PC / MAC

Forgotten Castle: The Awakening [PC – Cancelled]

Forgotten Castle is a cancelled action RPG in development by Twin Dolphin Games around 1992 – 1993, to be published on PC by Electronic Arts. The project was quite ambitious for its time: a fully 3D explorable fantasy world in early ‘90s was something amazing to see in screenshots (The Elder Scrolls II: Daggerfall was released 3 years later) and the game was previewed with high hype by many magazines. CDs were not much used for PC games and this would have been released on 9 disks, quite a massive size for ’90s games.

As we can red in Forgotten Castle’s preview from Edge (issue 1, 1993):

“Twin Dolphin’s Forgotten Castle could take the RPG action adventure into a new realm. Forgotten Castle is a PC showcase of spectacular quality. The Ferrari of fantasy roleplaying games. If you can imagine this detailed cityscape scaling and rotating smoothly around you, you’re about one tenth of the way to grasping the graphic flair on display. Twin Dolphin are working wonders on the PC.

There’s a huge playing area to discover with an enormous range of environments. Check out the falling water that flows into the gutter. It’s lovely. The dungeons are equally well presented with detailed graphics and unrivaled angles of perspective. Skeletons wait for you in there, too. Walk through the village and then turn and look in one of the windows for a realistic 3D interior. There’s complete freedom of movement, unlike The 7th Guest. And the scaling graphics leave you breathless.

There is a wealth of different environments including streets, caverns, crypts, and creepy dungeons. Everything takes place in real time, too, and there’s an ‘invisible’ interface to help out, without bogging down the screen in icons. You click on the mouse and something dies, basically.  Okay, there’s lots more to it than that but the feel of the whole thing is action-orientated. It’s designed to appeal to a wide range of players, and as such, might not meet the grey matter-testing requirements of diehard Dungeon Master and Ultima Underworld fans.

So what’s it all about then? The story unfolds like this. You’re a prince on an epic quest searching for your father, the last true king of the land of Alonia. Evil rules where justice once prevailed etc, etc, and you have to travel to the city of Hedburg to defeat the monsters and ‘foul Ruzakian hordes’ that have taken over the town.”

As you can imagine, Forgotten Castle was way too ambitious for a small team like Twin Dolphin. Clay Graham who worked on the project wrote on his blog:

“Twin Dolphin Games was creating a Virtual Reality game on the PC for EA Games. There was only one Oracle Tower down the street, and as a startup things were very different than the large glass covered offices of SOM. We were scrappy, and as the company’s “Virtual Architect” I was responsible for building all the spaces and experiences for their 3D Dungeon Adventure. “Forgotten Castle” was very innovative visually, but the company made a bad choice in their game engine and it failed completely.”

More details about Twin Dolphin’s failure to complete the game and their difficulties with the 3D engine were published on issue 164 of Compute! Magazine:

“The news hasn’t been good for what looked like a promising entry in the Ultima Underworld school of free-scrolling RPGs. Twin Dolphin Games’ Forgotten Castles, which looked dazzling at its unveiling at last summer’s CES, has run into the computer-game equivalent of the tuna net. The EA affiliate was to have delivered the game last November, but delays in finishing the 3-D engine and interface ultimately led to the withdrawal of the company’s main investor in late October. Matters were further complicated by the departure of the game’s chief engineer in early December, according to president Steve Ruszak. Twin Dolphin Games itself probably won’t last beyond the summer, but there are other fish in the sea, and Ruszak reckons Forgotten Castles – which is 60 to 70 percent complete – may yet surface. Both it and the 3D engine are for sale as a package, and he’s optimistic the company will find a buyer.”

As far as we know, no other publisher ever bought the IP or 3D engine from Twin Dolphin and the studio soon closed down for lack of money. Forgotten Castle was lost forever and as its name hinted, it was indeed forgot by everyone.

We can only hope former Twin Dolphin developers preserved files of their lost games, to share online in future. If you know someone who worked on this cancelled project, please let us know!

Thanks to pcloadletter for the contribution!

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Dark Matter (Nanotainment) [PC – Cancelled]

Dark Matter is a cancelled space combat simulator that was in development for PC by a forgotten team known as “Nanotainment” around the late ‘90s. It seems the game was shown in playable form at E3 1999 & 2000, but only a few websites wrote about it at the time.

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From the old Nanotainment website we can read some more details about the ambitious concept they planned for their project:

“Dark Matter offers a new paradigm in space combat sims. Whereas before one was restricted to a single ship and battles of limited size, Dark Matter offers you the chance to pilot any of the hundreds of ships in a battle at any time. Couple this with fast paced arcade action, 8 different species with different ship types and abilities, dynamic environments, and dramatic scale, and you get the amazing game play of Dark Matter. You can play the game any way you want, from pure arcade simulation to detailed tactical control, it’s up to you. Dark Matter, a new game for the next age.”

  • Large Scale Combat: Hundreds of ships fighting all at once.
  • Massive Scale: From 10m long fighters to 4km long capital ships.
  • Fight as one of 8 species, each with different abilities and characteristics.
  • Fast paced, frenzied engagements.
  • Access to all ships on your side: Fight as a lowly fighter, patrolling corvette or titanic capital ship.
  • Give ship-level commands and species-wide orders.
  • Over 40 spacecraft you can pilot.
  • Campaign and a single battle mode.
  • Play the way you want: Play as an action game or a strategy game.
  • Arcade or simulation flight models.
  • Intense Environments: Fight in an asteroid field, minefield, or nebula. Or near a black hole.
  • Dynamic Environment: Watch asteroids split into smaller asteroids.
  • Alien Artifacts: Find ancient alien artifacts that may turn the tide of the battle.
  • Genetic AI: Learning opponents that develop unique strategies.
  • Tradable AI: Trade your specific AI with your friends.”

Thanks to the web archive we can also read an old interview with Nanotainment published by Glide Underground:

1.) Thanks for taking time out to answer these questions, first off what is the coolest feature that is planned in the full release?

Bob: The coolest feature of the game is its perspective: you are a species instead of a single pilot. This feature gives you access to all the ships in your fleet which gives you quick access to the action (by switching to a ship on the front line) and access to the overall strategy (by switching to a capital ship). It also extends play. You’re not done until your whole fleet is toast.

Chad: I think that probably the most unique feature is the ability to switch to any ship on your side of the battle. You will never have to wait to come back in to the battle, another ship will always be at your finger tips.

2.) How do you see this game competing against other games like Descent Freespace 2 which is also very similar and going to be released around the same time?

Chad: I don’t really see us in the same arena with Freespace 2. Yes we are both space sims, but our game has a definite arcade bent to it. We are intentionally keeping the mechanics of the game simple and instead of having a complex story line (as most space games have) which forces you into a single character, we are concentrating on variety of both the ships you can pilot, their abilities, space born hazards and other interesting effects. In Dark Matter, you will have access to any ship on your side, further separating us from the “adventure” game genre. Our game plays out at a much quicker, more furious pace than the average space sim.

3.) What type of single player features will be very prominent in the single player game?

Bob: Our learning AI will be at the forefront of the single-player game. As you get better at Dark Matter, the AI will grow to match you. Since our learning AI is based on genetic algorithms, each AI data set will be unique to the game play that created it. As an added feature, players will be able to trade their AI data so that their friends can see the different techniques and strategies that have evolved.

Chad: The game is functionally the same single or multi player. You have access to the same controls and game types (flag arena, xenocide, etc.), but we are also including a campaign mission set. Most of these missions are structured to teach you the basics of playing that species. Basic strategies and tactics which you can then take on to a multi player game. You can probably expect a lot of low key humor sprucing up the campaign missions.

4.) Will the game feature a very good story line as the single player game progresses on?

Story is really very slim in the game. Each campaign will have a simple story based around an overall theme, but as far as first person character or melodrama is concerned we decided against it. We wanted to do something a little different, thus went with breadth over depth.

5.) How will the multi-player game be interfaced, like how many players supported, what method of connecting players together?

We support all connection types that DirectPlay, which is to say everything. We are looking at getting a gamespy or mplayer interface for games on the internet, so you can probably expect one or the other in the final release. The games are easy to set up, but still gives the players a lot of options. From game types to species and loadout selections. We currently support 32 player in a peer to peer network scheme, but if interest is high enough we could go to a client/server system which would support many more players.

7.) What species is the best and why?

Bob: We are striving to make all the species different yet equal with the appropriate strategy. Some species will have advantages over others but on the whole no species will be the best. Kind of like Rock-Paper-Scissors.

Chad: We have tried to balance the species as best as possible. I will give you a little brief on their specific attributes:

Namoon: Pissed off space monkeys. They are the basic species in the game. Most of their technology centers around missile and anti-missile weaponry.

Graawol: The most primitive race in the game. These guys may not have the finesse of other species, but they more than make up for it in brute force. The have gattling style guns and a mean-ass ramming attack as well as marines which they can use to infiltrate and neutralize enemy corvettes and capital ships.

Ood: The Ood are a race of neurotic, paranoid aliens. They have electronic-counter-measures and a powerful force blast, but being the neurotic race that they are, they have equipped each of their fighters with a kamikaze device. This device will turn the fighter into a rocketing comet. Very devastating to enemy capital ships.

Rekenti: The rekenti are a race of silicon and crystalline based beings. Most of their technology centers around their lightning gun and tractor beam. They are also the race with the Ship Killer.

Machina: What would a space game be without a machine race. The Machina technology centers around, EMP and electronic control weaponry. They are also immune to psychic attacks, because of their machine nature.

Bloom: The Bloom are a strange race from a gas giant. All of their ships are organic based, and all of their weapons are organically created. They have a corrosive liquid projectile which does huge damage to metallic hulls.

Vander: The vander are a race of space gypsies. All of their technology is pirated from other races. Their technology is the most varied, from plasma torpedoes to reflective shields.

Shodikan: The shodikan are the most mysterious race in the game. Their technology is based around cloaking and psychic technology.

9.) Will single player games be mission objective based or will they just be fire at them and destroy all type missions?

We do not have standard space game objectives. Our games are more like first-person shooters in their implementation. Currently we have three game types:

  • Genocide: Kill all the enemy.
  • Flag Arena: Capture and hold all the flags in the arena for a certain time duration to win.
  • Territories: Capture and hold 75% of stationary buoys for a certain time duration to win.”

By looking at how the Dark Matter fact-sheets changed year after year on Nanotainment’s website, we can see the scope of their game was cut, removing 2 playable species and the size of spaceships from 4 km to 2 km. At some point in late 2000, the company vanished with no traces, with Dark Matter cancelled and lost forever.

We don’t know how much of the game was done before the cancellation, but it was at least playable to be featured at E3, so we can hope one day a demo could be found and shared online. It’s interesting to notice that Nanotainment also worked on another forgotten project titled “Fly Hunter”, that seems to have been published in 1998 and you can download a playable version on Archive.org

Thanks to Sean Paul for the contribution!

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Raiders (Coop Tomb Raider) [Cancelled – PS3, Xbox 360, PC]

Raiders is a cancelled project in the Tomb Raider series, that would have been developed for Playstation 3, Xbox 360 and PC as a coop multiplayer spin-off, before Crystal Dynamics decided to instead working on Lara Croft and the Guardian of Light. Raiders’ concept was heavily different from The Guardian of Light, as it would have been much more similar to the original Tomb Raider games, with third person exploration, platforming and shooting combat.

The story focused on the clones of Lara Croft, known as the Doppelgangers. It’s currently unclear if players would use these Doppelgangers as their playable characters, or if they were the main enemies. In the end the game was canned in pre-production, when they just had some concept made with placeholder graphic and some gameplay ideas to pitch to the studio managers.

While the game was never announced by Eidos nor Crystal Dynamics, fans of the series found documents of the project online, preserving its existence from being forgotten.

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Showdown: Scorpion [PC – Cancelled]

Showdown: Scorpion is a cancelled FPS in development around 2005 by B-Cool Interactive, planned to be published by Akella for PC in 2007. It was set in a cyberpunk future, where you could use guns, technology and even paranormal skills to fight your way against sci-fi soldiers and zombie-alike monsters.

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IGN played the game at E3 2007:

“Tucked away on the E3 showroom floor was Scorpion: Showdown, a first-person shooter from Akella. Set in the 2040s, this game puts you behind the sights of about 15 weapons and sets you lose on a land filled with bats, zombies, beasts and soldiers. You’ll get updates on the mission from a woman named Anna, but other than her, you’re on your own.

We got to take Scorpion through a flooded warehouse today, and as we ducked beneath scaffolding and blasted man-eating zombies, it was clear Akella was going for a jump-out -and-scare-you feel. Filled with dark corners and creepy monsters, there were plenty of opportunities to crap your pants, but you could always arm your night-vision goggles or flashlight.”

.. and also GameSpot were able to play the same demo:

“Showdown: Scorpion seems to be a fairly straight-ahead shooter. There are supposedly two methods to the madness here: Either you can proceed stealthily and attack your enemies with silenced weapons, or you can go to town with a number of modern and futuristic weapons if you wish to just blow some stuff up.

The weapons here are, at least in the section that we saw, a fairly normal group of pistols and machine guns, including a slightly advanced model of the venerable AK assault rifle family. There are going to be some wackier weapons on hand, though, such as the quote-unquote “gravity gun,” which shoots out a ball of gravity that violently repels anyone near the center of the explosion away from it. In addition, the genetic experimentation that was performed on you will let you enter a bullet-time state to slow down your enemies, a la Max Payne, or even in some cases psychically dominate your enemies and force them to fight for you.”

This was meant to be B-Cool’s first project, but it seems it was too much for a small team. In the end Showdown: Scorpion was cancelled. Some models were later reused for Scorpion: Disfigured, which was a different game despite a similar title and look. B-Cool was closed in 2009, with many more canned projects such as a “Scorpion” sequel, Metro-3 (third game in The Stalin Subway series for Buka Entertainment) and Los Angeles Guerilla 2040.

Thanks to Daniel Nicaise for the contribution!

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The Unseelie [PC – Cancelled]

In 2004 Australian developer KaWow! started working on a first-person shooter called The Unseelie, that mixed horror with adventure elements. The game told a storyline about an old haunted forest and a village trapped in time. It was planned to be published by Octagon in 2005, but sadly the project was cancelled for unknown reasons.

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KaWow! were founded in 1997, helping other studios with the development of some games for PC and consoles, such as GORE: The Ultimate Soldier and other projects for television multimedia integration, LAN and Internet multiplayer first person games.

The Unseelie’s story still stand out today and is a quite haunting and mysterious one:

“In a chilly November evening, Damian Logan is driving his car on the countryside, crossing a dark Irish forest, when suddenly a child-like figure appears on the road. Trying to avoid an accident, Damian`s car gets out of control and crashing into a nearby tree.

Upon awakening he stumbles into an ancient forest, called “Tir-Na-Bràch-Marbh” – Land of the Eternal Death. Wandering lost deeper and deeper into the woodlands, he discovers stones, buried in the shape of a septagram, with a source of light shining from its center.

Walking towards it, the light is bright and dazzling, but suddenly dimming – plunging the forest in absolute blackness. Strange voices begin whispering from left and right, near and far….

As the story unfolds, we learn that Damian is trapped in a world between the living and the dead. The dark haunted forest has tangled and enclosed a 17th century Irish village, severing its contact with the rest of the world and stopping time from passing.

In order to escape and return home, the protagonist has to battle “The Unseelie” (pronounced “Un SHEE Lee”), an unblessed cursed fairy race, based on Celtic mythology.

By defeating all seven demon lords, Damien would obtain certain ritualistic objects which allowed him to escape the clutches of Lord Finvarra, the King of the Dead, by opening a portal to his reality and returning home.”

To help during your quest you would be able to use an arsenal of roughly 30 different weapons, plus the possibility of crafting your own weapons from materials found in the game. By battling foes like Banshees, Goblins, Demons, Elementals and Ghosts, new experience points were collected to unlock skills and upgrade weapons.

The Unseelie is a great game to work with because of the way it uniquely combines Celtic mythos with popular first-person gameplay,” said Lloyd Melnick, Co-Founder of publisher Octagon.

Over the course of your journey, protagonist Damien would have gained access to a wide range of powers and attacks related to Fire, Water, Earth, Air, Wood, Metal and Spirit. Some monsters were resistant against physical attacks and could only be beaten with certain magic.

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The adventure-aspect of the game focused on players using elemental powers to solve many puzzles on the way through the 7 levels of the three-dimensional environment, generated by their homemade AMP II engine, which offered real-time lighting, matrix shading, high-resolution textures and bump mapping.

We used all of the visually stunning rendering techniques of our engine and combined them with the sinister forest setting of Celtic legend and some engaging game play design to make something that makes you want to play, but keeps you looking over your shoulder,explained Steve Woodgate, who was KaWoW! CEO until 2016 and is currently managing director of Coronum Pty Ltd.

It is unclear what happened to the studio. Since Mr. Woodgate left KaWoW! in 2016 we can assume they were active at least until that date, even though no other game seems to have been released since the cancellation of The Unseelie.

The company’s old website (www.kawow.com) is unreachable, and what remains today are only screenshots, a few articles splattered across the web and a couple of videos showing in-game footage. This was probably from the beginning of the game, when Damien escapes his crashed vehicle and discovers a stone-circle with a beam of light in the middle, showing: “Some fairy tales were never meant to be told…“.

Article by Niko, thanks to Daniel Nicaise for the contribution!

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