PC / MAC

Dreadnoughts (Xenopi Studios) [PC/XBOX – Cancelled]

Dreadnoughts is a canceled cooperative multiplayer First-Person Shooter developed by Xenopi Studios from 2000 to 2002, for the PC and potentially Xbox platforms.

The game was revealed in February 2001 on the official website of Xenopi as a game mainly designed for cooperation of players in multiplayer mode:

“Dreadnoughts is an exciting new first-person action game set in the distant future which pits different competitive factions against each other in a battle to determine dominance over whole planets. Designed from the start to focus on cooperative multiplayer gaming, Dreadnoughts is the first game to seamlessly combine the adrenaline and excitement of first-person shooters with the strategy and tactical finesse of capital ship combat.

Instead of trying to duke it out single-handedly with every other player, the player is a crew member of a gigantic fighting ship known as a Dreadnought. Crew members must work together to survive battles with competing Dreadnoughts. These battles can have simple objectives such as “Destroy the enemy Dreadnought” or complex and detailed missions with multi-task objectives such as “Gauntlet Run”, “Domination”, and “Capture & Escape”.

Because Dreadnoughts gives the player a choice of character roles, players can play the way they want. Take to the fields as a skilled combat warrior, or build up defenses and repair damage as an engineer. Wreak havoc on the opposing team as an assassin or lay waste to enemy fortifications with the incredible firepower of the Siege Warrior. Play as a scout and use your speed and agility to recon the enemy while the sniper picks off guards from afar.

If you’re more the strategist, then take your place at the Command Bridge and enjoy the awesome firepower of a fully armed Dreadnought at your command! These “Flying Fortresses” are armed with heavy cannons, anti-grav drives, ion shields, and the ability to take enormous punishment. All of this action takes place both indoors and outdoors in a world with unending terrain and huge complex interiors.”

On july of the same year, Homelan Fed managed to get an interview with three Xenopi’s developers:

HF: What games influenced the development of the game design and why?

D. S.  – “Obviously, the major first person shooters out there like Quake and Unreal Tournament influence us, along with the team based games like Tribes, Team Fortress, and Counter Strike. Along with those influences, the ship concept part is based somewhat on that old Genesis game Herzog Zwei. In that game, you had powerful ships that functioned as your main base of operations while your units tried to take over smaller bases to gain more power. We thought that dynamic could be adapted well to a team based first person shooter. I also liked the idea of two ships getting in firefights with people manning turrets against an enemy ship and trying to board it, and I’m sure I got inspiration for that from Skies of Arcadia.”

HF: What is the story premise behind Dreadnoughts?

J.B. – “It’s very sci-fi…it takes place in a galaxy that had previously been unexplored by our three warring species (the human “Terrans”, the insectoid aliens called “V’reen” and the self-replicating machines known simply as “The Droids”).

The backstory is this…numerous unknown signals were being picked up as the war grew closer to this uncharted galaxy. It turns out that the signals eminated from numerous planets within this galaxy. Further exploration uncovered the remains of an ancient alien civilization that had found a way to draw energy from the surrounding planets through a large number of, what are now referred to as, “outposts” that seem to be this alien civilization’s equivalent of oil drilling platforms or solar farms. So now, a few years after the discovery of this civilization and the power contained within these outposts, the different species have begun to tap into this new power and have derived technologies and weaponry that use this seemingly inexhaustable resource. These numerous outposts and the power they represent are the key to victory for the different species. Whoever can establish control over this galaxy will hold a power without equal and will be able to ensure their victory.

The plan now is to take control of the galaxy planet by planet with your team and Dreadnought at your disposal. Although the looming question is…what happened to this alien civilization? How could a species that held what appears to be unequaled power disappear? What caused their demise? Or Who?”

HF: How does the class-based design for the game work?

J.B. – “As mentioned, the different classes of characters provide roles for the team. All have completely unique abilities and will have class-specific weapons available to them. However, our goal is to make each class unique beyond just the weapons they can carry. Currently, we have 7 classes which include a Commander, Combat Warrior, Siege Warrior, Sniper, Assassin, Ranger, and Technician. The Commander’s main role is leading the team and piloting the Dreadnought. This role is vastly different than the others. The Commander is much less combat oriented and will be directing the assault from the Dreadnought, managing the systems, directing energy to the 3 major systems (engine speed, shields, and ship weapons). Essentially, you are “Kirk” on the bridge directing the action when you play as the Commander.

The Technician is also very unique. He’s basically designed as a defensive player who will be assisting the Commander in defending the Dreadnought, repairing and building turrets, repairing generators, and assisting the Commander in managing the systems. But the Tech can also mix it up on the battlefield with his weaponry and ability to construct anti-infantry turrets.

The other classes are more similar in that they are combat oriented, but their abilites and strengths still differ greatly. For instance, the Assassin can cloak to “near-invisible’ (a la Predator) and has a melee attack that is an instant kill…and the Siege Warrior is the heaviest armed and armored class, but will be slower and have less of a vertical range with his jetpack.”

HF: How do the dreadnoughts themselves figure into the game?

D. S. – “Your Dreadnought is not only your base, but it’s the most potent weapon in your arsenal. On one hand, you have to protect it and keep the enemy from boarding it and trashing the place, but on the other hand it’s very useful for taking over outposts or for attacking weakened enemy Dreadnoughts. It’s all about figuring out the right time to switch from defending your Dreadnought to attacking with it. Anyway, the whole score of the game is based on how many times you’ve destroyed the enemy team’s Dreadnought before time runs out. So if they destroy your Dreadnought, they get a point, and vice versa.”

In the following months, a FAQ page was also published on the website in order to learn more about the game:

“In the standard game, the players of the game are split into two or more teams. Each team has a large capital ship, or Dreadnought, as their base. Unlike other team FPS games, the bases in this game can be piloted and moved. The goal of each team is to destroy the other Dreadnoughts while protecting their own Dreadnought from destruction. Each time a team destroys a Dreadnought, the team earns a victory point. After a preset time limit, the team with the most victory points wins. Scattered across the game world are several outposts. Each outpost can be captured or recaptured to produce energy for a player’s team. Captured outposts can also be outfitted to attack opposing players or Dreadnoughts that pass by. While the Dreadnought ship is a team’s base and has to be protected, it also possesses great offensive strength. When it is used effectively to help attack enemy outposts or even weakened opposing Dreadnoughts, it can often turn the tide of the game. Players have several classes to choose from and can switch between classes inside Dreadnoughts and outposts during the course of the game. Each class has specific strengths and weaknesses.

The characters will all have jetpacks that allow them to fly for a period of time, similar to Tribes. Using the jetpack will drain energy. Not using it will allow the jetpack to “recharge”. We are currently planning on allowing the lighter classes a broader range than the slower, heavier units.

There is a large holographic map of the game world on the bridge of the ship. The captain uses this map as an interface to define the path he or she wants the ship take. So the piloting interface of the ship is handled more like a Real Time Strategy game. This method is easy and quick, and it will allow the captain to spend his or her time directing the team and not just piloting the ship.

As indicated by their name, Dreadnoughts are heavily armed and protected battleships. There are several different strategies a team can use to destroy another team’s Dreadnought. The simplest way is a direct “Dreadnought-vs.-Dreadnought” battle. While this is the easiest to initiate, it’s also probably the least advantageous. Since Dreadnoughts are pretty much equally armed/armored (at least, at the start of a game), the chances of winning a simple “head-to-head” battle are about 50-50. Another way to destroy the opposing team’s Dreadnought is to send Raiding (boarding) parties over to the other Dreadnought in order to destroy critical systems and THEN bring in your Dreadnought to finish off the crippled enemy Dreadnought. Yet another strategy is to increase your Dreadnought’s energy reserves (by taking over energy-producing ground outposts) thereby increasing your Dreadnought’s firepower and making your Dreadnought “stronger” than the enemy Dreadnought. Players should note that the Engineering station allows the team to adjust energy apportioning for the Dreadnought – you can direct more power to shields for greater protection, or more power to weapons for greater firepower, or more power to engines for greater speed. It’s a system which really is designed to reward strategists as well as tacticians.

Each ship has a baseline energy output that keeps all systems functioning normally. Captured outposts generate energy and beam it directly to your Dreadnought. Acquiring extra energy can increase each system’s output. The team that has captured more energy outposts earlier in the game will have an obvious advantage, but these possessions may change many times during the course of a battle.

Teams can also use captured outposts as a place to repair and reload. They can add automated turrets to fortify the outpost. These turrets can be used to attack passersby and wear down the shields of Dreadnoughts if they fly too close.

There is a standard base soldier class, along with more specialized classes like the sniper, the technician, the ranger, the assassin, and the Siege Warrior (a heavily armed and armored fighter). There is the important Commander class as well. This player is responsible for coordinating attacks and defenses as well as piloting the ship. Of course, the Commander can still personally mix it up with the enemy in hand-to-hand combat if he or she feels the need to.”

Unfortunately, Xenopi became more and more silent afterwards, and it was not until July 2003 that they announced the cancellation of Dreadnoughts, apparently already stopped for a while. We can assume that the project had not interested any potential publisher and that Xenopi was forced to fall back on more economically viable projects, before disappearing completely. Their only game was Pandamonium, a web game released in 2003.

Article by Daniel Nicaise

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Metal Savior [PC – Cancelled]

Metal Savior is a cancelled futuristic First-Person Shooter developed from 2010 to 2012 by Mangled Eye Studios, exclusively for the PC.

Using the iD Tech 3, this title made you play the role of XAC-987, a security drone that has been activated to protect a weapons facility from being overrun and destroyed by Nanotech Machines.

After it’s announcement in September 2010, the project went silent for an entire year before coming back in May 2012 on Kickstarter. Here is what we coul read:

“Metal Savior is the latest game being developed by Mangled Eye Studios. It is a very fast paced FPS game (…). It has a more arcadey feel to it where you must hone your reflexes to survive the onslaught of enemies throughout the game.

With Metal Savior, we wanted to do something different that looks and feels like no other FPS game out there: Super fast paced, in your face action in a vector like world.

The experience you will receive with Metal Savior will be like the old days of gaming where you get to enjoy pure gameplay while being fully immersed with no interruptions. We want players to actually play their experience from start to finish.”

Unfortunately, the Kickstarter campaign wasn’t a success, only collecting 460US$ out of a total sum requested of 50 000US$. After the failure of their crowdfunding campaign, Metal Savior was cancelled and Mangled Eye Studios ceased operations in July 2012.

Mangled Eye Studios was founded by Thearrel McKinney Jr. who previously had another cancelled project, Future Killer, to which Metal Savior used some of the same artworks. Their only game was Dark Salvation, formerly Deadly Gates, released in 2009.

Thanks to Monokoma for the video!

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Cry Havoc [PC – Cancelled]

Cry Havoc is a canceled sci-fi multiplayer First-Person Shooter and Real Time Strategy hybrid game developed around 2004-2005 by Artificial Studios for the PC, as well as a potential Xbox 360 version.

The project initially began as Helix Core, another multiplayer title inspired by Tribes whose main feature was the high number of players who could frag together in a single arena: up to 64 players. Somewhere in 2003, this title vanished, and former members of its developer, Bright Light Productions, created a new entity named Artificial Studios.

Using Artificial in-house engine called Reality, Cry Havoc took a different approach that its predecessor and mixed FPS genre with RTS games, somewhat similar to titles like Natural Selection and Savage. The project was revealed in September 2004, for a release planned for 2005:

Cry Havoc is conceived as a multiplayer 4-team First Person Shooter based on modern war tactics, combined with a deep Real Time Strategy layer. Through success in teamwork and combat, FPS players advance up the ranks of their own team, gaining more RTS decision-making capability along the way. The primary objective, like traditional RTS games, is to defeat all the enemy teams by choking their resources and destroying their bases. The methods are unique to Cry Havoc, with fast-paced FPS action, upgradable character abilities, 3D real-time base construction, and advanced vehicle physics on land, sea, and air. Battles take place within seamless environments powered by the Reality Engine, including detailed natural landscapes, moody close-quartered interiors, and large-scale urban warfare.

In December 2004, Dutch website Xboxworld shared screenshots from the game and revealed that this project will be up to 128 players in a single map, although to this day, this information was never confirmed by its developers. An Xbox 360 version was also announced, but it’s also something that never had any confirmation.

But in April 2005, cgonline interviewed staff members from Artificial who revealed that the Cry Havoc prototype was retooled as a development kit for the Reality Engine:

C.G. – Will Artificial Studios also used their technology to create their own in-house game and if so what can you tell us about it?

J.S. – Artificial Studios does indeed have a game in development on Reality, one which is quite different from the “Cry Havoc” prototype that has been previously been mentioned in public (that prototype, in fact, became the Reality _Eval Kit).

A month later, Epic Games purchased every rights from the Reality Engine and included its technology into the Unreal Engine 3:

Epic has purchased the Reality Engine outright, including intellectual property rights, trademarks, and copyrights. Epic does not intend to continue sales, development, or support of the Reality Engine, but will review its technologies for inclusion into Unreal Engine 3.

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STORMDIVERS [PC – Cancelled]

STORMDIVERS is a canceled futuristic multiplayer Third-Person Shooter battle royale developed from 2016 until 2020 by Housemarque, exclusively for the PC.

For years, most Housemarque’s games included gamestyle coming from the arcade genre, however, on August 21st, 2017, the company announced stepping away from that type of game, and decided to explore different and new gaming experiences:

(…) Despite critical success and numerous awards, our games just haven’t sold in significant numbers. While some of them have reached a massive audience due to free game offerings across various digital sales channels, this unfortunately doesn’t help pay for development, which gets costly for high production quality. (…)

But now it’s time to move on to new genres. Lackluster sales of Nex Machina have led us to the thinking that it is time to bring our longstanding commitment to the arcade genre to an end. While this genre will always hold a special place in our hearts, the industry is moving more toward multiplayer experiences with strong, robust communities, and it’s time for Housemarque to move forward with the industry. Hence Nex Machina and Matterfall will be the last of their kind coming out of our studio. Our purpose as a company remains the same, however – to create enjoyable and memorable gaming experiences for players while simultaneously creating a great workplace that allows people to flourish both professionally and personally.

Looking ahead to our next projects, we are exploring something totally different than what you might expect of us, but we believe this will lead to the creation of even more engaging gaming experiences. Our core values remain the same – gameplay first with first class execution. We are really excited about our new projects and look forward to unveiling our first game from the new era of Housemarque.

Exactly 8 months after this announcement, the studio teased its new game as a ‘high flying and heavy hitting multiplayer experience’.

Finally, during Gamescom 2018, Housemarque revealed what STORMDIVERS was going to be:

The small team is detailing its next project for the first time this week at the Gamescom convention in Germany. Called Stormdivers, it’s an attempt at an Unreal-powered battle royale game.

Stormdivers is a 3rd person multiplayer centric shooter game, featuring chaotic battles and volatile explosions amidst a recurring nano-storm that swallows the beautiful and lush island surroundings to explore.

Daring teams and solo operators who are brave enough to dive into the eye of the recurring nano storm are trying not only to survive the competition but also the island itself, with endless threats looming around every corner. Only the strongest will make it out alive, with riches and rewards the island has to offer.

In February 2015 we saw this crazy pitch about a third-person shooter where there’s a lot of crazy chaos happening.It was described in a way like a cross between a Smash Bros. game and The Hunger Games.”

The game will have a near-future, high-tech theme that emphasizes a powerful suit that players will wear into battle. As they scavenge in the environment, players will add augmentations to that suit. As an example, one proposed module will allow players to see the footsteps left behind by their competitors. While the final player count isn’t set in stone, it will likely be around 50 or 60 players jumping in together on a roughly three square kilometer island-themed map.

“It’s very skilled-based. What we’re emphasizing is a lot of in-game events, things like tornadoes and volcanoes popping up. The game will not allow you sit still. … We’re making Stormdivers a lot faster [than other battle royale games], adding a lot of verticality with jet packs and jump pads and stuff that lets you get up in the air a bunch.”

In the future, Housemarque intends to add team-based missions and other kinds of player-versus-environment gameplay.

Stormdivers will initially launch into early access on PC this winter, either late 2018 or early 2019.

Launched into beta in January 2019, it seems that the more the development progressed, the more Housemarque seemed less and less confident about the game’s success. In April 2019, VG24/7 detailed Ilari Kuittinen‘s comments on the matter:

(…) Housemarque has admitted Stormdivers isn’t likely to be a hit. (…) Chief Executing Officer Ilari Kuittinen said competition from games like Apex Legends, as well as being slower to market than rival titles and a lack of funding means the title isn’t in a strong position to succeed.

“The problem is with us wel have always to change our idea. We originally thought that the game would be a premium game but now it should be Free to Play. And do we have enough content to do that? I don’t know,” he admitted. “We’re kind of a bit short of money to fully realise what we want to do as a launch edition of the game. We’ll see.

“It is tough. Whether we’re going to succeed, it’s unlikely because of the tough competition.”

The wind has been punched out of Stormdivers sails though, especially after Epic Games and Respawn Entertainment have had such success in transforming battle royale from scrappy mod to legitimate new genre.

“Apex did something that we had there. The Maneuverability, and we have a class-based thing. In a way, Apex has taken that a bit away from us. Our game is third person so it’s a bit different gameplay wise. We always had this idea that there are effects that push you forward. So there’s tornadoes or bombardments, so there are Player versus Environment elements. The ide ais that’s it’s a fast-paced thing. You can’t really sit tight somewhere in a toilet with a shotgun. That is still the thing we’re trying to accomplish there.”

Kuittinen is hoepful that Stormdivers has at least taught Housemarque some valuable lessons in terms of running a game as a service and working in the multiplayer market. But after 24 years in the industry, there’s still the situation that games can take too long to make, especially when other developers are chasing the same audience.

“It’s quite brutal, this industry. Quite brutal. It’s something that happens like, ‘oh shit’. The race is on and we just couldn’t make it.

But while Stormdivers has a small team of around 15 developers, Housemarque has a secret second project with around 60 staff that Kuittinen is pinning his hopes on as the studio’s big success.

“Maybe early next year the game will be announced. This is the biggest game we’ve ever made”. Housemarque has been working on it for at least two years and is using Unreal Engine and it’s own tools to help the game stand apart from competition.

Unsurprisingly, in January 2020, Housemarque took the decision to put on-hold the development of STORMDIVERS, as we can read on Polygon:

Super Stardust and Resogun developer Housemarque is putting its in-development battle royale game, Stormdivers, on hold as it focuses all of its efforts on an unannounced project.

“[N]ow we are focused on delivering our most ambitious and biggest game to date, putting every other project on hold, including the development of Stormdivers,” Kuittinen said. “It is great that the whole company can come together to deliver this game, which will define the next evolution of Housemarque.”

That mysterious project turned to be Returnal, which gained favorable reviews from the press. In June 2021, the company was acquired by Sony Interactive Entertainment.

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Hannibal [PC – Cancelled]

Hannibal was a video game in development for PC by Arxel Tribe from 2001 to 2003 (and possibly 2004). Intended as an adaptation of the film of the same name by Ridley Scott (itself an adaptation of the eponymous book by Thomas Harris), Hannibal would put the player in the shoes of FBI agent Clarice Starling as she tracks down the infamous cannibalistic serial killer Hannibal Lecter after his escape from confinement.

Arxel Tribe, which was part of a merging of development and publishing companies known as The Arxel Guild, had been founded in Slovenia sometime in the early 1990’s by architects Matjaž Požlep and Diego Zanco, starting its life as a multimedia company with one studio in their home country and later joined by another in Paris, France. They initially produced software and computer animated graphics for the architecture industry and larger companies such as L’oreal, but their experiences in this field left them with a desire to expand their artistic expression to video games. After attempting to raise funds for this purpose for over a year without success, they were finally given the opportunity to develop Pilgrim: Faith As A Weapon in 1996, an ambitious graphic adventure project which saw them collaborate with Brazilian author Paulo Coelho and French writer/cartoonist Jean Giraud, better known around the world as Moebius.

Described as an “author game”, Pilgrim would come out in 1997 to a fairly positive but somewhat divided critical response, with reviewers praising it as an artistic achievement that dealt with complex themes, while also pointing out several technical and gameplay issues, such as bugs, outdated design and visuals and occasionally bizarre puzzles and writing. However, Arxel Tribe would go on to become well-known in this genre in the following years, releasing several more point-and-click/adventure titles from that point forward that were considered improvements on Pilgrim by critics, including two more based on Coelho’s work and even one under Alfred Hitchcock’s name.

After this string of releases, Arxel Tribe would announce the development of two new ambitious projects that would differ from their typical formula in 2001: Mistmare, a fully 3D RPG based on an alternate reality medieval Europe (seemingly co-developed with a studio named Sinister Systems), and Hannibal: The Game, an adaptation of the movie by Ridley Scott that had been released earlier that year.

Hannibal was a direct sequel to the 1991 film The Silence Of The Lambs, in which FBI cadet Clarice Starling consults with the incarcerated serial killer Hannibal Lecter, a former forensic psychiatrist who cannibalized his victims, in an attempt to understand and catch another murderer, nicknamed “Buffalo Bill”, who has been killing women and taking large pieces of their skin. During this time, Lecter, who has already figured out the identity of the killer, requests conversations with Clarice about her personal life and traumatic memories in exchange for his cryptic help, something that results in a strange relationship of mutual fascination between the two. In Hannibal, ten years have passed. Lecter is on the loose in Italy and Clarice is dragged into the search by a parallel plot to take revenge on him by a wealthy and deranged third party, the billionaire Mason Verger.

According to Arxel Tribe, the opportunity to develop the adaptation presented itself through a good relationship with Universal Studios and a strong love for Thomas Harris’ works among their team. Hannibal would be played from a first-person perspective and would have predominant elements of horror and adventure. Although a licensed game, it does not seem like it would feature the likenesses or voices of Anthony Hopkins, Julianne Moore or any other actor from the film, but all the environments were based on key scenes and environments seen in it, taking place in either the United States or Italy.

The story would be told through flashbacks, represented by six levels. During a particularly infamous scene towards the end of the film and book, Clarice finds herself under the influence of drugs and in a vulnerable position. It is in this state that she starts exploring her memories in order to find out if her life really is, as Lecter claims, parallel to his own.

The game would follow the source material closely, but Hannibal was to go beyond the confines of this chapter of the Hannibal Lecter saga as there were plans to explore both the protagonist’s and antagonist’s past through plot points and locations from the previous books Red Dragon (which would also be adapted into a movie for the second time in 2002, following 1986’s “Manhunter”) and The Silence Of The Lambs. This meant that characters such as Will Graham, the FBI profiler who first uncovered Lecter’s crimes, and killers Francis Dollarhyde and Buffalo Bill would make an appearance, along with many other recognizable names. The game would also attempt to tell the story of Lecter’s early life and explore the events that triggered his disturbing tendencies, something that would only be done by Harris himself in 2006 with the last book in the series, Hannibal Rising.

Arxel Tribe would explain that this was done to avoid a feeling of déjà vu for people already familiar with the story, and they would further expand on the existing narrative by introducing other sub-plots and characters of their own creation. For example, Clarice never goes to Italy in the film, but would do so in the game. Lecter and Verger would also not be the sole antagonists as Clarice would be able to seek out several other criminals wanted by the FBI during her search. She could bring these in as side objectives, and they would range from simple gang members to white-collar criminals, with promotional texts also mentioning the opportunity to solve “pending criminal enigmas”.

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Structuring the game in this manner meant that Hannibal would offer both scripted action sequences and detailed investigative mechanics. In order to catch these criminals, Clarice would be able to collect DNA evidence, analyze autopsy results, cross-examine suspects and even interrogate them, in a mixture of gameplay styles that would possibly resemble Condemned: Criminal Origins, a game released by Monolith Productions in 2005 that also mixed First Person action with sequences of forensic analysis. The plot surrounding the pursuit of a serial killer was similar as well, as would be the ability to contact the forensics team.

It seems the connection does not end there, as the LithTech Jupiter engine had been licensed from Monolith Productions for use in Hannibal as well. However, the game would feature several improvements to this framework developed by Arxel Tribe themselves, such as advanced graphical tweaks and other mechanics relating to a stress, or “Anxiety”, system. This system might have worked in a way similar to what was later seen in games such as Amnesia: The Dark Descent or Call Of Cthulhu: Dark Corners Of The Earth, as it would introduce limitations to the player’s vision and other forms of perception as Clarice’s stress grew. According to an interview with the developer:

” (…) The player will have to deal with the Clarice (sic) ‘Anxiety’ by closely watching an Anxiety meter. Her anxiety will increase according to several factors: her level of injury, reprimands from her hierarchy in case of police blunders or by some actions which will get her closer to the Hannibal’s (sic) philosophy, to name only these few examples.”

They would go on to offer more details:

“In game, the anxiety provokes alteration regarding the general environment. Concretely, the player will “feel” what Clarice feels under anxiety: distance distortions in real time like vertigo, faces of non player characters will seem more aggressive, the orchestration of the music will turn frightening and few other features will throw the player deeper and deeper into a state of paranoia. Of course, the higher the level of anxiety will be, the stronger the consequences will be and the more the player will be on the verge of blundering and moral dilemma.”

Judging from this and other pieces of information available, it seems that Clarice would, for example, be free to kill any suspect instead of arresting them (and the game would feature quite the arsenal of weapons for this purpose), but this type of action would contribute to her stress level and would drive her closer to Lecter’s mentality. Although the developer mentions “consequences”, whether or not this choice in morality would have any impact on the direction of the story or the ending the player would receive is unknown. Arxel Tribe would mention, however, that in addition to the anxiety penalties, killing suspects would also cause the player to miss out on important clues, as dead suspects would obviously be immune to interrogation. It was for this reason that one of Clarice’s starting tools was a taser, and she would have the ability to call in backup as well.

Clarice’s FBI badge would also be a usable item, and its use was linked to another system the developer would call “Willpower”. In short, Willpower was a variable statistic used by NPCs which would determine their behaviour when confronted by the player and in what manner. This would add an element of unpredictability to every encounter, as NPCs could react in different ways depending on whether Clarice showed them her badge, approached them while undercover or pulled out her gun.

Health would be another mechanic that would differ from what is usually expected from First Person Shooters. Utilizing a system of localized wounding, Hannibal would require the player to procure and use different types of items and medicine, such as bandages and sedatives, in order for Clarice to give herself proper first aid. Once again, a similar system would only be seen years later in Call Of Cthulhu.

Another part of the game that would be mentioned but with virtually no details to accompany it was a multiplayer mode, as Arxel Tribe claimed that they were still working on the concept. Considering that Hannibal seemed significantly more slower paced and mechanically complex than other shooters of its day, this would certainly have been another highly ambitious feature.

Unfortunately, Hannibal would ultimately never see the light of day. Details are scarce and sometimes conflicting, but according to info from french website NoFrag, the game had been finished before Arxel Tribe’s Paris studio, the one behind its development, faced financial difficulties and went through massive layoffs in the summer of 2003. A former Arxel Tribe developer, who offered some clarifications in the YouTube comments under a video he posted showcasing Hannibal’s level design, claimed that Hannibal was “95% done” but that the “investors went bust”. Again in the website NoFrag, it was also claimed that the reason Hannibal did not come out in its original November 2003 date (which had already been changed from Spring of that year) was because Arxel Tribe were forced to admit that the game was not yet ready for release. All that is known for sure is that the game, for whatever reason, had lost its publisher by this point.

Both Strategy First and Mindscape seem to have been attached to the project as publishers at different points in time, but it’s somewhat unclear when these partnerships began and ended. The remains of Arxel Tribe’s Paris studio would announce the reschedule of the release of Hannibal for the first quarter of 2004, no doubt in a last attempt to try and secure some other way to bring the game to store shelves, but nothing else about the game was heard and it soon became another forgotten title, lost to time and the new generation of gaming technology.

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Former CEO Diego Zanco would eventually tell NoFrag in 2005 that the aging game would never be released as they were ultimately unable to find an interested publisher, likely due to the fact that, by that point, it was a movie tie-in that was now three years removed from the release of its source material.

Additionally, Mistmare, Arxel Tribe’s RPG which also used the LithTech engine, would see a release in July 2003 but was met with overwhelmingly negative and mixed reviews due to a large amount of technical and gameplay issues. It was published by Strategy First, which could suggest that they were also going to publish Hannibal, and upon seeing Arxel Tribes’ first foray outside of the graphic adventure genre end in disappointment, decided to cut their losses and not take the same risk with Hannibal. If, instead, Mindscape were the ones in line to publish it, this hesitation could have been the case for them as well. However, this is all speculation.

The Arxel Guild released a couple more games in 2003 and while it appears they still operated in Slovenia as late as 2005, by 2004 their website had disappeared. After the cancellation of Hannibal, it seems that Arxel Tribe either chose or was forced to restructure, leaving the gaming industry entirely and rebranding itself as Art Rebel 9. They returned to their multimedia roots, still led by Matjaž Požlep to this day.

Article by thecursebearer, thanks to Rewak and Daniel Nicaise for the contribution!

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