New Cancelled Games & Their Lost Media Added to the Archive

Maximum Gauge [Cancelled – PC/PSX]

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Maximum Gauge was an 2D/3D adventure game with a sci-fi theme in development for the PC and the Playstation 1, developed by Big Grub and published by MGM Interactive. Gregg Tavares, who was Programmer at the time, described the game as “take Diablo but make it play like The Legend of Zelda: A Link to the Past“.

In June 1997, issue #15 of French magazine PlayMag wrote about the title:

Gregg Tavares and John Alvarado, with their experience with Hollywood studios, approached MGM, which had expressed its desire to launch an interactive branch. Result: Maximum Gauge on Playstation.

Gregg wanted to tackle a much more perilous field, that of Zelda-style RPGs. As a fan of Chrono Trigger, Zelda and company, he set himself a challenge: create an equivalent on Playstation with a much more sophisticated graphic style. Indeed, the big difference with a Super Nintendo RPG lies first of all in the 3D modeling of the sprites. Thus, all the characters and decorative elements are made in pseudo 3D. All bosses will be real 3D objects like certain special effects in the game. As for the character animation, it is also designed in 3D Studio, then transformed into sprites. This results in neat and very precise work. Indeed, if the animators find issues in the digitization of the sprites, they can modify the key frames of the movement. Fluidity is therefore there.

Maximum Gauge begins in the distant future in a distant galaxy. You and a band of merry men are at the controls of your spaceship when you crash on a completely unknown planet. The ship can be repaired but unfortunately the technician has disappeared. All you have left is an unfortunate shovel to explore this mysterious land. It’s like a basic sword in an RPG. All you have to do now is find a better weapon. (…) Unlike a Japanese game, Maximum Gauge explains the situation to you with humor. You have to laugh at your own misfortune and the designers of Big Grub couldn’t help but make references to American blockbusters. Brandon Humphreys, in charge of cinematics, gave us a mix between True Lies and Last Action Hero. (…)

The Art Director Willis Wong is obsessed with Japanese style. Despite everything, we still find a slight Japanese touch, all giving a rather special atmosphere. Like Zelda, Maximum Gauge is a game where you never stop exploring to discover new play areas. Weapons play a huge role at this level since some of them destroy specific obstacles. As a result, it is necessary to remember all the details of Maximum Gauge. Thus, an ultrasonic gun atomizes the crystal peaks which seemed unbreakable a few hours or days before. A grappling gun also gives you access to hidden corners. Don’t forget the shovel when you find something better because if it is used to crush enemy faces at first, it can also dig. Once the hero gets his hands on the metal detector, he makes holes and scans them to unearth treasures.

Your companions keep coming to your aid. The inventor is responsible for assembling the parts that seem unnecessary. You have to constantly question him and get to know him because it turns out to be essential. Even if the gameplay is essential in an RPG where you have to constantly fight, Big Grub attached great importance to the music. As proof, I cite the $50,000 invested in musical equipment and the full-time composer that the company hired. (…) Maximum Gauge therefore offers a slew of different themes that keep changing depending on your actions and the places you explore. No mystery, the music accelerates when facing bosses, calms down in green settings, darkens in swamps and completely immerses you in the world of Maximum Gauge. To conclude, Maximum Gauge is one of the flagship titles from MGM Interactive which intends to make a sensational arrival in the video game world by giving a breath of fresh air to a genre that does not really seem to evolve. It remains to be seen if in one take, our friends at Big Grub will do as well as the Japanese.

Atari Compendium made an interview of Tavares back in 2007, and Maximum Gauge was briefly mentionned:

Q: There were a few projects that you worked on that ultimately never got released (or possibly finished).  Do you recall the reason(s) why?

Gregg Tavares: (…) Big Grub’s unreleased game was called Maximum Gauge.  It was basically SNES Zelda-type of adventure with Diablo or better graphics.  The main characters were Space Marines. (…)

Q: If you had a chance to redo any of your games, what would you change?

Gregg Tavares: That’s a hard question.  If I was to redo Maximum Gauge I’d redesign it around the dialog since because it’s an adventure game.  That’s really where those games get their base.  Originally I designed it around the levels and thought I’d fill in dialog later.  But more than design I would manage it differently and hopefully in a way that it would have shipped.

Apparently there were direction problems and the game never seen the light of the day, as Tavares explained on his old personal website:

The second time I started a company it was called Seven.  A few things I learned there: 1) Never except a fixed amount of money for an unspecified amount of work.  This was obvious at the time but we were anxious to get started on something so we excepted. 2) Partners are generally bad.  Not bad people just a bad idea.   You can hear this advice from many many different people.  There are several problems with partners.  Is it an equal partnership?  Will you have to put in the same amount of effort?  For example a programmer may have to work 11 hours a day to get his work done.  The accounting partner might only have to work 2 hours a week to get his work done especially for a small company.  Sooner or later this kind of issue will cause a painful break in the partnership.  Another is direction, some partners might want to do one type of game where as another might want to do something else, maybe not even games.  I believe this is what happened at Id Software.  It also happened at Seven and Big Grub and caused no end of frustration for everybody involved.
The last time I started a company was with Big Grub.  This time there were four partners.  Again we had the direction problem.  Which type of game should we do next or should we do something other than games etc. Which small side projects should we take on.  The big lesson I think I learned is that it is very very important to have a good Director.  The Game Director is my definition for the person that has the vision of the final game in his head and it is his job to direct everybody to create it.  That would mean the best Game Director would be someone who is both the main Game Designer and also the game’s manager (schedules, budget, etc.)  That’s a very hard person to find.  People that design don’t usually want to manage and people that manage aren’t generally qualified to design.  That person also needs to authority to direct.  I believe that can be next to impossible with partners.  Equal partners can generally say, “screw you I don’t want to do that I want to do this.”  Employee’s can’t do that. Consider the Game Director to be just like a movie director.  He should talk to the Art Director to get the art style he wants for his vision.  He should talk to the music director to make sure he gets the music that matches his vision. He should talk to the programmers and make sure they can create his vision and how he needs to adjust it to fit reality.  You can’t have the Art Director directing the art separate from the Game Director directing the game.   The Game Director should look over the shoulders of each person on the team on a daily basis to see that each person is creating things that fit his vision.  He needs to manage everybody so the project is finished on time and so they are always working toward a common goal.  If a programmer needs certain artwork by next week the Game Director should make sure somebody is creating that art.

Video:

Short grainy gameplay sequence provided by Artist/Assistant Art Director Benjamin Naumann.

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RustHeart (Glowmade) [PC – Cancelled]

RustHeart is a cancelled Action-RPG video game developed around 2019-2020 by Glowmade Ltd. and published by Electronic Arts through their EA Originals label, for the PC but also the consoles, although nothing as yet been specified concerning which ones.

Few information is currently available on that title. The game was initially revealed in June 2019 during an EA Play event as an “Action-RPG with Non-Playable Character Coop” where the player is a kid who build a giant robot sidekick to go on an adventure across a vibrant, alien multiverse. VG24/7  wrote:

At the top of a new video showcasing various small studios EA works with for its EA Originals program, was a striking image: a giant robot, and a kid climbing onto its shoulders. This, a gathering of press learns at a private EA Play 2019 event, is a brand new EA Original from developers Glowmade.

Rustheart is an action-RPG with NPC co-op. The robot is fully customizable, according to Glowmade CEO Jonny Hopper. Players will be able to build the robot so that it is unique and personal to them, from color to gear. The robot learns from the player’s actions too. Hopper cites the animated film The Iron Giant, the vibe of ’80s movies, and the comedy of Rick and Morty as key inspirations for Rustheart. “How do we make a game there,” he says was the big question around the studio with the cluster of inspirations, “what can we do with that?”

Previously, Glowmade collaborated with Tequila Works on WonderWorlds, a user-creation driven game. Rustheart is the studio’s first game under the EA partners banner.

However, after this announcement, RustHeart fell completely into obscurity and was never again officially mentioned in the press.

It wasn’t until April 2025 that a bit more information alongside a couple of screenshots were shared by Danny Whitehouse who was Senior Environment Artist on the project. According to his LinkedIn profile, he worked at Glowmade until October 2020 where he also worked on the game King of Meat, released 5 years later. To this day, it is still unclear why RustHeart was cancelled. The uncertainty surrounding the economy and the video game industry in the last few years might be a reason, but we can also speculate that something during the development didn’t come together, and the decision to shelve the project was made.

If you know someone who worked on RustHeart and could help us preserve more screenshots, footage or details, please let us know in this comment section!

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Tork: Prehistoric Punk [Xbox] – Beta

Tork: Prehistoric Punk was a fun platformer released exclusively on the Xbox. This game was made by ex-Rayman developers and, early in development, was supposed to be a big triple-A contender against other competitors like Jak and Daxter and Super Mario. Unfortunately, things didn’t work out. Below, we can see some of the beta footage taken from the E3 2002 showcase and some press releases related to late 2003 and 2004.

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Magazines Preview:

 

Videos:

A fan-documentary dedicated to the game

Ted Shred [PC/PlayStation] — Cancelled

Ted Shred is a cancelled skateboarding action-adventure game that was in development by Digital Domain for PC and PlayStation. The game was scheduled for release at Christmas 1996, but it never happened because Digital Domain couldn’t secure a publisher.

Digital Domain is an American company specialising in visual effects and computer animation, originally founded in 1993 by three masterminds: James Cameron, Scott Ross, and Stan Winston. While the company experienced a successful period working in the motion picture industry, they once decided to try their hand at something else: making a video game. That’s where the early seeds of Ted Shred came to life.

The intended story revolved around a real estate tycoon who wants to take Ted’s island, Loki Loco, by trashing and ruining it so he can acquire it cheaply with the help of his minions. It’s up to Ted to stop them.

Below are a couple of videos and images documenting what Ted Shred could have been.

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Credit: Lost Media Mines

The Lost Keys [PC] – Cancelled

The Lost Keys was an action-adventure game in development by 2Digital Productions in Dubai, and scheduled for release in 2003 for PC. The game took heavy influence from old-school platformers, including Crash Bandicoot. Unfortunately, the project was never released for unknown reasons. From one of the developer’s archived blogs, we can learn more about what the game was going to be about:

Sarman Khalid  (Software Engineer): The Lost Keys is a commercial 3D third-person action game for kids of ages 10-16. The game has 10 different levels with 3 playability styles. It was built with Tyfirty along with its level editing tool. The game was released in Dubai in June 2003. The game can be played with the joypad or the keyboard and it also enables the player to save and load his game.
The level editor of this game was also built in-house by me.

Technical Features:

  • Geo mip mapping.
  • Particle systems.
  • OBB collision detection.
  • Scene partitioning for optimization.
  • Optimization by grouping duplicated objects.
  • Game saving and loading.

My Role: Programming the game core and the level editing tool, graphics optimization supervising
Date: 2003
Client: 2 Digital Productions, Dubai

Images

Credit: Iyad Abbas