PC / MAC

Enemy Infestation 2 [PC – Cancelled]

Enemy Infestation 2 is a cancelled futuristic Sci-Fi Strategy game developed around 1998-1999 by Australian company Micro Forté, for the PC. It was the sequel of the strategy game of the same name.

The first game was set in the 24th century, where a group of colonies are attacked by a swarm of aliens who want to preserve their race. Your mission is to save the colonists and stop the aliens from taking over the planet.

Few information are available on this sequel. Fortunately, former art director Delaney King shared on her personal website some details about its background and why it was quickly cancelled:

Stephen Wang and I wrote the story of Enemy Infestation 2. Salis is found in a cryo bed early in the game and released. An alien hybrid, she begins to grow extremely fast- becoming adult sized by the end of the game. One nice touch was the level after Salis is freed from the lab, an unspoken change to the sprites showed one of the marines has given her his jacket. As the game would have gone on, all the sprites would have evolved until all the characters where blooded, sweaty, stripped down and patched up. We had Raelee Hill from Farscape lined up to voice her. (…)

About its cancellation, she explained:

(…) We actually started pre-production on the game, but then Fallout Tactics came along and it was too sweet to miss out on.

If you know someone else who worked on Enemy Infestation 2 and could help us preserve more screenshots, footage or details, please let us know!

Thanks to Delaney King for sharing this!

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Youngblood: Search and Destroy [PC / PSX – Cancelled]

youngbloodbetalogo.jpg

Youngblood: Search and Destroy is a cancelled action/Role-Playing game published by GT Interactive Software and developed by Realtime Associates around 1997-1998, for the PC and the Playstation. It was based on the comic-book of the same name.

The game featured in various magazines from the Summer of 1997. Electronic Gaming Monthly #97 wrote:

Based on the popular comic book, Youngblood uses the power of the Playstation to give gamers a title that looks similar to Crusader: No Remorse. (…) Control one of the main characters from Youngblood in an isometric view. (…) Pick one character to control or form a group of two to four.

Game Informer #52 told us:

While most would think this title should be strictly action, GT is filling the game with less action and more RPG elements. (…) At times, the game does resemble Project Overkill, but otherwise, you’ll be controlling a party of characters, and the battles will be turn-based.

GT Interactive’s former producer Kurt Busch explained in the issue 31 of Next Generation that they initially planned to make the title a First-Person RPG, before trying a 3rd person action game, somewhat similar to Tomb Raider, and finally taking an approach much more similar to Diablo:

Initially, I felt very strongly we should do this as a first-person RPG (…). But the more we thought about it, the more we realized it would be very difficult to do it because you want to show off the characters, and in first-person we couldn’t work out the right set of views so players could see who was beside them. In the end, it just wasn’t very satisfying. (…) The problem with doing a Tomb Raider-style, third-person game, was that the main attraction of the license was not in any single character, but in the interaction of the team, and at the time trying to do it with six people on the screen all running around just wasn’t appetizing – the interface was just very, very difficult to design. I think the best way I can describe this is as a Playstation version of Diablo, except you control more than one character. You have a team, and you build your team up.

On Playstation Museum, we can read more details:

Get Ready To Rage!

Enter a radical gaming evolution blending a full-on assault of real-time combat action with elements of strategic role-playing. Badrock, Diehard, Riptide, Battlestone, Chapel… Youngblood takes on the most grotesque gauntlet of abominations a DNA experiment ever spewed out. Guide 11 heroes on a series of complex, real-time missions from secret labs to the depths of hell itself! Counter Giger. Find the Drachma codex. Oh yeah… and save the world!
Features:
  • Guide the Youngblood team through 11 real-time missions that combine pulse-pounding action with strategic role-playing elements.
  • Battle through dense jungles, parched deserts, and smoldering volcanoes to the very pits of hell as mutant enemies grow more bizarre and violent.
  • You must destroy them before the evil Giger and the traitor, Dr. Leviticus, finds the Drachma Codex, the secret to global domination.
  • Players can build, train, and hone the skills of the team members.
  • Take direct control of any hero or command an entire squadron.
  • Employ R&D to create powerful, new super weapons.
  • 2-player cooperative option, real-time combat action, and more.

Still according to Playstation Museum, it seems the game was cancelled due to major technical issues, as late former programmer Eric Peterson wrote:

There were three things that really killed it. One was the AI, and one was memory. They had a fairly cute system for pathfinding, but they ran out of memory and made the pathfinding map one-fourth the resolution of the displayed landscape, botching it. Basically no AI movement worked, after that. It would have been a huge task to carve it out and put in something that worked, and I was steeling myself up for it when, mercifully, the end came. Fixing the AI would have meant fixing the memory management, which was huge and hideous. For example, the audio system used 1/8 of the PlayStation’s memory just for its data structure — that’s with no audio samples loaded.
Another, more technical problem, was the cavalier attitude that was taken with handling global variables in the code. All the character code modules were just copies of each other with minor changes, so global variables were declared many times. The worst side effect of this was when global pointers came into play — the very first example I looked at had a global pointer declared six times with four different data types, which was then referenced (extern-ed) in twelve more modules in six different types. The poor compiler didn’t know which one you were talking about, so it just used (I believe) the last one processed as it worked its way through a build. This means that any of the declared variables could be the one used in any particular build of that code module, with no way to tell which it was. General instability and hard-to-find bugs were the result. Trying to chase down the thousands of global variable collisions were what took all the time.
Remember, this monstrosity was nine times the size of the biggest thing I’d ever worked on, Mechwarrior 2. The sheer amount of code made any major surgery a monumentous undertaking. The way it was written made practically everything major surgery.
He added on Lost Levels forums:

Youngblood was something like 2 years in development when the lead programmer quit. I was brought in to salvage the project.

I designed and wrote most of MechWarrior 2. Youngblood, a 2D tiler, was nine times the size and had six times as many modules. There was one spot where there was an “#ifdef Playstation”, followed by a bunch of code, and then an “#ifdef Macintosh” (ditto), and an “#ifdef Saturn” thrown in there somewhere, and SIX THOUSAND LINES DOWNSTREAM was the “#endif” with no comment.

It probably took months to do, and none of it was even getting compiled.

I did a quick couple of tests. At least ninety percent of the comments were wrong, because all the modules were just copied from one another. He’d write some horrible buggy thing, and then (this is not an exaggeration) make 27 copies of it, one for each character.

When I first tried to compile it, MSDev gave 3500 warnings.

Youngblood originally took a minute and a half to load to the title screen, and would leak several tens of megabytes. Pro Tip: don’t null a pointer before you free it. Especially in 27 different modules.

A former animator corroborated:
I think Eric already addressed this issue in his assessment. Like he said it ran out of memory in the pathfinding for A.I. and the resolution of the environment maps suffered for it.
A demo for the PC was made available in some video games magazines, and is still playable today. You can download it here.
Article by Daniel Nicaise

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Damnation: Hell Breaks Loose [PC – Prototype]

Damnation is a Far West steampunk Third-Person Shooter/Platformer action game developed by Blue Omega Entertainment, Liquid Development and Point of View, Inc., and published by Codemasters in May 2009, for PC, PlayStation 3 and Xbox 360. The game originally started as an Unreal Tournament 2004 mod, sometimes named Damnation: Hell Breaks Loose, and was entered into Epic Games first Make Something Unreal contest:

Return to the West that never was in this genre-blending total conversion for Unreal Tournament 2004. Equipped with an array of steam-powered weaponry, acrobatic skills, and mystic Spirit Powers only you stand against a ruthless, mechanized foe. A self-styled “steampunk fantasy-western,” Damnation stands apart, providing the gaming community with not only fresh, new gameplay, but an untapped world to explore as well. Damnation is a new breed of gaming experience. As a first/3rd person action/adventure title, Damnation’s gameplay is unprecedented. Combining the immersion and precision-gunplay of a traditional first-person shooter like Call of Duty with the navigational puzzle design of 3rd-person adventure titles like Prince of Persia: Sands of Time, Damnation is a new paradigm in genre-blending gameplay.

In September 2005, the team wrote a postmortem on BeyondUnreal about what was going to be their next plan about the project:

We sit here, now, in the newly formed office of Blue Omega Entertainment and look forward to starting full production of the retail version of Damnation in just over a month. The lessons we learned from the prototype have strongly shaped the structure of this new development studio. Since our Grand Finals submission, we have completely stopped development of the mod. We have spent the last four months doing nothing but preproduction. We have meticulously planned out our design docs, production pipelines, and schedule. Everything that went wrong with the prototype has been addressed and reworked from the ground up.

Most prototypes aren’t as fully realized as Damnation: Hell Breaks Loose. We didn’t necessarily need to put as much effort and time as we did into creating polished art assets just to test out the game design. Given the chance to do it over, I don’t think we would change that though. Taking the art production pipeline as far as we did on the prototype showed us where all the holes were. It taught us what we could outsource and what absolutely had to stay in-house. We were able to make mistakes that on the full game could have cost us millions, but on the mod were only annoyances.

In the end, even though we didn’t win the license, we feel that the prototype was a success. We were able to test out our game design and get tons of great feedback from the mod community. We now know that we are more than capable of taking the Damnation concept to completion and we feel confident that it will be a great game. In fact, the lessons we learned about valuing quality over quantity ensure that whether the final game matches our current vision or not, it will be fun. We believe that that focus alone is enough to make it a success.

Blue Omega tried to pitch their Unreal Mod to develop it into a commercial game and when they found a publisher interested in the project, the team worked hard to expand Damnation into a full title for the then next gen consoles. But the development of this new version didn’t go as planned: officially revealed in March 2008 for a release planned in December of the same year, the title was pushed back in 2009 for a release in May. Damnation received unfavorable reviews by the press.

In January 2013, VentureBeat investigated with former Lead Game Designer Jacob Minkoff what went wrong during the development:

Damnation was intended to be something very special. The game germinated from a hybrid first/third-person action game entered into the first Make Something Unreal competition in 2004. While it didn’t win, production continued with a full retail release as the ultimate goal. Aspirations were high among the team, and its plans for the game were lofty.

Blue Omega was aiming high with Damnation. It wanted to create huge battlefields that player and adversary alike could traverse any way they saw fit. It was seeking to create both organic locations and enemies, throw the player into the mix, and watch the emergent gameplay spiral out of control in the most fantastic of ways. Things eventually did spiral, though no one, especially the player, benefited in the least.

“Damnation was a product of a green team that didn’t really know what they were doing. It was my first professional game development project; the same was true of many members of the core team.”

The eagerness of the team also led them to overlook the huge challenge set by the new console hardware they were developing for. “We were on the cusp of a new generation, and we learned lessons that have since become common knowledge in game development,” said Minkoff.

In trying to expand upon Damnation so dramatically while working with new hardware, Blue Omega tried to accomplish too much too soon. “Making a sprawling — theoretically — triple-A game on console and PC was simply too much for us to handle,” said Minkoff.

This problem was only exacerbated by the decision to outsource large portions of the game and maintain an uncommonly small in-house team. The strategy was originally intended to afford this core team the greatest level of flexibility and allow it to adapt throughout development. As Minkoff revealed, this simply was not the case in practice.

“Outsourcing was a problem,” he said. “You need the time, experience, and budget to turn on a dime — to throw out what you’ve made and try something else quickly, and within constraints. We did not have the resources or knowledge to do that at Blue Omega.”

This inflexibility, caused by inexperience and outsourcing, led to the game’s woefully protracted development cycle. Few games command four years to make, and when they do finally see release, it’s usually justified with high levels of polish and production value. This was the opposite for Damnation. The longer it stayed in development, the more out of touch and less impressive it became. Level architecture, A.I., textures, animations, movement, physics, audio mixing, sound effects, dialogue, cutscenes, acting, weapons, and general common sense all had their merits eroded over the years it took Damnation to gestate.

“In the end, you usually run out of time or money,” said Minkoff. “With Damnation, we ran out of both. One of the primary reasons why you see so much architectural reuse is because it was cheaper to pay for a retexture than all new geometry. It also took less time to do so, giving us more hope of us meeting our release date.”

It could have been a great game had the team been more experienced, focused, and time-efficient. Minkoff sees the silver lining: “Many games never ship at all because the investment to make the game simply pass console certification would be prohibitive. That it shipped at all is a triumph for Damnation’s team.”

His positivity likely emanates from where Damnation took him next and where he was able to take its fundamental concepts. After the game’s completion, Minkoff moved to Naughty Dog and designed some of the most memorable sections of the Uncharted sequels. There, he was finally able to realize his ambitions for Damnation thanks to an experienced team and appropriate resources.

That the similar yet vastly superior first Uncharted game was in development at the same time as Damnation and saw release two years earlier to critical acclaim is an irony that is not lost on Minkoff. Instead of wallowing in the past, however, he is looking toward the future and building upon his first game’s auspicious past.

“Everyone has to learn somewhere,” he said. “I learned on Damnation.”

More recently, someone claiming to be a close source from the developers wrote under a video by Youtuber Matt McMuscles:

I work for the guys who came up with and had it made. They hired a company to do the coding and worked with a publisher to get it out on the various platforms. It was coming along with issues, as the developer wasn’t listening to my boss, and then the publisher decided that they were tired of waiting and forced them to release it when it was half done. The original concept of the game was awesome, and would have been amazing if they actually made what he paid for. An alternate history of the US where the South won the Civil War, with the tension and conflicts that arise from having an enemy directly border you. With steampunk elements. It sounded really cool.

The retail version retains some of the mod’s gameplay such as the acrobatic moves and spirit vision.

The original Damnation 2004 mod can still be downloaded here.

Article updated by Daniel Nicaise

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Gen13 [PC / PSX / Saturn – Cancelled]

Gen13 is a cancelled action game developed around 1997 for the PC, Playstation and Sega Saturn systems, that was going to be published by Electronic Arts and developed by Gray Matter Inc. It was based on the eponymous comic-book franchise.

As we can read on Playstation Museum, a deal between EA and WildStorm Productions was struck in February 1996 in order to make a series of video game based on this licence. High Score Entertainment was tasked to make design documents for EA:

The license granted EA exclusive rights to develop a series of 2-D and 3-D action-adventure interactive entertainment software products based on the Gen13 comic book series for personal computers, Sony PlayStation, Sega Saturn, and other advanced entertainment platforms.

EA’s games will feature the comic book’s seemingly average teenagers – the Gen13 – who are actually missing subjects from a top-secret government experiment to create super-humans. Escaping from their keepers, the youths are labeled as fugitives who pose a national security threat to the United States. Their only hope for survival is to use their newly-found powers to battle their enemies and to learn the secrets of their past. The Gen13 are kids on their own just trying to have fun – when they’re not running from spies or saving the world.

High Score Entertainment, the studio responsible for Madden NFL 95 and NHL 95, were in charge of producing and designing the Gen13 game. The high level concept was that the Gen13 video game will deliver the detail, depth and play-control of Mario, the great platform/shooter dynamic of Earthworm Jim, the hard-core action of Street Fighter and an adrenalizing soundtrack of heart-thumping techno and contemporary modern rock- with all the mind-blowing artwork and spectacular characters that only the Gen 13 universe can offer!

Regarding its gameplay, Gen13 was going to be a mix of vertical shooter, beat ’em up and one-on-one fighting game, with a cooperative mode:

THE GAMEPLAY:
The normal gameplay engine will be similar to that of Earthworm Jim where the player controls at least one of the five different Gen13 characters. There are also “team-up” levels where the AI controls additional players on the screen. In the case of a two-player game, both characters will be actively controlled.

In addition to side scrolling fighting/shooting, the engine will be designed to be flexible, allowing for a variety of scenarios such as: vertical shooter, static screen action, zoomed in cinematic sequences, zoomed out view of gameplay, and forced scrolling action.

The boss combat engine will be a dynamic 3-D environment where the characters can cruise around in an arena. The closer the character is to the “boss,” the closer the camera will be. The camera will zoom out respectively when the characters are apart.

CHARACTER DESIGN:
All your favorite Gen13 characters are in the game, each with their own special moves and animation. WildStorm Productions sent EA visual character specifications in order to ensure that the characters are intricately and properly portrayed.

The Gen13 characters can’t get by on their good looks and sparkling personalities alone. Throughout the game will be various ways to help the player survive, in the form of traditional gameplay “power-ups.” Of course, Gen13 offers that extra twist: The Ultra Move. The most potent powerup in the game is the “Ultra Move.” Each character has only one “Ultra Move” hidden somewhere in the levels of the game. The “Ultra Move” is the ultimate manifestation of a character’s Gen Active power.

BOSS DESIGN:
The design team asked Jim Lee and J. Scott Campbell to create the bosses for each of the levels. They have also been commissioned to create the mother of all end bosses to climax the Gen13 game. The mother of all bosses will require true teamwork from all of the Gen13 characters in order to defeat. The game ending boss would be introduced in comic form in an upcoming Gen13 series. A possible marketing ploy would be to offer a secret code that is unlocked upon completion of the game that will allow the player to send away for a poster of the mighty end boss.

LEVEL DESIGN:
Levels will provide diverse physics and game mechanics to give a variety of challenging gameplay experiences. Levels on skates, on ice, driving vehicles, flying, swimming, or climbing will give the user several types of gameplay to master. The different areas of Gen13 will be truly living and breathing environments. Locations will be chosen not only for good gameplay and storyline, but for exciting and realistic visuals. 25 levels were designed conceptually, many of which were drawn out for the developer. Some of the levels include the Grunge and Freefall traveling to Las Vegas in “Viva Las Vegas”, Fairchild discovering an underground complex under the city in “Down In It”, Grunge saving Freefall from One-Eyed Jack in “No Tut In Common,” and Freefall loose in a shopping mall after hours in “Mall Maul.”

BONUS:
Arcade classic bonus games will be hidden throughout the Gen13 game. The games will be spoofs of famous arcade games that are recognized by all. The goal of the bonus games is to score points to earn extra lives.

Once the design documents finished, EA was looking for developers that could have achieved the vision they had for their Gen13 game. Three different game companies made tech demos to show to EA. Those studios were Evolutionary Publishing, Realtime Associates and Gray Matter Inc. Ultimately, Gray Matter was the developer retained by EA.

DEVELOPMENT HISTORY:
With the design documents completed, EA proceeded to entertain bids from possible developers. Potential developers included Evolutionary Publishing (Fox Hunt), Realtime Associates (Crusader: No Remorse, Iron Man & X-O Manowar in Heavy Metal), and Gray Matter Inc. (Perfect Weapon). Each developer submitted technical demos for review. It is important to understand that developers have concurrent projects in progress while technical demos are being created and some have more time and resources to dedicate on this than others. The technical demos are not to be taken as indication of how the resulting gameplay would be.

Evolutionary Publishing submitted two progressive interactive technical demos of Rainmaker and Qeelocke. Both demos allowed the user to move the character in a platform environment. The backdrop was from the “Viva Las Vegas” level. The more recent demo allowed Rainmaker to scale the wall of the pyramid in Las Vegas. Evolutionary Publishing decided to utilize 2D sprites for the characters whereas the following two competing developers used 3D models.

Realtime Associates submitted a playable demonstration of their progress in representing Freefall as a real-time rendered 3D model. This demo was put together in less than a week.

Gray Matter Inc. submitted a non-interactive art demo to illustrate the graphics style of the various Gen13 characters including an end boss as well as a fly through to the “Down In It” level. The graphics captured the essence of the design documents and ultimately Gray Matter was chosen as the developer.

But after some months of work, the game was cancelled for economical reasons. Gray Matter shutted down and EA decided to drop the licence.

CANCELLATION:
After just a few months of programming, Gray Matter developed two polished interactive levels, an arena mode, and FMV for both the PlayStation and PC. Three different characters were created for the two side-scrolling levels as well as enemies. Four characters and an enemy Boss were programmed for the Arena mode. Unfortunately the agreement between Gray Matter and Electronic Arts reached an impasse due to business politics. As a result Gray Matter closed down therefore ceasing all projects and all employees losing their jobs. Due to the amount of money spent and the popularity of Gen13 wavering, EA decided it was not financially feasible to engage another developer and instead decided to cut their losses.

Like many other games, over the years, the tech demo made by Realtime Associates and the prototype by Gray Matter leaked onto the internet.

Article by Daniel Nicaise

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Evolutionary Publishing’s version:

Realtime Associates’ version:

Gray Matter Inc.’s version:

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Gen13’s Realtime Associates prototype:

Gen13’s Gray Matter Inc. version:

 

Titan A.E. [PSX / PC – Cancelled]

Titan A.E. is a cancelled action/shoot ’em up game developed by Blitz Games Studios and published by Fox Interactive, from 1999 to 2000, for the PC and the Playstation. It was based off the animated Sci-Fi adventure film of the same name.

In August 2000, Eurogamer got in touch with Philip Oliver, co-founder of Blitz Games Studios, who explained what happened during the development of the game:

“When Fox purchased the Don Bluth studios they started developing Anastasia, and we were asked to put a concept together for a PlayStation game. They were very impressed, but it was decided that Anastasia was not the right game for the PlayStation, and they produced an activity centre for PCs with somebody else instead. However, they promised that next time they had an opportunity, they would consider us first.”

“Then in January 1999 I got a call asking if we would be available to produce an arcade action game for the new film from Don Bluth – Planet Ice. We started work in March 1999, and a few months later the film was renamed Titan A.E.”

The game was based very closely on the movie, in which a young man by the name of Cale finds himself racing across the galaxy to save what is left of the human race, after the planet Earth was destroyed by a powerful but xenophobic alien species called the Drej. “The storyline of the film reads very much like the plot for a video game, and therefore it made perfect sense to follow the same story and let the player control Cale and Akima [the movie’s love interest], and escape from the Drej to find the Titan.”

The game’s settings and visuals were also closely based on the movie, and “Fox Animation (the Don Bluth group) sent us monthly updates of the film, as well as concept artwork and 3D models of things likes space ships. It’s only been in the last few months that we’ve needed audio, and they have been very supportive.”

It was showed at E3 2000, and IGN wrote some more details on the title:

(…) Titan A.E. pits players as either Cale or Akima as they fight Drej aliens and search for the lost ship known as Titan, which holds the secret to salvaging the last of the human race.

Players can take the game on in two ways, through a third-person action/adventure game, or through the cockpit of a ship. Environments and detailed characters will appear from the movie itself, and the story will parallel the movie, but it’s likely that the development team will take some creative license to create an engaging game on its own.

But only a month later, the project was cancelled after the movie bombed in the box-office:

IGN learned today that Fox Interactive has decided to halt the development of Titan A.E. for PlayStation. Previously set for a fall release in North America, the title was based on the animated film by Don Bluth that completely tanked at the U.S. box offices with a total gross of just over $22 million.

While the poor showing of the movie at the box office seems like a good enough reason to cancel the PlayStation game, according to a PR representative from Fox Interactive it was only one of many different factors that resulted in the decision to discontinue the development of the game.

At Eurogamer, Philip Oliver added:

“Producing video games is a risky business. Development costs are high and time scales long. The public naturally buy things that they have heard of, therefore it removes a great deal of risk to produce games based on popular licenses. Unfortunately it means less creative freedom for us producing the game, and ultimately the game’s success is based more on the license than the game itself. Titan A.E. did not do well at the US box office, and that effected everyone involved in spin-off’s from the movie. It’s a great shame that the American public didn’t buy into Titan A.E. ; I believe lack of marketing had a great deal to do with it. It was a good film, and this sets back the whole movie industry in attempting to create SGI animated sci-fi movies, which ultimately could have been great, as well as a good source of material for the games business.”

Some years later, the playable demo of the game leaked on the internet, and a PSX demo CD is also available for purchase on Ebay.

Thanks to Matt for the contribution!

Article updated by Daniel Nicaise

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