PC / MAC

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.”

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Bladeball (Cat Mother) [Xbox, PC – Cancelled]

Bladeball is a cancelled extreme sport game that was in development by Cat Mother around 2002, for PC and the original Xbox. It was inspired by the Rollerball movie and you could imagine it as a more “violent” version of soccer / football: two teams in an arena, trying to score their point by any means. The team was able to develop an early prototype, but it was not as fun to play as they imagined it to be and decided to cancel it, to work on another game (Dead Justice, which was also canned). Unfortunately only a few, tiny screenshots remain from this lost project: we tried upscaling them to have a better idea of how Bladeball could have looked like in 2002. You can find them in the gallery below.

Thanks to Piotr for the contribution!

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Wish (Mutable Realms) [PC – Cancelled]

Wish is a cancelled MMORPG that was in development by Mutable Realms between 2002 and 2005, planned to be released on PC. Like many overly ambitious projects, Wish fell under the weight of its own concept. The game promised to be the world’s first “Ultra Massive” Online RPG: according to Mutable Realms the game would simultaneously support up to 10.000 players in a single world / server, with no divided zones nor shards.

More details about its gameplay and world-settings were shared by many websites, such as IGN:

“player guilds will be able to reclaim towns and become “Noble Houses”. These Noble Houses can declare war on each other, as part of the ongoing story where, as Rickey indicated, the “world has fallen to barbarism and petty warlords.” Thus, you have player vs. player combat in these house wars. Should someone not wish to be a part of this, they simply do not participate in a Noble House or strive to make their House a peaceful one. “

“Character advancement will follow a skill-based system. The selection of playable races named so far includes a half-dozen familiar archetypes ranging from Humans to Orcs, Elves, Halflings, Dwarves and Gnomes. There’s also one we don’t see as often – and when we do, it’s invariably in the role of a monster – the Cyclops. “

“Wish is providing that control in the form of the Houses. Being a House means conquering a monster-controlled town and becoming responsible for its well-being. You gain control of the town, its buildings, and the resources that surround it, and you get rewarded by being able to collect taxes on transactions within that territory.”

“The various towns successfully replicate the feeling of medieval villages, complete with fortified walls, domesticated animals and inhabitants that continuously go about their daily business. Player characters have a fair amount of weapons and armor to equip thus far, and the color of clothing can be altered through use of a dying tub. Spell effects, while currently sparse, show dazzling potential as in the case of the Necromancer’s Decay cantrip, which issues forth a large skeletal ghost and several gravestones around the caster. “

“At present, monster loot primarily consists of gold and resources such as hides, although a few creatures drop weapons. Since characters have no level indicators or experience to accumulate, it facilitates the ability for players of varying skill levels to aid each other in group combat. “

“Live Content is the primary defining feature of Wish. In the ongoing Beta 2.0 test we publish a daily newspaper, which contains clues to what may come to pass, as well as summaries of what happened on the previous day. The events described within the paper are actual in-game events and refer to real players. We now mirror this paper online in our newspaper section. You can read all five daily papers there. New papers will be added daily. “

In 2003 / 2004 closed beta testing was announced, but it seems the team did not properly estimate what was needed to keep the game alive and online: Wish was officially cancelled in January 2005, just before the planned Open Beta:

“Wish has been shut down because with the data we gathered during the first 10 days of our Beta 2.0 test, even with our best-case projections for player numbers, we could not have reached enough subscribers for Wish to sustain itself.”

Engadget and Escapist published a couple of articles with more details about what happened to the project:

“The beta lasted only nine days. On January 9, 2005, after careful consideration of the way the beta had played out, examination of our internal metrics and an honest appraisal of the MMOG landscape (WoW launched the previous November), we made the decision to shut things down.”

Wish had no single cause of death, but overhype played a huge role. Our statistics didn’t lie. At every step of the way, from signing up for beta, to downloading and installing the client, to playing the game for more than an hour, we lost huge percentages of players. In case we didn’t trust the stats, tons of players told us about their departure on our forums, as well.”

“For small and mid-sized developers, this battle can never be fully won. Usually, simple economics means they’re going to produce mid-quality titles. What they need to recognize is what niche their game fills and try to attract a community that respects that. A decent game can be sunk if the community expects more than what’s delivered and simply doesn’t buy it on principal.”

“In the end, Wish’s assets were carved up and sold off, with some being used for Irth Online.”

Thanks to Josef for the contribution!

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Tribal Lore (Gremlin) [PC – Cancelled]

Tribal Lore is a cancelled “tribe-building resource management” strategy game that would have been published by Gremlin Interactive in the late ‘90s. The team used a sophisticated mix of polygons and sprites for the game’s graphics, which looked quite impressive for its time. Gameplay would have been similar to Command & Conquer and Age Of Empires, but with a Celtic mysticism twist.

We can read some more details from the original Tribal Lore PR, preserved by the Gremlin Archive among some concept renders:

“Tribal Lore is a 3D magic ‘n’ combat strategy game, with a mind-blowing AI, set in a mystical pseudo-Celtic environment. Set in the mythical ‘Land’, Tribal Lore explores the relationships, alliances and frequent squabbles among four arcane races: the Cruithná, the Shamanka, the Bruann and the Nammad.

Players can choose to take control of any one of the four tribes, each with its own distinct graphic and gameplay nuances. The careful management of the environment will allow growth of wealth & technological resources, allowing the construction of an array of  temples, armouries, strongholds and fortresses.

Exploration will give access to magical sites allowing accumulation of major power. In Tribal Lore, magical power comes from your surroundings, and can be ‘tapped’ via dolmen, menhirs and other standing stones. Your druids can channel this energy in a variety of ways: morphing the terrain, affecting weather conditions, devastating foes or empowering heroes.

Further options including a scenario game (with missions & a slowly unfolding plot experienced from four perspectives) and full four-player network capabilities put Tribal Lore in a league of its own.”

Fantasy novel authors Jay Northearn worked on the game’s story, and shared some memories on the game’s cancellation:

“All seemed well, then wham – out of nowhere the publisher pulled the plug and the project, and all my work, was forever consigned to the slush pile. I was later told it was a financial decision made by people far removed from studio development. It was the straw that broke the camel’s back.”

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