New Cancelled Games & Their Lost Media Added to the Archive

Flux (Eight Cylinder Studios) [GameCube, PC – Cancelled]

Flux is a cancelled action adventure that was in development by forgotten team Eight Cylinder Studios, planned to be published for Nintendo GameCube and PC (by Microsoft?). Eight Cylinder survived in the gaming market for just about 2 – 3 years, between 1998 and 2001.

As far as we know they never released any of their games. Few details about the existence of their Flux project can still be found online, on Mobygames’ profile for Franck De Girolami (Eight Cylinder founder) and in an old website for Dark Reigns 2, as Adam Marquis (now at Naugthy Dog) also worked at Eight Cylinder before joining Pandemic Studios. On Next Generation Magazine (issue 40, April 1998) they also published a short update about them:

“Eight  Cylinder Studios, remains hard at work on the tentatively titled  Flux, a 3D action / platform game, which according to one employee,  will be the first game to offer “varying planes of gravity.” As of press time, Eight Cylinder had not  announced a new publisher for Flux but was courting several larger, unnamed companies with strong distribution channels.”

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We were also able to save a short description about the project and some concept tiny art from a (now offline) website of another former developer:

“FLUX Gamecube, Action Adventure, Eight Cylinder Studios / Microsoft (unreleased). A unique mechanic where the player rotates the world along 3-axis in order to move through it, and to control the action.  I envisioned architecture that was built at different orientations; out of it came irony, humor and contradiction: guard towers became bridges that spanned divides, water mills became waterfalls that caused floods, and slums turned sideways dumping all their ‘stuff’ into the world, into this I folded themed zones that carried the narrative, mechanic, and pacing of the game.  These are only the initial sketches – art bible and screendumps were destroyed

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We can assume the team was not able to find a publisher to keep funding their project and had to close down. If you know someone who worked at Eight Cylinder Studios and could help us to know more about what happened to Flux, please let us know!

Alex Carver: Futurebrighter [PC – Cancelled]

Alex Carver: Futurebrighter is a cancelled FPS that was in development by Heaven X, a small and obscure development team from Poland. The game was announced in 2004, sharing some details and screenshots.

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As wrote by IGN:

“AC:F is a first-person shooter that follows Alex Carver, a convict on his way to a distant planet that houses a prison for the galaxy’s least desired criminals and murderers.

Along the way the prison transporter carrying our hero is attacked by an unknown adversary. The ship goes down and Alex is given a chance to escape. One small problem. The planet the ship lands on is run by a tyrannical dictator who has been working on secret genetic experiments.

Equipped with pistols, sniper rifles, plasma rifles, and a cynical outlook on life (funny what prison does to you), Alex must do everything in his power to stay alive.”

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On the old Heven X website we can read:

“An independent developer group Heaven X deals with creating computer games and multimedia programs. We’re those players who have begun working on our own titles since 2001. Our team has gained much experience when working for Techland, Leryx Longsoft and L.K. Avalaon, while preparing games like Chrome, Xpand Rally, Small Army, Indiana Jack, Pet Racer, Pet Soccer, Golem, or Kokomando.

Earlier, we were working for various producers. Now, however, we’ve joined our forces and experience under the name Heaven X in order to create our own virtual worlds, which, hopefully, will attract many players. We are working on authorial projects, as well as on titles that we develop for Polish publisher companies.

We were “brought up” playing the greatest games that serve as a point of departure for our projects. Unreal, Half-Life, Deus Ex, Soldier of Fortune, Serious Sam and even Rayman are just a few names of the worldwide hits that are a great source of inspiration for us. Our goal is to create games that would simultaneously provide the players with great feel, engrossing and entertaining gameplay experience, and satisfaction (not only for the players but also for us).

We have our authorial 3D engine Magnum Engine at disposal. The engine is capable of creating environments inside the buildings (indoor) as well as in open spaces (outdoor). Magnum Engine uses the newest graphics technologies and special effects, therefore, it keeps up both in quality and beauty with other Western and Polish productions:

  • Vast and open spaces and indoor environment
  • Expanded animation system that features bone system / skeleton
  • Vehicle handling system together with the driving model and physics
  • Physics allowing for an interaction with the game’s environment
  • 50.000 to 100.000 polygons per frame
  • Particle system
  • Dynamic interplay of light and shadow
  • Varied weather effects (rain, snow)”

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More info was published by Polish websites at the time, but it looks like the project never got far into production. We can assume they never found a publisher interested in backing up their game, so Alex Carver: Futurebighter had to be cancelled.

Thanks to Daniel Nicaise for the contribution!

Nightfall (Core Design) [PS2 – Cancelled]

Around 2002 Core Design had already completed a few games for PlayStation 2, such as Project Eden and Thunderhawk, both released in 2001, and they were going to complete Herdy Gerdy, an action / strategy puzzle game. During this time they were also working on a cancelled survival / action horror game titled Nightfall, of which unfortunately there is limited information available.

Former Core Design developers we talked to, remember that Nightfall was going to be a game about surviving in an island overrun by werewolves, after the main character crashed there in a helicopter. It seems that before Nightfall the team tried to pitch a videogame adaption of the Preacher comic to Vertigo / DC Comics, but that was soon canned so they tried to develop their concept into a new, original IP. It’s possible that the idea about a Preacher video game was conceived during the same time in which independent filmmaking studios Storm Entertainment and Electric Entertainment announced the pre-production of a Preacher movie, but after a while the film was pushed back (and never realized) because of financial issues.

People that were able to see an early Nightfall prototype remember that it looked great for a PS2 title, but not much work was done on it before the cancellation. After Nightfall was cancelled, Core Design developed such titles as Tomb Raider: The Angel of Darkness, Smart Bomb and the cancelled Fighting Force 3, until they were sold from Eidos to Rebellion Developments Ltd.

We hope to be able to preserve more info about Nightfall Unseen64 in the future, but for now it remains one of the most interesting and obscure lost games, by one of the most important software houses from the late ‘90s.

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Citadel of the Black Sun [PC – Cancelled]

Citadel of the Black Sun is a cancelled RPG that was in development in 1988 / 1989 for DOS PC by Golden Goblins, a team under Rainbow Arts, a less known developer and publisher founded in 1984 in Gütersloh, Germany. At the time Golden Goblins already worked on Grand Monster Slam, some kind of fantasy themed pong game released for Amiga, Commodore 64, Atari ST and PC.

They were asked to create a new role playing game for US based SSI (Strategic Simulations Inc), a company popular at the time for their wargames and titles based on the Dungeons & Dragons franchise. Rainbow Arts was the major publisher of SSI games in Germany and the two companies grew a great relationship that led them to work together on this new fantasy project: Citadel of the Black Sun.

In late ‘80 computer RPGs were still in their early days, with some of the most popular ones being The Faery Tale Adventure (1987), Ultima V (1988), Drakkhen (1989) and Curse of the Azure Bonds (1989): the techs used to create such games left a lot to the player’s imagination, using overhead 2D sprites or some kind of clunky first person visuals. With most PCs at the time not having dedicated video cards to create more advanced graphic, it was not possible for developers to offer a vast, 3D open world to explore like today with titles such as SKYRIM, Fallout 4 or The Witcher 3.

The worlds of late ‘80 and early ‘90 Computer RPGs were made of 16 color palettes and visual tricks to give some kind of illusion of being in an immersive environment. These are the foundations from which Golden Goblins started to create their own role playing game. The team was composed of just a few developers and designers: Jurgen Dolassek (dungeon implementation), Andreas Gortz (dungeon implementation, game design, graphics), Frank Lenzer (dungeon implementation), Hartwig Nieder-Gassel (concept, game design, graphics), Heiko Schroder (programming) and Teut Widemann (concept and producer).

Previously, most SSI RPGs used turn-based group combat so Golden Goblins followed the same kind of mechanics with manual or auto-combat, EXP and a LV-UP system, but moving forward with graphics, characters customization, world interaction and controls. They implemented a “Barbie Doll System” that was shown in-game on the characters’ portraits. This displayed the different armor and weapons equipped (at that time most games just had static sprites).

The game was drawn in a full-screen isometric scrolling graphic to give the illusion of depth and multi-dimensional movements. The extensive world map could be freely explored as in modern open world RPGs and you could go anywhere you please with no barriers or story-driven limits to find new cities and hidden places to enter in. The engine changed to a different screen only when entering in towns, dungeons and combat. While these images could look simple for today’s standards, it would have been one of the best looking DOS games at the time.

Many were the interesting and innovative features planned by Teut Widemann for Citadel of the Black Sun, such as a true “Line of Sight” and window / door functions on buildings. You were able to enter all houses and to look inside if you had line of sight, by opening a door or peeking through a window. It was also possible to jump out of a window from the second floor of a building if you wanted to. Players could check wardrobes and chests to find new armor and weapons, talk to NPCs, trade items and interact with animals.

The epic storyline would follow the traditional fantasy setting, with warriors, elves, dwarves, wizards, orcs, dragons, castles and dark dungeons. On the right side of the screen there was a menu bar with all the available actions and the game was fully playable with a mouse which is something exceptional when most games at the time were keyboard control only.

When Golden Goblins and Rainbow Arts showed Citadel of the Black Sun to SSI they were blown away and immediately wanted to put it under the AD&D license, planning to use its new isometric engine for all their future RPGs. For a small, obscure German team it would have been a life-changing experience and the history of computer RPGs could have been much different, if only Citadel of the Black Sun would have not been cancelled. What happened?

Widemann shared some of his memories in a post on his blog:

“First one employee of our daughter companies we acquired called Time Warp moved into our offices as we closed down their offices. That guy wanted my job, always working to criticize mine. He said openly he wanted my job, he can do it better, and he hated RPG’s. He didn’t believe in them.

Second I fell in love with the girlfriend of my best friend Bernard. Remember? He was one of the three of us managing Rainbow Arts. She and I came together and she split from Bernard, not good when you think the three of us had to work together on a daily basis.

Story short: I left the company due to private reasons (due to my girlfriend, later my wife, we married in 1992, but she died of cancer in 2010) and that one guy took over all my projects. Within three months he split the development team, made sure SSI hated mine and the team’s guts and the project was cancelled. Remember, he hated RPG’s! The game was 70% finished.”

This was the end of an ambitious RPG by a now forgotten German team. It seems Todd Porter, their first producer at SSI during early development (before Nicholas Beliaeff took over), was such a fan of Golden Goblins’ game that when he left SSI for Origin he put many ideas and concepts from Citadel of the Black Sun into their game Knights of Legends. The remaining people at Golden Goblins then worked on “MUDS – Mean Ugly Dirty Sport” (1990, Amiga and DOS), but Rainbow Arts was later bought by Funsoft and then by THQ in 1999.

Thanks to Teut Widemann for his contribution! This article was originally published in our book “Video Games You Will Never Play“.

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XGirl [Xbox – Cancelled]

XGirl is a cancelled “girlfriend simulation” game that was in development by Angel Studios (the modern Rockstar San Diego) around 2000, planned to be published by Microsoft as a launch game for their original Xbox. You can imagine it somehow like Seaman or Hey You, Pikachu! but with a “girlfriend” as the main character to interact with. As far as we know XGirl did not use voice-commands and it was more like a traditional pet / life simulation, such as the Creatures or Tamagotchi series.

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While the project was never officially announced, details about its existence were found online on resumes of former Angel Studios / Rockstar San Diego developers.

Carlos Pedroza, who worked as Lead Artist at Angel Studios, listed the game on his website. Michael Limber, who worked as Chief Creative Officer at Angel Studios, wrote on his old website:

“Interactive test application for Microsoft for the launch of the XBox. Kind of an interactive girlfriend project, XGirl had natural engaging facial animations and reacted to various controller inputs.”

We tried many times to get in contact with former Angel Studios developers to preserve more information about XGirl, unfortunately we never got any reply. In Japan Microsoft did release a somewhat similar game to xGirl on the original Xbox, titled “N.U.D.E.@ Natural Ultimate Digital Experiment”, developed by Red Entertainment.

We can assume the concept behind a “virtual girlfriend” could have been too controversial for the american market in 2001, so Microsoft and Angel Studios canned the project. Angel Studios was then bought by Take-two in 2003 and renamed Rockstar San Diego. They then moved on to work on such popular titles as Red Dead Revolver, Midnight Club and Grand Theft Auto V.