PC / MAC

World War Z (Midway Newcastle) [Cancelled – Xbox 360, PS3, PC]

World War Z is a cancelled action game based on Max Brooks’ book, that was in development at Midway Newcastle around 2008. This was the same team behind the Wheelman video game, that after working on it pitched two different projects: one based on a new IP (Necessary Force), the other based on World War Z. Midway decided to let the team work on the new IP, so their zombie game pitch was just canned.

In the end Midway Newcastle closed in July 2009 and Necessary Force was also cancelled. Concept art from their World War Z project was later shared online by former Midway artists.

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Hab-12 (Ratloop) [Cancelled – PC]

Hab-12 is a cancelled, third-person action-adventure game in-development at Ratloop from 1998 to 1999. The company was founded by 5 people, one of which being Lucas Pope, who would go on to make Papers Please and Return of the Obra Dinn. Ratloop started out making the full-conversion Quake mod Malice while under the name Team Epochalypse, then moved on to something much more ambitious.

Hab-12 was to be their next game, a sci-fi adventure about surviving various hostile environments. A documentary about the game was released on Youtube by Massimiliano Camassa discussing many aspects of the game and it’s development. Camassa was given access to many development materials including the design document and 2 demos of the game, one from 1998 and the other from 1999

Hab-12’s gameplay would have been a mix of classic 2D adventure games, like the Monkey Island series, and a more traditional third person shooter. Camassa’s documentary also discusses how media and the public viewed the game:

Tomb Raider was the game most people thought of upon hearing that Hab-12 was an action adventure game. Yet, Hab-12 is a slower-paced, cinematic, puzzle-based adventure game experience. The demo is highly scripted and after playing the demo and studying the game design document the rest of the game would likely have a similar game structure.”

Like many adventure contemporary to Hab-12, puzzles were a major part of the demos, even starting with one. Miray, the game’s protagonist, would be stuck in a venus flytrap-like plant and would have to swing from side-to-side to escape. Other puzzles in the demos included having to distract monsters to sneak around and maneuvering around a giant slug alien’s breath to survive.

Cassan’s documentary reveals how Ratloop intended to make Hab-12’s plot stand out. To achieve this, the devs intended to focus the game’s story on the ever-changing relationship between the down-to-earth Miray and the outlandish biological A.I PAX. After a cataclysmic event occurs on board The Sentient, a research ship, Miray would have to make his way through all 12 habitats (or Habs) in order to escape. The documentary summarizes the game’s story with a quote:

“Hab-12 is all about man vs. wild, but also a remarkable story about a normal guy and an unhinged bio-computer.”

The games levels were intended to take place across the 12 habitations, with each hab featuring a different ecosystem for Miray to overcome. Revealed in screenshots and demos were an autumn-like red forest, an icy cave system, a swampy area with gigantic trees, a volcanic area, and more. The variety in level design was quite impressive for the era, and Miray was to have several costume changes to reflect the surroundings. These levels were also planned to be intensely detailed and impressive, the documentary even shows how amazed publications were with the red forest level, saying “Every leaf is rendered. Every damned one. That’s how good the graphics engine is.”

Despite the game impressing media outlets with its graphics and gameplay, the project failed to find any publishers. Hab-12’s ambition, along with Ratloop’s relative inexperience at the time, was what ultimately killed the project. The project was planned to have a sequel and a novel adaptation written by a member of the team. Ratloop now exists as 3 companies, Ratloop inc, Ratloop Asia, and Ratloop Games Canada. Ratloop Canada is currently working on the turn-based FPS shooter Lemnis Gate.

Article by Alex Cutler, thanks to Jackgrimm99  for the contribution

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Demon Isle (Sierra) [PC – Cancelled]

Demon Isle is a cancelled online-focused action RPG that was in development by Cat Daddy Games around 1996 / 1997, planned to be published by Sierra Entertainment for PC. For its time it was graphically impressive, promising a huge 3D island to explore, full of dungeons you could tackle in 16-players online multiplayer. While the game was previewed in a few gaming magazines (such as Next Generation June 1997 and Inter Action Summer 1997), soon it quietly vanished and was never completed.

“The game is set in the world of Magincia, which has been invaded by armies of evil creatures swarming off Demon Isle. The military, unable to destroy the island’s seven Temples to Evil, recruits mercenaries and adventurers to complete the job, which is where the players come in.”

“Set in a dangerous, medieval time. Demon Isle features a state-of-the-art 3-D engine with a first person perspective to tempt your waking hours. It incorporates Fantasy Role-Playing elements into an action-oriented environment that is not for the weak of heart”

“Explore the surface of an entire island and battle the evil that lurks in temples, caves, and the caverns below. Improve your skills and build up your character, and you may just find yourself in an all-out demonic war.  And if you thought demons were enough to keep you up at night your on-line warriors will keep you goin’ until breakfast Play head-to-head or cooperatively with up to 16 players over a LAN  or the Internet and battle for fame and glory.”

“Demon Isle has been built from the ground up as a multiplayer game. It runs either on a LAN or over the Internet, using the same client-server model as Blizzard’s Diablo on battle.net: players connect through their own provider, the game contacts Cat Daddy, and a session is launched with one player’s machine as the server. However, unlike Diablo, which limits games to four players, Demon Isle handles literally dozens of players, depending on the capabilities of the server’s hardware.”

We can also still find Sierra’s original press release for the game:

“Enter the land of Magincia where hordes of evil creatures have been driven off the main continents, and pushed back to their apparent source, Demon Isle. The ruling powers of Magincia are willing to pay a handsome bounty to anyone brave and strong enough to venture to Demon Isle and destroy the seven temples of evil, obtaining the missing pieces of the magic relic, and obliterate the root of all evil itself – the Demon Zorax.

In this first person, action-oriented, fantasy role-playing game, players will face numerous exhilarating predicaments and intense combat as they battle a motley bunch of nasty creatures. Demon Isle is designed from the ground up as a single and multi-player game, promising to set new standards by allowing up to 16 players to play head-to-head or cooperatively via LAN, modem or Internet. In addition, Demon Isle boasts a revolutionary proprietary 3D engine, creating fractally enhanced terrain and polygon-based objects for unprecedented level of detail, and features custom MMX support and Direct3D support for acceleration on 3D cards.”

If you know someone who worked on this lost project and could help us finding out why it was canned, please let us know!

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Crimson Order (Kinesoft) [PC – Cancelled]

Crimson Order is a cancelled squad based tactical game similar to X-Com and Rainbow Six, that was in development by Kinesoft around 2000, planned to be released on PC. The project was quite hyped at the time, but possibly too ambitious for a small team mostly used to work on PC ports of existing games. IGN and Gamespot were quite impressed with the game’s concept, as we can read in previews and interviews published on their websites:

“The way you play the game is by controlling Mark Prophet (with a point and click interface – mouse with keyboard shortcuts), and by giving your team orders. They act out the orders based upon their background, skills, equipment, and experience level. Leadership and command decisions are more important than micro managing and frenetic clicking. Essentially each level is very much like a sandbox, and you can complete any objective in any way you wish, given the tools you carry or can find.”

“If you were a fan of X-Com: UFO Defense and Rainbow Six, then there’s a good chance that you’ll like this one. It’s really a great little mix of those types of games that seems to be mixing into a nice little concoction. It takes the omniscient view of the X-Com type games and adds in the real-time strategy and control of a squad based tactical action game. What you get is a smooth and easily controllable piece of work that many gamers will likely be very excited to see.”

“Objectives in the final game range from infiltration, search and destroy, search and rescue, and full destruction of enemy installations. You lead a team of resistance fighters behind enemy lines and your job is to disrupt their effort.”

“Don’t think that you’ll be able to use the same troops every single level until you have a super squad either. In order to keep this from occurring, fatigue has been made an important part of your consideration for whom to bring in with you. Characters actually need downtime to relax and heal.”

“Every character that you see in the game, both enemy and friendly, will have certain features attached to them as well. They can all hear, they can all see (in the direction they are looking), and they can also think. An idea that they are kicking around is the idea that characters will also have a scent trail so that dogs will be able to hunt your team down.”

“As Prophet fights his way through the game, he will come across additional characters who will join the resistance. Some of these characters must be liberated from enemy prisons. As the pool of available characters grows, selecting the best team members for individual missions will become more important.”

“The architecture of the Tan’Khar will also reflect their physiology, armor pieces will fall off of your soldiers when they get damaged, and even different levels will have very different looks that will reflect the functionality. For example, if you are in a refugee-processing center, you will see the groups of prisoners being shuttled around and well as guards wandering on patrol both inside the complex you are in and outside the walls.”

“So all of this will take place over 19 missions and five major locations (with varied environments in each of these) in a close quarter combat tactical exercise. You’ll get the chance to participate in a storyline that Kinesoft hopes will keep gamers enthralled.”

“The game also features huge living environments that will react to the way you play the game. AI in the game is also impressive looking with enemies reacting in different ways to different situations. The really cool AI is actually the script running the members of your team. You can give them commands that will make them act on their own in specific ways.“

As far as we know the team never showed any in-game screenshot from Crimson Order, so we are not sure how much of the game was really completed before its cancellation. Unfortunately hyping up the project did not help their case and Kinesoft closed sometime in 2001, after filing a lawsuit against SoftBank for issues on a previous contract.

Thanks to The Kinsie for the contribution!

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Peacebreakers (L’Art) [PC – Cancelled]

Peacebreakers is a cancelled war-themed parody FPS that was in development around 2006 by L’Art and would have been published on PC by JoWooD Productions. The team planned to offer a crazy, funny take on the genre: for example in the trailer you can see soldiers riding cows and driving a tractor. Peacebreakers would have been published in “Episodic Chapters”, with each one continuing the story as in a TV series featuring “TV-style intro videos and cut-scenes”. It seems the game was announced at the 2006 Leipzig Games Convention, but it soon vanished and today no one remembers about it.

On Gamepressure we can read the original press release (?):

“Unlike many contemporary FP shooters, where all matters are treated with deadly seriousness, this title contains a whole range of humorous elements. This can be seen, for example, in the missions we play, or prepared by the authors of crazy team members. During the game we take control over one of the several available tenants.

The actual gameplay was mainly directed at unrestricted violence. It is also worth noting that the action of the game was set in the near future. So we can use various (often futuristic) gadgets. Various vehicles play a very important role here, which we can of course use. These can be military jeeps, hummer vehicles, tanks or even tractors and flying machines (such as helicopters and biplanes). Each of the unlocked vehicles can be subjected to additional modifications. These are primarily better weapons, however, there were also quite crazy objects, such as spoilers that were pleasing to the eye.

Peacebreakers has of course a fully fledged multiplayer. You can choose between several standard play modes such as Deathmatch, Capture the Flag, or Assault.”

Thanks to Daniel Nicaise for the contribution!

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