Aftermath is a cancelled top-down shooter / RPG hybrid that was in development in 2009 by WhiteMoon Dreams, planned to be released for Xbox 360, Playstation 3 and PC. The team behind this lost project previously worked on such popular games as Fallout, Descent, Ratchet & Clank, Medal of Honor and many others. The game was pitched as “Diablo 2 with guns”.
“Well, the best and simplest way to describe this game is to say it’s “Diablo 2, with Guns!” We wanted to make a fun retro-style shooter (ala Robotron or SmashTV) with some light RPG elements (like leveling up your characters, upgrading your weapons, skill trees, etc). Unlike most retro-style shooters, we wanted to keep the art quality to next gen standards. (But we still love you Geometry Wars!) Also, we wanted to focus on cooperative multiplayer, so you and your buddies can shoot up the place either gathered around the same console or over the ‘net.
The story behind Aftermath concerns a group of 4 Wanderers who exist in a post-apocalyptic Earth. They are tasked to save humanity from hordes of mutants, domineering military forces, and murderous robotic entities.
So for the art style, our original inspiration believe it or not, came from Burning Man, which is the annual art festival held every year in the Nevada desert. All the crazy, funky clothing, art, and music was a direct influence to how we wanted to present the characters and environments in Aftermath.”
“Our story takes place on Earth, a few generations from today. Only a few years earlier, we experienced the LastWar, which devastated the Earth and everything that lived upon it. The cause of the War is a mystery; it was impossibly brief and no one who survived knew the details.
In the years following the cataclysm that ensued, the few scattered survivors of Old Earth struggled to scratch whatever living they could out of the radiation-wracked ruins of their former world. It wasn’t easy. The oceans had dried into vast salt deserts, dotted here and there with a few fetid pools. Plants and creatures now mutated at a terrifying pace into increasingly dangerous and alien forms. In the midst of this desperate fight to survive, memories of the old world faded away.
There were a few, though, who remembered. Amid this chaos arose an order of survivors, who came to be known simply as The Wanderers. They sought to reclaim the knowledge of Old Earth and spread it to the scattered tribes, to replant seeds of knowledge that had been lost and fight for the future. They alone braved the vast wastes separating these far-flung oases of humanity, fighting for those in need, trading, and teaching. With them came a new hope for this struggling world.
Now, a new threat has arisen. It had been thought that the robots of Old Earth; those who had survived the attacks at all, had long since run out of power. Suddenly, Wanderers began to discover oases that had been slaughtered en masse, and those few who survived described armies of mechs marching out of the wastes, killing everything in their path. The Wanderers now accepted a new mission: to find the source of this new evil, and to destroy it. As a Wanderer, this is now your mission as well.”
WhiteMoon Dreams were trying to find a publisher for Aftermath and their second project titled “Warmachine”, but in the end they only found support for the latter, finally published as “WARMACHINE: Tactics”. Aftermath was quietly cancelled and lost forever. Only a short gameplay video is currently preserved below.
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, featuring a few screenshots taken from an unknown magazine:
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!
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.
“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.”
“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.
“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.
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.
“Creative Labs will ship their ‘3D Blaster Annihilator‘ with WXP’s technology demo “Dagoth Moor Zoological Gardens”. This demo is using the engine of WXP’s upcoming fantasy action title ‘Experience’ and it’s the first independent application that is using GeForce’s T&L-engine. The demo is not a real game, but you can walk around and explore the beautiful scenery that soothes your mind by looking at it. I have to say that I never saw a game-demo as impressive and as beautiful at the same time, but some of you might be very disappointed about the complete lack of blood and violence.”
“Isle of Morg is a technology demo that integrates the features found in GeForce2 GTS with typical gameplay mechanics such as physics and collision detection, as well as special effects including particle systems, dynamic water, environment mapping, per-pixel shaders, and dynamic lighting. It’s a great example of what is possible in today’s games.”
Thanks to the success of their tech demos WXP were able to work on a few commercial games for various publishers, with titles such as Lord of the Rings and Greg Hastings Tournament Paintball. The team wanted to create their own original game “Experience” since 1997, but between contract works and difficulties in finding a publisher for their own IP, they had to keep it as a side-project until many years later. In 2002 / 2003 they also worked on “The Guardian“, a cancelled adventure game to be published by Capital Entertainment Group for the original Xbox.
In 2007 they developed a pitch demo for a new strategy game based on their Dagoth Moor settings. This game was titled “Dagoth Tactics”, planned to be released on PC and Xbox 360. There are no other details available about Dagoth Tactics: by looking a the few images available we can assume it would have been a classic strategy game with Hex-Grid movements.
In the end Dagoth Tactics was never completed and it was cancelled in favor of a FPS set in the same fantasy settings. Initially titled “Exod Intervention” WXP’s original first person shooter was then released in 2011 as Xotic on Steam and Xbox 360. Unfortunately it seems the game did not sell enough to keep the team alive, and WXP was soon disbanded. We probably will never get another game set in the Dagoth Moor Zoological Gardens.