A Doctor Who video game, based-off the science-fiction series of the same name, was being developed by Australian developer IR Gurus Interactive (later rebranded Transmission Games). The game would have coincided with the first series of the revived 2005 tv-show starring Christopher Eccleston as The Ninth Doctor and Billie Piper as Rose Tyler. Development lasted half a year and was funded through substantial government subsidies. The reason for its cancellation according to Paul Callaghan who worked at the studio was simply “It’s complicated”.
“I’d wanted to work on a Doctor Who game since I was about 11 years old, so this was kind of a dream project for me,” said Callaghan. “When it was cancelled, I had to take a step back to work out whether or not this was the career I wanted to pursue.”
As to the plot for the game, it is vague whether the details given by Callaghan are what was planned for it. From the Sydney Morning Herald article:
“He conceived a plot around aliens modifying the human race with airborne nanobots, allowing companion Rose Tyler to undergo some changes: “We could give her some cool alien powers!””
According to Andy Widger, then head of communications for BBC Worldwide, there were no intentions of releasing it as he told website GamesRadar:
“The news of a Doctor Who game is a little premature. At present the only work being done is on an interactive demo for internal evaluation. There is no firm proposal for a game and no commitment to particular formats or an idea of a potential release date – and no screenshots.“
Mythica is a cancelled MMORPG based on Vikings folklore and Norse mythology that was in development by Microsoft Game Studios between 2002 and 2004, planned to be released on PC. At the time most big gaming companies tried to launch their own massive online multiplayer games, as it was quite a lucrative market (at least until they over-saturated it). Mythica boosted impressive graphics for its time, and Microsoft also promised fun gameplay mechanics.
“When playing ‘Mythica,’ players will feel like genuine Norse heroes on a personalized journey unique to them,” said Adam Waalkes, studio manager for role-playing games at Microsoft Corp. “Through ‘Mythica,’ Microsoft Game Studios will revitalize the massively multiplayer genre by putting the focus where it belongs: on gameplay.”
In the quest to become the one true hero in a vast gaming world, players may adventure with a band of fellow immortals into huge, populated public spaces or enter a Private Realm. “Mythica’s” Private Realms Technology envelopes players in story lines and environments that react to their actions in private areas of the world. Here players become the central characters in a heroic tale where actions have lasting consequences in their own persistent game world.
The Private Realms are spread across several traditional planes of existence from Norse mythology, from the grassy fields and eternal spring of Asgard to the fiery heart of Muspellheim. Using godlike powers, players can dispel droves of menacing monsters with a single blow or battle massive, monstrous beasts such as the Midgard Serpent.”
In 2011 Justin Olivetti wrote a great article about why Mythica could have been a great addition to the MMORPG market:
“No matter how similar MMOs may be to each other, each one needs a “hook” that devs and marketers can bandy about to capture the imaginations of gamers. […] With Mythica, the hook was “Let players be gods.”
[…] Each day, players would get to choose whether they wanted to adventure in an open world setting or in personalized “private realms” that would change the game according to their deeds. In private realms, what you or your small group of friends did would have a lasting impact on the game world — as long as you were in that version of the game, that is.”
Mythica’s development team consisted of about forty people, but most of them were fired in 2004 when the game was officially cancelled. Just a year before Microsoft already faced another sudden problem: Mythic Entertainment (developer of popular MMORPG Dark Age of Camelot) sued Microsoft, seeing in the similarity between their name and Mythica. We could speculate it was just a way to get some money from Microsoft or interfere with their game, seeing it as a potential competitor in the same genre as DAoC. In the end Microsoft just recognized the MMORPG market was over saturated: it would have been risky to proceed with Mythica’s development, so the project was canned.
Gorge Tour is a cancelled comical FPS that was in development around 2002 – 2004 by New Media Generation, planned to be released on PC. Inspired by such titles as Quake and Unreal, Gorge Tour would have mixed horror shooting and humorous moments, thanks to its parodist story, weird enemies (such as rolling pumpkins) and funny weapons.
“Classical First Person 3D action where a hero fights innumerable hordes of extraterrestrial monsters. Year 2327. Mankind is actively exploring the profound space, but has not yet found any alien civilization. People founded a big colony on planet Tersa, a place rich in minerals and suitable for human life. Unfortunately a near galaxy is populated by various ugly and bloodthirsty, but intelligent monsters who spend all the time by ravaging the neighboring planets. The powerful scanners detected the human colony and sent their spaceship to it. Annihilate the greedy monster! The main hero wakes up in an isolated underground bunker and finds out the colony has been destroyed by a hateful monsters horde. The whole population has been exterminated. Now his main goal is to reach the spaceship and to leave the captured planet. Classical 3D First Person Action, unordinary game plot, 20 missions, 5 complexity levels, huge number of different monsters and weapons are waiting for you!
Former New Media Generation’s PR manager Kitaitseva Anna also had an interview with HomeLAN:
“We would like to make out a typical landscape of the lost-in-the-space setting, what would be determinative for creation of the right feeling of the inimical environment and anxious situation in the game. The action takes place on a planet of the Earth type, where there are several moons in the light-green sky, poor vegetation and crooked trees. Rain falls in several locations, which are connected by several passages. The staggering music will intensify fillings appearing in this or that location. We would like to diversify the game space and propose manifold locations and settings to the gamer. One will find the locations and settings of every sort and kind. Among them there are: various factories, workshops, laboratories, farms and combines as well as underground mines and nuclear reactors. Besides a lot of “ordinary” settings and locations will be available for training and mastering the skill of the combat against the extraterrestrial monsters. You will roam about the labyrinth of tangled streets, end up in a military garrison, administration offices, a police station, a sports complex, a club with a casino, a souvenir boutique of a luxurious hotel, a space center and finally in an alien spaceship on board of which you will manage to leave the planet.”
“In the game it is planned to use a lot of different kinds of weapons. Among them there are some weapon types for the close and distant combat as well as cold steel and fire-arms: a pistol, a shot-gun, a rocket-launcher, a grenade, a minigun, a flame thrower, a plasma gun, a lighting gun, a light axe and a laser mine, a tranquilizer and a butcher’s knife. But the player will have a possibility to use a unique specialized weapon of mass defeat “BANG!” It is a comic type of arm with a specific effect: all the enemies in its range fall on the ground bursting out laughing. The game space is interactive, so the player will be able to apply to various objects of the outward things as a kettle, the surrounding constructions and so on.
All the enemies in the game are extraterrestrial monsters. There are odd humanoid or lizard-like creatures, some of them can fly another are a cephalopoda, which move by rolling. The monsters will be able to pursue the hero, escape, try to take in rear, attack collectively and make common cause. We have planned the game with some parody elements on all games of this genre. So, sometimes the characters will be a little comic and odd with slightly hypertrophied characteristic features.”
We don’t know what happened to Gorge Tour, but it soon vanished after an impressive trailer New Media Generation published on their website in 2004.
Poacher is a cancelled “illegal hunting game” that was in development around 2003 – 2004 by Exileworks Inc, planned to be released on PC. When it was announced magazines and gaming websites were a bit concerned about the concept of hunting endangered species (rhinos, elephants, tigers, gorillas, etc.) and maybe this could have been one of the reasons the game was never completed.
Players would have to use stealth to weave through the bushes and avoid being seen by the animals, while fighting off natural reserve wardens as they try to stop you across the entire globe. Many different areas would have been available, such as the South Americanforests, snow covered Russianreserves and the AfricanSavannah. Your main objective would have been to earn more money by hunting rare and dangerous species, selling them on the black market. With this money you could then buy new weapons, equipment and vehicles (ATV, Truck, or helicopter), to help you hunt down even bigger and more difficult animals. We can read more about the game from the original press release:
“This upcoming title represents an entirely new facet of gameplay for all first person shooter and resource management enthusiasts. You are Roman Sar, a poacher with a bad attitude and big guns. You fight and struggle your way through the African Congo to the deep jungles of India as you hunt for the most famous of endangered species; all the while avoiding and battling the dreaded Game Wardens.
Poacher is a free form game that allows the player to choose their hunting grounds, and to upgrade their character as time goes by. You control your destiny as you plot your way through some of the most dangerous places in the world. You must avoid capture and defeat the Game Wardens who constantly attempt to capture or kill you! Trade your goods on the black market to gain more money and power!
It should be noted that the game is very dependent on the players stealth ability. The animals are far from defenseless, and therein lies the challenge! The hunter is often the hunted and lack of caution will lead you to a quick end. Before you know it a tiger has you in its claws, or an elephant is using you as a doormat.”
“HomeLAN – What can you tell us about the basic gameplay for Poacher?
Peter Khojasteh – The game is played from a first person perspective emphasizing stealth. Using a wide variety of weapons, including some explosives, the player will move through wilderness environments hunting animals while trying to avoid getting killed. At the same time the player will also have to avoid or engage the wardens who will actively hunt the player. Vehicles will also play an important role.
When the hunt is over, the player is taken back to the GWI (game world interface) where they will manage resources. This includes planning trips to other hunting sites, buying and selling the goods you acquire, buying new equipment including vehicles and weapons, and checking the status of goods on the global market. The GWI is essentially the player’s portal into the various 3d environments, and also adds its own unique gameplay elements.
HomeLAN – What types of animals do you hunt in the game and how is the combat handled between the poacher and animal?
Peter Khojasteh – There are Rhinos, Elephants, and gorillas to name a few. In addition to this there are some things that the player will simply not expect. Combat will involve pre-planning and intelligent use of resources. Given certain situations, the player will not be able to succeed easily unless they have the right equipment for the job.”
“Let’s talk about the gameplay, please! Is Poacher a typical action game or will you implement interesting gameplay variations?
Poacher is a hunting game with quite a bit of action. If you’re not chasing down an elephant, or outrunning an insane crocodile along a riverbank, chances are you’re being shot at by game wardens or Interpol. The game mixes this sort of enjoyable gameplay with resource management that is not just an afterthought. The choices you make with your resources really affect the way Roman (the main character) can interact with the various environments and challenges he faces. We’ve worked extensively on the AI to help the player become truly immersed in the game world.
Will the player be able to drive vehicles?
We have helicopters, Atv’s, Trucks, and even a barge. There are so many vehicles in this game, the player will always have something awesome to crash.”
“How many weapons will appear, and what’s up with the equipment? Will we see some helpful goodies?
There are many different types of weapons ranging from hunting rifles to machine guns and c4. The weapon a player uses directly affects the outcome of many situations. It’s important to remember certain circumstances require different weapons and different tactics. The equipment really gives Roman his edge. For example, the night vision and various forms of camo are really important to maintain a stealthy profile.
How long will it take for the player to finish the game? Will you include different endings? Is there any replay value?
The game is essentially endless, so the reply value is substantial. Along with proposed multiplayer modes, the player will have many gameplay choices.”
Raiko is a cancelled action RPG that was in development by Flextech between 1996 and 1998, planned to be published by Blizzard Entertainment for PC. The game was conceived as a “3D Diablo with samurai”. At the time Raiko was not officially announced by Blizzard, but its name was later shown in a list of cancelled games they talked about at DICE 2008. In 2017 former Flextech founder and developer Felix Kupis published a few screenshots of their Raiko prototype on Linkedin:
“Raiko was a Diablo style game with a 3D engine set in ancient Japan. Even though the game got cancelled for various reasons, we did manage to have a working 3D engine, RPG system and a level editor. I can still run the engine today almost 20 years later on windows 10. Here are some screenshots from March 1998.”
Just a year before we had the pleasure to interview Felix for our book “Video Games You Will Never Play”, when he shared some of his memories working on Raiko:
“As a fan of Diablo style games and Asian folklore I wanted to make a game that was essentially a 3D Samurai Diablo. This was built on a 3D engine but was played from a similar view to Diablo. You could turn the camera around to see more of the environment and the game was coming along but got cut when Vivendi bought Blizzard.
Myself and my crew of a couple people that did the work on the game traveled down to E3 when it was held in Atlanta and set up a meeting with Alan Adham and Bill Roper on this game demo we made for Raiko. I got to know Alan Adham when I told him my story of basically being kicked out early from Westwood (I was leaving after finishing Red Alert) for wearing a Blizzard shirt. At that time the heads of Westwood hated Blizzard for “stealing” their RTS ideas so after wearing the shirt to piss off my boss I got the boot early. Anyway I was a good in with Mr. Adham and got me the meeting at E3, it was actually the very last meeting of the show for Blizzard. After looking at our demo I remember Alan and Bill Roper both had a huge smile on their face and told us this is the game we have been looking for.”
“After Raiko got cancelled, Blizzard kept all the rights to it so we were basically looking for a new project before we ran out of funding. We pitched Disposable Heroes to a bunch of publishers including GT interactive, Atari, and some others. Disposable Heroes was basically Halo way before Halo but nobody would give us the funding for the game before money ran out and we had to shut down Flextech. I still have the original documents for Disposable Heroes, it’s really funny reading them now and looking at how close it was to Halo.”
This website uses cookies to improve your experience, by continuing to browse the site you are agreeing to the use of cookies. Find out more about cookies.Hide
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.