Announced in the spring of 2002 for a release initially scheduled for November of the same year, White Fear tells us the story of Iru, a young shaman who has to help the inhabitants of a polar village. An evil witch named Sukko not only destroyed their homes and settled the area with her servants, but also cast a terrible curse on them: turning them into monsters of ice. In addition to various melee weapons, Iru would also have magical powers taught by four spirits to take on a total of 21 various monsters such as trolls and goblins through diverse environments across four worlds. As the game progressed, Iru was called upon to increase his powers through various items found throughout the adventure. Futher information can be read on Gamespot:
The game is set in a 3D fantasy world filled with frozen wilderness and magic. It will include fast-paced combat as well as puzzle-driven adventure elements.
As we can read on Queutimes.com, it seems that Microïds made the decision to let go the project in 2004 after a certain number of postponements, and left the hand to Playlogic which canceled the game very quickly, not without having to change the name in the process. No statements were made about why it was dropped by Microïds neither canceled by Playlogic.
At the beginning of 2019, a prototype of the game dating from May 2002, leaked onto the Internet.
After its cancellation, Widescreen Games will work on many other projects, some also canceled, before filing for bankruptcy in 2009.
Animal Wars was a tactical RPG for the Playstation 3 in development at Factor 5, Inc. between 2004 and 2006 with Sony Computer Entertainment on board as its publisher. It was planned to be released some time after Lair, which launched in August, 2007.
Factor 5’s Quirky War Game Made By 4 People
According to one former employee, work commenced on the title in 2004, “roughly around the time” pre-production on Lair began. It came about as a result of the multi-game contract Factor 5 signed with Sony to produce a number of games exclusive to their platforms. Until the deal expired, the company was set to have every project of theirs fully funded by the publisher, pending their approval. Every title worked on during this partnership was slated for release on PS3 only and Animal Wars was one of them.
Whereas Lair exhausted a great deal of the developer’s resources from beginning to end, Animal Wars was a considerably smaller project, ongoing in the background for a number of years. Its team was comprised of no more than 4 workers total: 2 designers, 1 dedicated artist and a single programmer. The game was so low down Factor 5’s list of priorities, that every developer assigned to it was at some point repositioned to work on Lair and/or other proposed titles.
“I was more excited about Animal Wars than Lair because it was a smaller team and upper management left it alone (upper management interference greatly contributed to Lair’s failure).”
Animal Wars was set in “an alternate WWI universe with anthropomorphic animal characters”, one developer recalled. The assassination of “the Archduke Birdinand” (a bird parody of historical figure, Archduke Ferdinand) in the game’s opening served as the catalyst for the great war its campaign would have centered on. The event would have ignited a global conflict between various nations of animals: felines, bears, foxes, etc.
The enemy faction consisted of a coalition between ‘Boarmandy’ (boars), The Black Paw (a rogue cat organisation responsible for Birdinand’s murder), bear soldiers, and the main villains, an army of wolves. An explosive introductory level was set to portray a savage air raid on a city inspired by London, as perpetrated by boars in attack blimps. Players would have then found themselves following the exploits of a canine in an aviator jacket, the planned protagonist; although, other playable characters were being explored, too.
Among the various mission types mulled over during pre-production was one which would have flipped the scale of battle on its head and saw the player taking up the role of a mouse. From this perspective, regular soldiers would appear as humongous titans by comparison, as the mice performed daring espionage operations. Ultimately, this ambitious stage idea never got as far as being prototyped.
One source likened its standard gameplay, of which very little was completed, to Valkyria Chronicles. It was intended to be a strategy RPG with a turn-based battle system and a unique oil painted art style.
“The graphics were like Valiant Hearts but in 3D”
Its concept of anthropomorphic warfare was deceptively innocent on the surface. Early sketches, for instance, depicted a number of particularly violent scenes, including a dog soldier posed atop a decapitated pig. Its artistic direction leaned dark in this respect, though it had yet to be determined how explicit the final product would be.
In what was said to have been a big contributing factor towards Sony’s willingness to fund it, the title was leveraging the work Factor 5’s people had previously done on Star Wars Rogue Squadron III: Rebel Strike. It called upon their experiences moulding that game’s blend of ground and air vehicular combat, which the publisher was very keen to capitalise on. Boats and amphibious tanks would have featured, too.
As explained by one of our sources, a central part of its concept was that each of the vehicles would have, in some form, integrated attributes associated with different animals into their design and functionality:
“For example, I worked on making a jeep that would always land upright no matter how crazy you drove it (cat landing on all fours).”
Sony Pulls The Plug On F5, Inc.’s Pet Project
Among the few that contributed to Animal Wars throughout its lifespan, the enthusiasm for it was in abundance. One ex member of Factor 5 even took to NeoGAF some years later to exclaim:
“It was fucking amazing looking and was way better than Lair so it made all of us sad it got cancelled.”
One of our sources personally corroborated these sentiments, saying that its apparent independence from Factor 5’s higher ups was much to its benefit:
“I was more excited about Animal Wars than Lair because it was a smaller team and upper management left it alone (upper management interference greatly contributed to Lair’s failure).”
Despite this, none of the excitement held internally for the project could ultimately prevent its demise, as the relationship between Sony and Factor 5 began to sour.
In the beginning, the deal between them was forged primarily so that the San Rafael studio would reinforce the PS3’s launch line-up with an original IP, which would later turn out to be Lair. Any other projects they were behind, Animal Wars included, was largely a show of good faith on Sony’s behalf.
Crucially, Lair was first scheduled to be available for the PS3 within its first few months on the North American market in fall 2006. However, its development encountered many hurdles; chief among which was the higher ups demanding the addition of motion controls and the team simply struggling to get to grips with the console’s then perplexing development environment. Factor 5 was already a company of limited resources, but Lair’s troubled life cycle lead to a number of departures mid-development. The exodus left them unable to fulfill their end of the contract and thus, requested the game be delayed into 2007.
The publisher’s response was less than understanding. They promptly cut off all funding to Animal Wars and redistributed any monetary assets designated for it into Lair. The developers weren’t willing or able to self-finance the remainder of the project, resulting in its subsequent cancellation.
One developer we spoke with detailed how the game had reached the prototyping phase when it was shelved, but never left pre-production:
“At the time, we had a working biplane, tank, jeep and 3rd person character working… We had a vertical slice of a damaged town that the lead character (a greyhound in WWI aviator outfit) and the tank was able to run around. We also had a pretty massive terrain for the biplane to fly around (similar in size to what ended up in Lair).”
The former employee admitted that the prototype build suffered visibility issues, which they had not yet been able to resolve when development came to a close. These were caused by the dark colour palette employed by both its character models and environments, which would blend together unintentionally.
Animal Wars was never officially announced and its prototype materials are believed to have been locked away by the management of Factor 5 during the company’s closure in late 2008.
Plague of Darkness (also known as The Plague) is a canceled action-adventure game developed by Widescreen Games and published by Namco Hometek for Playstation 2 and Xboxaround 2003-2004.
The game was announced during the ECTS 2003 for a release planned in the summer of 2004 as we can read on Gamezone:
“Gamers Beware: Namco to spread gaming fever next summer with Plague of Darkness title to infect action adventure genre on PlayStation®2 and Xbox®.
Leading video games publisher Namco Hometek Inc. promises intense, nonstop action in its newest thriller, Plague of Darkness (tentative title), announced today. Scheduled for release on the PlayStation®2 computer entertainment system and the Xbox® video game system from Microsoft, Plague of Darkness will ship in the summer of 2004. Developed by Widescreen Games in Lyon, France, Plague of Darkness will feature Xbox Live functionality, complete with downloadable content, as well as PlayStation®2 online support with exclusive extras.
“Plague of Darkness will raise the bar in the action adventure genre through its haunting original storyline, close combat elements, stunning graphics and intense action,” said Jon Kromrey, Producer at Namco Hometek Inc.
“We think gamers will be infected with its immersive and addictive gameplay.”
In Plague of Darkness, Namco transports players to ravaged Medieval Europe during the time of the Black Death. Eight brooding environments with 58 sub-locations will put players to the test, each containing new objectives, enemies and obstacles. A linear storyline with deadly puzzles, fascinating characters and chilling discoveries allow players to experience unique game play mechanics and participate in over-the-top fantasy combat. In a time where advanced weaponry doesn’t yet exist, players have a multitude of basic weapons, special tools and magic at their disposal. Over five weapons are featured in the game, including a variety of swords, crossbows, daggers and the ability to cast magic spells. The game’s outstanding cinematic effects set an additional ambient tone for Plague of Darkness, immersing players deep into the dark world environments.
The game’s story features a Knight of the Order, Douran, who sets out on a mission to bring down a terrible demon. The demon has been haunting the land of the living by feasting on the black souls of the dead, in order to bring about its own resurrection. During the course of his adventure, Douran encounters other characters that may hold answers to the mystery behind the demonic plague, but can he trust them? In the course of the story, the hero fights the omnipresent evil demon by using the game’s sacred relic in a quest to spread peace throughout Europe.”
In December of the same year, Gamekult revealed a little more about the game:
“In a medieval Europe ravaged by the Black Plague (1348), the young knight Douran sets sail for the island of St. Angui, to join Jacques de Villemort, the head of the Order, and his father, whom he has seen attacked by an evil spirit in a recent nightmare. Offshore, Douran sees a thick dark fog with a Death’s face, which quickly takes the form of a claw to trap the ship and capsize it. At the back of his cabin, our hero hears the horrified laments of the members of the crew, before seeing the strange tablecloth rush under his door … Small peculiarity, the combat system will propose to assign tarot cards to get special spells. Equipped with an online function on Xbox as on PS2 to obtain new equipment, Plague of Darkness is scheduled for next June in the United States.”
In April 2004, Sliced Gaming Australia shared a bit more about the game design:
“As you progress through Plague of Darkness you’ll be able to upgrade Douran’s weapons, magic and armour Role-Playing Game-style. As the game has an emphasis on action and combat, Douran will have more combat-based moves than simply attacking; he’ll also be able to block enemies’ attacks and even grab them to execute throw moves. Twenty-five enemies will be featured in the game, some with non-magical attacks and some with magical attacks.”
However, Plague of Darkness quietly vanished without a trace after this. We can speculate that something went wrong during it’s development process and Namco decided to pull the plug. Oddly enough, a partnership between Widescreen Games and Namco will eventually come to fruition with the making of Dead to Rights 2, released in the end of the 2005 year, after a troubled development.
Spirit Under Control is a canceled futuristic sci-fi action/adventure game that was developed in the mid 2000’s by Widescreen Games for the PC, Playstation 2 and Xbox. It seems it was set in the distant future, on a planet called Jun. The main feature of this project was the use of a capacity named “spirit” which would have allow the player to take control of various characters such as the enemies in order to solve various situations. We can speculate that its gameplay could have been very similar to the game Messiah, released in 2000 exclusively on PC.
Few information are currently available on Spirit Under Control, as the game was never officially revealed to this day. It was discovered on the now-defunct website of Widescreen Games. Here was what we could read about this title:
Spirit Under Control is a 3rd person action / adventure game in 3D real time dedicated to PS2, XBOX and PC.
The adventure takes place on Jun, a mysterious planet located in a remote solar system.
The gameplay of Spirit mixes skilfully Action and Adventures, it is based on the use of a super capacity called “spirit”. The spirit makes it possible to remotely take the control of the enemies.
Key features: An action game with a brain
– Explore a fascinating universe: a world populated with exotic aliens with exciting powers you can take control of.
– Use your spirit powers to solve complex and puzzling situations.
– Take the control of different characters to experiment various gameplays.
Game Genre : 3rd person action adventure game
Universe : Space Western
Platforms : PS2 / XBOX / PC
Playable PS2 demo
Target : mature audience
It seems that Spirit Under Control was playable as we could read it on the general information section, but, to this day, no such playable demo was made available on the web. Only four tiny screenshots are available here to remember the existence of this obscure, interesting project. It isn’t the first lost cancelled game made by Widescreen Games. In the same category, we could add titles such as Amon Ra, Ghostman or even Paparazzi.
If you know someone who worked on Spirit Under Control and could help us preserve more screenshots, footage or details, please let us know!
Eternal Darkness 2 is a canceled Survival-Horror action/adventure game developed by Silicon Knights from 2009 to 2012, for Wii U, Xbox 360, and Playstation 3. It was the sequel of Eternal Darkness: Sanity’s Requiem, released in 2002 for the GameCube.
Few information regarding Eternal Darkness 2 are currently available as the game was officially confirmed after its cancellation in an article from Kotaku, dated from October 2012, about the difficult development of what became the last game from Silicon Knights, X-Men: Destiny.
First rumor surrounding Eternal Darkness 2 came into light in November 2011 when some media hinted that the development of the game could have began on the Wii U:
Silicon Knights cuts force team to refocus on “one of its most requested titles for the next generation.”
Massive staff cuts hit the X-Men: Destiny developer Silicon Knights last week, slashing the Canadian developer nearly in half after a publisher, that remains unnamed, pulled out on a project the team was working on.
The project in question, which also remains unnamed, is still in development according to developers. A Silicon Knights spokesperson has said recently however, that “the company is currently refocusing and returning to its roots, working on one of its most requested titles for the next generation.”
While the name Eternal Darkness 2 has not been mentioned, it seems the most likely candidate for a next generation revamp and a perfect fit for the Wii U controller. Despite vast amounts of love for the original, Eternal Darkness has never seen a follow-up, but this could be the news we’ve all been waiting for.
In March 2012, the same article got a little update:
Silicon Knights boss Denis Dyack mentioned in a recent GI interview that his studio is working on their most requested game, another strong hint Eternal Darkness 2 is in development for the Nintendo Wii U.
To quote: “We’re really excited and we’re working on our next generation stuff. We’re working on an IP that’s our most requested and we’re really excited about that. We’re going back to our roots. I’m really looking forward to a point in time when we can talk about it.”
For those unfamiliar with the story, here is a summary:
In July 2007, Silicon Knights sued Epic after experiencing issues with the development of the Unreal Engine 3 on Too Human:
According to the suit, which seems more than $75,000, Epic Games misrepresented the abilities of their Unreal Engine 3 when selling the license agreement to Silicon Knights. The suit says that Epic failed to “provide a working game engine” to Silicon causing them to “experience considerable losses.”
The developer was rumored to be experiencing problems with the Unreal Engine platform last summer, but later denied speculation it was dropping the platform and commented that the game was still “progressing very well.” Silicon Knights eventually decided to drop the Unreal engine and instead build their own, according to the suit.
Silicon also claims that Epic has been “sabotaging” Silicon Knights efforts to make a game by using the money earned from their licensing deals to make their own games rather than to provide support for their engine to Silicon and other licensees.
In a nutshell, SK claims that Epic used a slicker version of their Unreal Engine for Gears of War and released a hamstringed version to SK and others, in order to show them up at E3. They also failed to release the Gears version until much more recently, SK claims. They also claim that Epic made several very specific statements about what the engine could do, but which it was never able to deliver on including the number of on-screen characters and lighting effects.
The suit is based on a dozen causes of action including fraud, negligent misrepresentation, intentional interference with contractual relations, intentional interference with prospective economic advantage, breach of warranty and a violation of North Carolina’s unfair and deceptive trade practices act.
The suit also says that Epic missed the deadlines for providing both the 360 and PS3 engines. Finally, the suit alleges, the SK gave up on the engine and built their own, which is what Too Human use.
Further information regarding the contention could be viewed here:
A key point of contention is the E3 demo of Too Human, which was not well received – the suit alleges: “The final development kit for the Xbox 360 was released by Microsoft in early September, 2005, meaning that Epic was obligated to deliver a fully operable version of the Engine to Silicon Knights by no later than March, 2006.” “That delivery date is significant, since compliance by Epic would have given Silicon Knights time to prepare an appropriate demonstration version of its Microsoft Xbox 360 game, Too Human, for the very important industry trade show, E3, two months later in May, 2006.” It continues: “Epic apparently was able to achieve a very useable version of the Engine for the Xbox 360 – the version that it kept to itself, for use only on its Gears of War game (as discussed below), to the detriment of Silicon Knights and Epic’s other licensees, as set forth in more detail below. Epic’s plan to avoid its obligations and hoard all of the necessary functionalities not only harmed Silicon Knights and all of Epic’s other licensees in the industry, but also gave Epic a clearly unfair advantage in the industry.” How so? “That advantage was nowhere more evident than at E3 2006, where Gears of War was awarded “Best Game in Show” and garnered nothing but laudatory press. By contrast, Silicon Knights – one of the only other [Unreal Engine 3] developers to publicly display a playable demonstration of its game – saw Too Human roundly criticized in the videogame press for its technical problems and generally unpolished appearance. The damage to Silicon Knights caused by Epic’s misconduct was manifest, because E3 attendees were able to compare Too Human with another game running ostensibly the same game engine, Gears of War, with vastly superior results.”
Less than a month later, Epic countersued Silicon Knights for copyright infringement, misappropriation of trade secrets, and breach of contract:
Silicon Knights claimed that Epic breached its contract and failed to deliver a workable version of the engine on time, forcing the developer to start building its own engine for Too Human, and delaying the game in the process.
Epic has returned fire: Yesterday the company filed a motion to dismiss the original suit, and then filed its own countersuit against Silicon Knights. In its defense, Epic said that Silicon Knights failed to show that the company misrepresented the truth or ever intended to deceive the developer.
It also took issue with Silicon Knights’ portrayal of some terms in the licensing agreement. While the original suit claimed that Epic had committed to delivering a working engine for the Xbox 360 and PlayStation 3 within six months of each system’s final development kits being sent out, the motion to dismiss claimed that Epic was obligated merely to “demonstrate” that the Unreal Engine 3 would run on the Xbox 360 by March of 2006. The motion made no mention of the PlayStation 3 deadline.
Regardless of how the judge rules on the motion, there’s also Epic’s counterclaim to sort through. In short, Epic accused Silicon Knights of trying to steal the Unreal Engine 3 technology.
“Indeed, the plain language of the Silicon Knights’ complaint makes clear that Silicon Knights wants to take Epic’s licensed technology, pay nothing for it, and use it any way it pleases,” the counterclaim reads.
According to Epic, Silicon Knights had full access to the Unreal Engine 3 code and support network for an evaluation period of roughly nine months before it entered into the license agreement. The developer also got a break on the regular licensing fee because it committed to use the engine exclusively for all of its Xbox 360, PS3, and PC games.
As such, Epic accused Silicon Knights of breaching the contract by creating its own engine for Too Human and developing the game–and a second game with Sega–using that new engine. Additionally, Epic sued the developer for copyright infringement because Silicon Knights said in its original suit that the new Too Human engine was based on Unreal Engine 3.
Epic said the new engine is an unauthorized, derivative work that violates its licensing agreement and constitutes a misappropriation of its trade secrets. It also noted in the months prior to the countersuit that Silicon Knights accessed “virtually all” of the Unreal Engine 3 documentation that Epic makes available to partners online, “consistent with an effort to archive documentation for use outside the scope of the license agreement.”
Epic is seeking damages in excess of $650,000, as well as an order that any code or games that infringe on its copyright be destroyed. Only Silicon Knights’ next project after Too Human–the as-yet-unannounced game to be published by Sega–is referenced directly in the copyright-infringement claim.
The case was settled only in May 2012 with a victory for Epic Games:
Epic Games Wins Lawsuit Against Silicon Knights, Awarded $4.45 Million
Epic Games secured a significant victory today against Canadian company Silicon Knights when a jury in the U.S. District Court for the Eastern District of North Carolina found in favor of Epic on all claims.
The jury rejected Silicon Knights’ claim that Epic breached its Unreal Engine 3 license agreement with Silicon Knights. The jury also found in Epic’s favor on all of its counterclaims, namely that Silicon Knights breached the license agreement, misappropriated Epic’s trade secrets, and infringed Epic’s copyrights in the Unreal Engine 3 code. The jury awarded Epic damages totaling $4.45 million. Epic has 30 days in which to file a request to the court for reimbursement of attorneys’ fees and costs. The court previously had thrown out Silicon Knights’ fraud claims after nine days of testimony.
Now let’s go back to what really interests us here, with the rumor emanating from NeoGaf concerning the potential cancellation of Eternal Darkness 2. Here is what we could read on this subject in June 2012, only a dozen days after Silicon Knights lost its lawsuit against Epic:
In the wake of Epic’s victory in the Unreal Engine suit brought by Silicon Knights, Nintendo has apparently opted to halt development of Eternal Darkness 2. NeoGAF user Shiggy offers a summary of the situation, excerpts of which appear below.
“Last year, Silicon Knights and Nintendo started to work together once again on a new title. Based on the fact that they already had Wii U dev kits and also based on Dyack’s comments, it was Eternal Darkness 2.”
“So as already mentioned, the studio was solely dependent on Nintendo’s goodwill since late November 2011. But then the trial against Epic took place last week, and SK lost it. SK was ordered to pay 4.5 mio USD to Epic, and additionally they may need to pay for Epic’s legal fees. The company’s debt rose to a new level.”
“When Nintendo saw that they would need to pay an additional 10 million USD to have the company survive that develops the game, they didn’t seem to like it, especially as they wouldn’t get anything in return.”
“NCL reviewed its decision and it appears as if Eternal Darkness 2 is cancelled for now. Hence, many of the 40-man team were laid off, leaving the studio in limbo now.”
Needless to say, neither Nintendo nor Silicon Knights have commented on this issue one way or the other, and it is a distinct possibility that Shiggy’s appraisal is a hoax rather than a rumor. That said, and despite the absence of any corroborating evidence whatsoever, Shiggy’s description is eminently believable, and may prove to be entirely factual.
It is indeed difficult to know if this rumor coming from NeoGaf is to be taken seriously, even today. By the way, user Shiggy also shared some potential information regarding another cancelled Silicon Knights game which was The Crucible: Evil Within.
But whether this is true or not, the Kotaku article mentioned at the beginning of this article remains the real official source confirming that Eternal Darkness 2 was in development for a certain period:
All eight interviewees that I spoke with for this story say Silicon Knights was splitting its team between work on X-Men: Destiny, and work on a development demo.
What could it be? Too Human 2, perhaps, which Dyack has repeatedly promised that the studio intends to complete as a trilogy? Or perhaps the same Sega-funded project which was cancelled in 2009; a game code-named The Box, and later, The Ritualyst?
The answer is far more exciting: Eternal Darkness 2, which Kotaku can reveal that SK was working on in parallel to the Activision contract.
“SK didn’t take the development of X-Men: Destiny seriously the entire time I was there,” a source says. “They were working on an Eternal Darkness 2 demo that they could take to publishers. While I was there, they were even siphoning off staff from my team to work on it. Denis is not an X-Men fan either, so he didn’t care much for the license. To him, it seemed more like a job to get us by, until ED2 could be developed and sold to a publisher—which never happened.”
Another source said that “SK had about 60% of the development team working on X-Men: Destiny and the other 40% working on ED2. (…) This 60%/40% staffing estimate was backed up by multiple sources.
Yet despite this reportedly split effort, the ED2 demo also failed to come together in a satisfying way, sources said. “The farthest they got with it when I left SK was, literally, one two-level church interior,” says one former employee. “It was really bad, as I recall. It took the side-team a long time to even get that far. Bad tech, combined with a team composed of people who had not shipped a title since Metal Gear really hurt that demo. Other than that, I can’t explain why things went so poorly for them [except that] a lot of key people responsible for the original Eternal Darkness are long gone.”
The result coming from the loss of that lawsuit was a total disaster for Silicon Knights: all projects in development were definitively cancelled: The Sandman, Siren in the Maelstrom, Too Human 2 and 3 or even the mysterious King’s Quest alongside the already mentionned The Crucible: Evil Within and this Eternal Darkness 2. Denis Dyack left the studio in July 2012 to found Precursor Games with other former members of the company, while the rest were laid off. As of 2013, only 5 employees were still working within the studio:
Too Human developer Silicon Knights, still battling a $4.45 million judgment that favored Epic Games, is down to just a few employees, has closed its office and has sold off office equipment and game assets, Polygon has learned.
The company laid off most of its employees last summer, a source tells Polygon. Around the same time, a core group of Silicon Knights employees, including founder Denis Dyack, created a new studio: Precursor Games.
Precursor Games, formed about 30 miles west of the now-empty offices of St. Catharines, Ontario-based Silicon Knights, also purchased some of Silicon Knights’ assets, including art assets, desks, chairs and even computers, a move that spurred an examination by Epic Games attorneys, according to court records. The studio is attempting to fund development of Shadow of the Eternals, a spiritual successor to Eternal Darkness.
Precursor Games CEO Paul Caporicci told Polygon that Precursor has no relationship with Silicon Knights, but did verify that new studio purchased some of the old studio’s equipment.
“Silicon Knights was selling off extra assets to laid-off employees and we, along with others, purchased some of them,” Caporicci said. “Like so many others who have been laid off in this difficult economy, we are simply trying to turn a tough situation into something positive. This helps gives us an opportunity with Shadow of the Eternals to give the gamers something that have been wanting.”
In December 2012, NeoGaf’s member Mama Robotnik wrote a post-mortem of Silicon Knights and shared many pictures supposedly from various cancelled projects made by the studio. Regarding Eternal Darkness 2, it seems that the game was planned for Wii U, but also on Xbox 360 and PS3:
At least one portfolio website of a former Silicon Knights concept artist seems to make reference to the project suggesting that the ambition was for a 360/PS3/WiiU release.
How this multi-format release would have worked – given Nintendo’s ambiguous partial ownership of the Eternal Darkness IP is unclear. Regardless, with X-Men Destiny a critical and commercial bomb, and reportedly only five employees remaining in the once hundreds-strong organisation, Eternal Darkness II is almost certainly utterly cancelled.
Some of those alleged renders could be from different games by Silicon Knights. For instance, this one can be seen in the gameplay video of Shadow of the Eternals, the cancelled spiritual successor of Eternal Darkness:
Same thing with this one which apparently was more related to The Crucible: Evil Within/The Box/The Ritualyst:
History seems to be repeating itself today for Denis Dyack: after Shadow of the Eternals was put on-hold following two failed attempts on Kickstarter, Precursor Games closed its doors in September 2013. He founded Quantum Entanglement Entertainment in October 2014 with the ambition to relaunch the development of Shadow of the Eternals and make it a crossmedia movie license. No information regarding what happened during a period of more than 3 years has been disclosed to date. Finally, today, Dyack is at the head of Apocalypse Studios, since January 2018, which has been developing Deadhaus Sonatafor more than 4 years now, claimed to be a spiritual successor to Blood Omen: Legacy of Kain. The game initially used Amazon‘s Lumberyard Engine before switching to Unity in April 2022. Xbox One and Playstation 4 versions were also apparently planned, but given the evolution of the console market with now the Xbox Series S/X and the Playstation 5 as its successor, it’s clearly not impossible for these releases to be cancelled.
Potential concept arts and 3D models for Eternal Darkness 2. Still to be confirmed, might be from other cancelled Silicon Knights games.
Official artworks/concept arts from Eternal Darkness 2 – circa 2009. All provided by Jonathan Standing.
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