video game projects while the main company would continue working on simulation softwares.

More details about Serengeti were found in an old press-release by NatFX, a dynamic 3D plant modeling software that would have been used by the team to generate the game’s savanna with realistic african trees and plants:

“Serengeti’s numerous missions intertwine the player with the life of the park, from capturing sick animals, to recuperating the park’  tourism industry, to tracking rare animals and neutralizing poachers, mercenaries and even kidnappers.

Serengeti’s gameplay is essentially founded on the near-perfect representation of the natural world. The ability to hide behind bushes, tall grass, to take cover in groves and behind tall trees demonstrates the vital importance and direct implication vegetation plays in Serengeti. The vegetation is more than just scenery,  it’s really something that serves a purpose in terms of gameplay.

Set to release in the beginning of 2004 on PC and Xbox, Serengeti will certainly be a first of its kind. Set in Africa, it is an opportunity to use an original universe, different from the usual ultra-realistic war games  which typically occur in similar settings.”

Serengeti’s gameplay and AI-simulated wildlife was way ahead of its time on many aspects, and today it would probably be recognized for its interesting mechanics. Unfortunately in the early ‘00s it was hard to find a publisher for the game.

In the end Serengeti only reached an alpha stage before the team had to stop working on it. It seems Masa Group later closed Oiko Entertainment and Serengeti’s concept could have been sold to Atari / Infogrames, but nothing ever come out of it. The only released game by Masa / Oiko was Conflict Zone, a war-themed RTS published by Ubisoft for Dreamcast, PlayStation 2, and PC.

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Brooklyn Stories [Cancelled – Xbox 360, PS3, PC]

Brooklyn Stories is a cancelled adventure game that was in development in 2008 / 2009 by French team Lexis Numérique, planned to be released on Playstation 3, Xbox 360 and PC. The project was quite ambitious and original for its time, mixing interactive storytelling, several playable characters, multiple narrative paths and some kind of “time travel” mechanic in which you could go forth and back in time to modify the fate of its protagonists.

Brooklyn Stories would have been played somehow like a mix between The Sims, Disgaea Infinite, Shadow of Memories and games by Quantic Dream (Omikron, Heavy Rain, Detroit: Become Human) and Telltale (The Walking Dead, Batman: The Telltale Series). Players would have been able to play as many different characters living in Brooklyn in the same townhouse building, following an intricate storyline spanning from the 1930s to the ‘00s.

Each character had their own life and problems to resolve. You would have been able to observe them living in their apartment and listen to their thoughts or dialogues with other characters, to help them or interfere with their actions by choosing how they would react or which item to use in different situations. Each choice would then change the course of the following events and each event would affect other characters and their related events, until reaching one of the many different endings. You could always go back in time to make different choices and see different reactions to each different action.

The game was divided into chapters set in several years, but always following the lives of the inhabitants of the same townhouse building. Each chapter had many endings which would then affect what would happen in the following ones. It was quite the intricate and epic storyline, touching the daily lives of normal people but also political, social and criminal intrigues. You could interact with the characters living in Brooklyn Stories to trigger funny and comical skits but also to save their life from violent murders.

Unfortunately after 2 years of development Brooklyn Stories was canned by its publisher, leaving Lexis Numérique with an incomplete project and without funds to continue working on it. In the following years the team developed less ambitious games such as Tales of Elastic Boy (2010, WiiWare) and  Amy (2011, Xbox 360, PlayStation 3, PC), but with low sales and without publishers backing up other major projects they had to close down in 2014.

Only a few images and a short trailer are preserved below to remember the existence of this promising, lost game.

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The Tales of Walenir [PC – Cancelled]

The Tales of Walenir is cancelled first person action RPG (ala Elder Scrolls) that was in development by Temporal Games (Moscow, Russia) between 2006 and 2009. The game was quite ambitious for such a small and inexperienced team and after some years of development it quietly vanished without any explanation. Here we can read the original press-release with a few more details:

The Tales of Walenir is the fantasy-style first-person 3D action/RPG. The game takes place in the original universe Al’Venion, on the northern island Walenir.

Walenir is full of myths and legends. The hero will unravel the mysteries of the past, travel through the world inhabited with unique, playable races, and choose one of the many plot variations in order to achieve one of the numerous endings. The main priorities for this project are: the dynamic playing process with the freedom of movement, compact highly detailed world, interesting plot, and high quality performance.

That doesn’t mean, however, that the gaming experience will be strictly connected to the plot; a player will face a never-ending freedom of choices.

The game is being developed on our own cutting-edge graphic engine, which has been dubbed the “Temper Engine”. It gives us an opportunity to make a great number of beautiful visual effects while retaining a high performance.

According to ancient legends, the Gods came to Al’Venion from the north, from the island of Walenir – the origin of magic and nature forces. However, long standing dissensions within the pantheon caused the damage of the main relic, and slowly gods lost their ability to embody. And so, the interference of gods in the life of the continent’s residents became less frequent, which eventually led to the end of worldly appearances and miracles. Epochs after epochs, numerous wars and victories – the residents of the continent soon forgot the ancient gods altogether. Instead, they found replacements – Idols and Heroes of the past.

And so, the ancient gods were forced to return to their home – the island of Walenir. According to the legends, the last temple of the Six Gods is located there. Walenir is the last refuge for those who still remember the greatness of Sigelwar and the anger of Sevol, the deception of Walla and cheerfulness of Rivael, cruelty of Telias and tranquility of Ardar. The residents of the four states of Walenir are the last chance for the ancient pantheon to once again retain its former greatness and power.

  • Detailed in-game world “lives,” changing as the player progresses through the game”
  • Several races with their own original architectural styles, gear, equipment, and mentality
  • 3 different classes of characters
  • Non-linear gameplay
  • Intricate network of secret locations & quests not connected with the main storyline
  • Original role-playing system based on constant interaction with the in-game gods
  • Freedom of actions, movement, and exploration

After the cancellation of their first game project, Temporal Games don’t seem to have released any other game on PC or console. Today there’s another gaming collective with the same name, but we are not sure if it’s the same team which was working on The Tales of Walenir.

Thanks to Mihapsx for the contribution!

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Lisa: The Painful RPG [Beta – PC]

Lisa: The Painful is an indie role-playing game developed by Dingaling Productions (now known as LoveBrad Games). The game was designed and programmed by Austin Jorgensen using RPG Maker VX Ace and released for PC, Mac and Linux in December 2014.

The games is a successor to Lisa: The First, a  freeware game made by Jorgensen in 2012. Lisa: The Painful was funded thanks to a Kickstarter campaign that started in November 2013: in the Kickstarter’s public feed of the game we can take a look on different phases of game development, Lisa beta versions and how the game changed over time.

Lisa Kickstarter Trailer

This trailer is our first glimpse of the game, and we can already notice some interesting “beta” elements. The trailer is basically cycling through two different animations, one showing Brad (the protagonist of LISA: The Painful) and his party, and the other one showing him ambushed by Buzzo and Columbo (two of the main antagonists), with text cards hinting at tough choices players will face through the game.


In this image we can clearly recognize some of the characters: Brad is the bald guy, Olan Hoyt is the one with a hat and the wrestler’s one is Rage Ironhead. The last one playing the guitar is a deleted character called Hawk, an early version of Rando.

Lisa Pre-Alpha Gameplay Footage

This video was uploaded on Austin Jorgensen’s Youtube account  and it represents a pre-alpha stage of the final game. Still, many of the locations that made into the final game are clearly recognizable, albeit with some differences (Devil’s Bathhouse, Snow Mountain, Bob’s Dojo). The bike and motorbike are already present and tested a this point in development.

A look on the pre-alpha battle screen: two of Brad’s initial friends, Cheeks Gaywood and Richard Weeks (along with Sticky Angoneli), were once playable (there is also another shot of the cut character Hawk). Other cut features are a team attack (shown in the picture) and a sneaking mechanic, possibly used to ambush enemies.

Lisa Kickstarter Demo

On November 20th 2013, Jorgensen uploaded a demo of LISA on Gamefront, the original file has since been deleted, but a backup version is available in here. This demo features various locations, characters and enemies (like the Men’s Hair Club, then called the Magnificent Manes Men’s Club), alongside different graphics for in-game dialogues and text.

During Lisa development many different characters were either dropped or their role in the story changed: our friends at The Cutting Room Floor have a nice page about them.

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